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Ultima Underworld II: Labyrinth of Worlds : ウィキペディア英語版
Ultima Underworld II: Labyrinth of Worlds

''Ultima Underworld II: Labyrinth of Worlds'' is a 1993 first-person role-playing video game developed by Looking Glass Technologies and published by Origin Systems. As the sequel to ''Ultima Underworld: The Stygian Abyss'', the game is set in the ''Ultima'' fantasy universe. Players assume the role of the Avatar—the protagonist of the ''Ultima'' series—and adventure through multiple dimensions while seeking to prevent the evil Guardian from achieving world domination. Progression is largely nonlinear and the game allows for emergent gameplay.
''Ultima Underworld II'' began production in April 1992, shortly after the completion of ''Ultima Underworld''; and it was developed in nine months. The team sought to improve upon the foundation laid by the game's predecessor, particularly by increasing the size and interactivity of the game world. The team reused and improved the first game's engine. Development was impeded by insufficient staffing and extensive playtesting, and the rapid production cycle led to burnout on the team.
Most critics gave ''Ultima Underworld II'' positive reviews and lauded its graphics, design and nonlinearity. Complaints focused on its high system requirements and unrefined pacing. It has been placed on numerous hall of fame lists since its release. In reaction to the game's difficult development, Looking Glass altered its design approach: they streamlined ideas from the ''Ultima Underworld'' series to create ''System Shock''. The team pitched a sequel to ''Ultima Underworld II'' multiple times, but Origin Systems rejected the idea. Arkane Studios' ''Arx Fatalis'' (2002) and OtherSide Entertainment's upcoming ''Underworld Ascension'' are spiritual successors to the franchise.
==Gameplay==
''Ultima Underworld II'' is a role-playing video game that takes place from a character's eye view in a three-dimensional (3D) graphical environment.〔 The player's goal is to adventure through dungeon-like indoor environments across eight parallel dimensions, while completing quests to help the inhabitants of each world.〔〔〔 The player uses a freely movable mouse cursor to interact with the game's world and to manipulate the heads-up display (HUD) interface. Icons on the HUD allow the player to examine objects closely, to converse with non-player characters (NPCs) and to ready the player character's weapon, among other things. During the game, the player collects items and stores them in an inventory on the HUD.〔 Because it uses the same engine as its predecessor, ''Ultima Underworld II'' shares many of that game's features.〔 For example, it allows the player character to jump and swim, and it contains an automap.〔〔
The player begins by creating a character, for whom traits such as gender, character class and skills may be selected. Skills range from diplomacy and lockpicking to blacksmithing. The game starts in the castle of Lord British,〔 through which the player accesses other dimensions.〔 The player character gains experience points by fighting, completing quests and exploring. During combat, the player attacks by clicking the screen: more damage is dealt when the player presses and holds the attack button. Depending on where the player clicks, different types of attacks—such as thrusts and slashes—occur. The player may cast spells by using an appropriate combination of "runestones", which are collected throughout the game.〔 When enough experience points have been accumulated, the player character levels up and gains hit points. Experience points also grant "skill points",〔 which allow the character to increase skill proficiency. Unlike in ''Ultima Underworld: The Stygian Abyss'', skills are not improved at shrines; rather, they are increased by training with NPCs at the castle or in other dimensions.〔
As with its predecessor, ''Ultima Underworld II'' was designed to generate emergent gameplay through the interplay of simulated systems. The developers attempted to combine role-playing elements with "a sophisticated three-dimensional simulation of a sensible and believable world".〔 For example, torches burn out, items wear over time and the player character must eat.〔〔 Many items in the game are useless but were included for the sake of realism.〔 The game is nonlinear, in that players must "visit and revisit" areas as the character gains abilities and becomes stronger,〔 instead of "clearing each square foot as they go".〔 Many situations and puzzles in the game have multiple solutions.〔

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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