How Dungeon Master, Eye of the Beholder, and Ultima Underworld Created the Immersive Sim
Автор: The Pixel Patriarch
Загружено: 2026-01-15
Просмотров: 23
Before BioShock and Deus Ex, there was a brutal era of gaming where survival wasn't guaranteed.
Discover how Dungeon Master, Eye of the Beholder, and Ultima Underworld created the DNA of the Immersive Sim.
In this deep dive, we explore the architecture of the first-person dungeon crawler and its evolution into the modern immersive sim.
We trace the lineage from the relentless resource management of Dungeon Master (1987) to the cinematic AD&D polish of Eye of the Beholder, and finally to the industry-shattering 3D revolution of Ultima Underworld: The Stygian Abyss.
Why do modern games feel like they’re holding your hand? We look back at a time before "yellow paint" and floating waypoints, where your only guide was a flickering torch and a hand-drawn map.
What you’ll learn in this video:
How Dungeon Master moved the RPG from turn-based menus to a living, breathing world.
The Westwood/SSI split and how it led to the creation of Lands of Lore.
How Looking Glass Studios made the grid obsolete with Ultima Underworld.
The connection between these retro classics and the "tough-but-fair" philosophy of Dark Souls.
If you're a fan of System Shock, Thief, Prey, or Dishonored, this is the history of where your favorite genre began.
#DungeonMaster #EyeOfTheBeholder #UltimaUnderworld #ImmersiveSim #RetroGaming #RPGHistory #GameDesign #BioShock #DeusEx #LookingGlassStudios #WestwoodStudios #PCGamingHistory
0:00 The Illusion of Safety in Modern Games
1:38 Dungeon Master: The Pressure Cooker
4:20 Chaos Strikes Back: No Mercy
5:57 Eye of the Beholder
7:17 Eye of the Beholder 2
8:14 Eye of the Beholder 3 and Lands of Lore
9:05 Ultima Underworld: The Stygian Abyss
10:32 Ultima Underworld 2: Labyrinth of Worlds
11:56 The Birth of the Immersive Sim
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