What a horrible night to have a curse!
Someone should have warned the Covenant children: “Never read aloud strange rituals.” Little did they know that their childish game would unleash unspeakable horrors upon the unsuspecting world. Now, many years later, Jeremiah Covenant, the last sane sibling,...
Someone should have warned the Covenant children: “Never read aloud strange rituals.” Little did they know that their childish game would unleash unspeakable horrors upon the unsuspecting world. Now, many years later, Jeremiah Covenant, the last sane sibling, lies on his deathbed knowing his fragile existence is the only thing restraining the curse. His only hope is Patrick Galloway, a fellow soldier from the Great War and a specialist in abolishing evil abominations.
Welcome to Clive Barker’s Undying, a horrifying FPS romp of curses, strange, mad creatures, and family dysfunction gone terribly wrong. Step into the shoes of Patrick Galloway as you attempt to banish the evil using your arcane magic and the ever-dependable six shooter of metal grace. Pray to whatever god you believe in because this journey may end up costing your soul. First person shooter meets the contemporary master of horror fiction, don't miss it!
This is one of the most, or maybe THE most scariest game I`ve ever played. At that time it was definitely one real horror, added with great atmosphere and masterpiece of a story.
If you are a horror game fan, this game is definitely for you
Clive Barker's Undying is clearly done by taking Barker's story and heavily padding it out with repetitive FPS sequences. You do not realize this from the demo that condenses a lot of things. The reason the rating is not lower is because all FPS games at the time featured repetitive single player modes, even the acclaimed Half-Life. That was because they were simply following the Quake II formula that had no story and a lot of texture recycling, maxing out the repetitive feel.
It does not help that Undying's enemy encounters involve hard-to-hit enemies that usually attack from blind spots such as above and behind. With you constantly guarding your back, there is very little immersion and the game feels boring. I get the feeling Undying was a promotion project for some EA executives based on how lifeless and unfun the game feels most of the playthrough. There is very little Barker content among all of the padding. Also, the game fails at show-don't-tell rule and expects you to read filler text entries in a FPS game.
Having played the demo, the full game is a major disappointment due to the lack of content.
Played as a child and decided to revisit the game, glad I did. The moments which spooked me as a kid was quite laughable, especially since it was basically the comic relief character who startled my trousers back then. Of course with my now years of hardened gaming eliteness, hardest difficulty was a must. The beginning had a unique horror atmosphere as you take unexplored hallways and corridors, which is easily one of the best highlights of the game early on, and in general. The story starts to slowly pick up and you notice the pathing with the now same hallways are reused quite a bit, that special uniqueness fades over time.
Afterwards the game takes a dive into new themes, keeping you refreshed and interested enough to carry out the story, not to mention Lizbeth. Slightly after getting the meele-god build weapon, the game starts to actually get boring, since you're basically dungeon crawling for quite some time, until you meet Lizbeth again. You get a new spell which made me rethink the entire mechanic system of the game and to be truth, it challenges that of even current games. The amount of min-maxing and APM'ing with your abilities sky rockets the game to new, interesting heights which you never expected, and that's the thing, the game keeps on delivering things you just don't expect for it's time, including the lighthouse area with a certain character interaction which was surprising.
You have a ball for a few more hours, climb the story, intrigued, then something weird happens. Cave men. The game becomes weird, like Alice in Wonderland weird, but in a bad way. Until this point I was 100% item pickup, achievement god...now I literally had no interest other than completing the longer than expected campaign. It delivers well in the end. My main question, why hasn't the game been remade. It could sersiously be something.
Worked out the box on windows 10, just make sure you don't tinker with display drivers.
I was hoping it'd be a bit more of an exploratory FPS game in the vein of deus ex but set in a lovecraft story.
It starts off almost like that but quickly devolves into a standard gothic FPS horror game.
It's got pretty decent atmosphere and I love the early 3D map and furniture design where everything is slightly to big and all the open spaces are desolate, also the jank AI and how every human is just okay and has no reaction whatsoever to seeing inter-dimensional demons kill their co-workers right in-front of them.
6.5 / 10, it's good if you have that early 3D fps itch.
Though the game was released in 2001 and is based on the original Unreal engine, it somehow looks more primitive than Unreal. It tries to create atmosphere and tell a story, but I think Unreal had more story and atmosphere. The story in Unreal was clear and simple. Undying is vague--something about a family curse changing each person into a monster, and it has something to do with bringing back some demon king, but what does that have to do with the curse and this family changing into demonic monsters? Why did each member of the family transform in the first place?! Even after reading the journal entries, I have no clue how it all fits together.
It ambitiously uses human sprites in cutscenes, and this is something the first Unreal didn’t try. For good reason; polygon count is too low to make even stylized humans believable. Only the cutscene before the final boss feels cinematic and engaging, and that’s because it doesn’t focus on the human faces all the time.
My biggest complaint is the level design. Loading screen every third door! Unreal’s levels were huge, so why are the maps in this game so small? In Unreal, it’s always clear where you need to go, why you need to go there, or pull that lever, or flip that switch. In Undying, it’s almost never clear why you’re going this direction or doing that. Each level is confusing, not intuitive. Ditto for the controls and the boss fights.
The art looks primitive in a way the original Unreal does not. This is not a limit of the engine. I think it’s just the development team not knowing how to use the engine to its fullest potential.
And the final boss... The all-powerful demon king is an immobile bug who is defeated by explosives? What a lame finale.
(Brownie points: the mirrors in this game actually work! Even Doom 2016 doesn’t do that!)
This game is waiting for a review. Take the first shot!
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