Ultra
So
just what is Ultra?
Ultra is a homage to the collosus Tempest in order
to mark its 25th birthday, written for the PC,
and available for you to download
right here. Atari's classic arcade game was simply outstanding when it was released, but that was way back when in the days of our youth. Back here today, there's just nothing that you can play to relive that awesome gameplay alongside the immersive audio and visuals that we've all come to expect - until now.
Do you care?
You just might - but don't just take our word for it. Independent quotes from various sources around the internet include:
"Ultra is an absolutely luscious looking homage"
"the first thing that hits you is how f#cking beautiful the whole game is to look at"
"polished would be an ever so slight understatement"
"more eye-mongingly beautiful than Tempest1000 and infinitely more playable than Tsunami2010"
"bloody addictive and cheap"
"the updated graphics are a psychadelic trip, full of particle effects and glowy polygons"
"I can strongly recommend Ultra"
Why Tempest?
Tempest is just one
of those special games that has no peers. In an
industry where plagiarism is rampant, Tempest
stands as an icon without equal. Sure, there has
been the odd update to the game over the years,
but none of these, in my opinion, has ever managed
to capture the magic of the original. There have
been no other games like it, because to make a
game like Tempest, you cannot conceal your inspiration
as it is so far removed from anything else - it
is simply the only game of its genre.
Thus, we make no apologies for stating that Ultra
is a total, respectful homage to this great game,
Ultra is Tempest for the 21st century - with a
dramatic, modern visual and audio makeover, and
only enough gameplay differences to keep Atari's
lawyers from our door.
Tempest
is superbly sublime to play. Difficult at first,
and seemingly way too fast on the later levels,
it slowly grabs you and draws you in. Over time,
you begin to bond with the machine and control
your player without even thinking. To think is
to slow your reaction times, and reaction times
in Tempest are everything. To play it as a veteran,
you enter a semi-altered state where you and the
machine become one, and the enemies just get blown
away. This is the essence of Tempest, it gives
you an almost omnipotent power where you actually
believe that your prowess in the game seems to
outweigh your real ability. Tempest, makes video
game savants of those who enter its abstract space.
It's as if the machine empowers you and takes
you beyond yourself - and very few games have
ever managed to capture that since.
Ultra is a humble attempt to try and reproduce
this feeling, and stands in submission to its
forbear, yet shows the way this great game might
well have been had it originally been written
in this modern era.
Why is Ultra unique?
Abstract games, such as Ultra and Tempest, are relatively few and far between in the modern gaming world. Suspension of reality, in games like Doom 3, takes time, a lot of time. All that time goes into making you think that you are in a real situation performing real acts. Yet playing a game is about gaming, and there's no need to go to such inordinate lengths to produce a quality gaming experience - and this is where abstract games stand tall. Because producing the art resources in an abstract game is relatively simple and time efficient, much of the production time is instead spent on improving the gameplay rather than the visuals or the audio - something which almost inevitably produces a superior gaming experience. The game we've made here, was firmly developed with this philosophy.
Although gameplay is king in our development model, we decided that we also wanted to merge gaming into the demo scene with something akin to an abstract gaming demo. (If you're unfamiliar with the demo scene then see www.demoscene.tv for the lowdown). Therefore, although so far in the game's development we've concentrated mostly on how it plays and getting that just right, the direction is now turning to how it looks and improving the feel of the visuals that surround you - which brings us on to the unique way in which we want to progress the game ...
In Ultra, we plan to use a radical approach to
the development - which is to continue to develop
it beyond its release date, and for you to automatically
get new releases as and when they appear. Ultra,
is to be a game that just keeps on giving, way
after you initially get hold of it. As a programmer
in the games industry, it has always struck me
that having to leave a game alone, only days after
you manage to produce a viable releasable product,
is a real crying shame. Indeed, most development
teams are normally a couple of months into the
development of their next game when their last
one hits the shelves. There's just no time to
enjoy or reflect upon your achievements.
A lot of people in the games industry are very
creative, yet the commercial pressures of producing
games are very high and creativity can often be
stifled as a result. There is normally only a
finite window of time where a developer producing
a game can be creative, and after that time has
passed it's all hands to the pump to get the game
written on time for the publisher. Having time
to revisit a game after this rush of activity
to improve it or to try different ideas is often
just a dream. This reality is quite different
from the naive ideals I had when I entered the
industry, and I thought it was about time that
I was true to myself and actually write a game
with real love, care and attention poured into
it, and to give whatever time is needed to do
that.
So Ultra is being written in my own time, on
my own terms and isn't beholden to any developer
or publisher constraints. In short, Ultra, is
a labour of love.
Who are we?
We are two people. Firstly there is myself, the
Code Monkey, aka Rob Baker. I'm writing all
the code for the game, producing the graphics
and the game's sound effects. Secondly,
there is my friend, Loonie, aka Ben Ackerman,
who is producing the music to accompany you while you play. We are doing this work
in our own time as we both have professional jobs
within the games industry and of course our paid-work
has to come first. Between us, we have nearly
twenty years experience in writing games so expect
something really special in Ultra. |