English born author Clive Barker, the master of the popular Hellraiser series of horror films, now turns his talents towards the gaming industry in Clive Barker's Undying. Coming to the project after initial development of the title had begun, Barker strove to add emotionally engaging storytelling elements to the game in the hopes of elevating it above the primarily reactive gameplay offered by other first-person shooters and survival horror titles.
The story revolves around a young man who lives in the Irish countryside in the early 1920s. Protagonist Patrick Galloway is a man haunted by ghosts, a malady that will drive him through a violent adventure, armed with both magic and munitions. Undying offers lots of shooter action but stays true to a deep plot and thoroughly developed back-story, both of which benefit from Barker's creative input. The game runs on a specially developed version of the Unreal 3D engine
~ T.J. Deci, All Game Guide
Roots & Influences
The author of horror and supernatural fiction lends his writing talents and name to the storyline and monster creations in Clive Barker's Undying. The Quake III Arena engine is used in the game.
~ Michael L. House, All Game Guide
Review: Overall
Inspired by a story idea by Steven Spielberg and molded with critical input by renowned horror author Clive Barker, Clive Barker's Undying is a collaborative effort by various talents to sculpt a story-driven, horror-based first-person shooter. The game delivers on several fronts by providing an eerie atmosphere dripping with dark surprises, horrific monsters, and an intriguing storyline, but fails to live up to its potential considering the high-profile names involved.
Irish accents pervade the introductory animation, which sets the stage for upcoming events: a lone investigator gets more than he bargains for as he plumbs deeper into the realm of the supernatural, an unexplainable experience of WWI, and the unpleasant (but necessary) repayment of a favor to an old friend. With little to go on but these vague hints, you, as Patrick Galloway, are invited to your friend's manor in western Ireland.
Jeremiah Covenant's life has been full of strange paranormal experiences, but now that events have recently gotten out of hand, he's asked you to investigate the strange occurrences happening at his manor. People start dying, monsters come pouring out of the woodwork, and you're suddenly up to your neck in mayhem with sinister events spiraling out of control as you delve into dark mysteries.
In addition to the standard health bar and random selection of weapons found in most titles of the FPS horror genre, a mystical element has been added in the form of spells. At the start, you know only the "Scrye" spell, sort of a combination flashback/sixth sense, which provides an abundance of useful, fascinating, and horrifying information throughout the game. Eventually, you learn spells like hurling ectoplasm at enemies, raising the recently deceased, and disabling magic.
The reasonably diverse arsenal of weapons ranges from the standard pistol and shotgun, appropriately styled for the early-'20s setting, to unusual implements like a scythe, a Tibetan War Cannon, and everyone's favorite, the Molotov Cocktail. As for targets, the first mythological aberrations encountered are vaguely impish looking creatures with vile claws and a particularly unsettling scream. The second set of beasts are bigger versions of the first, which leads to the idea that perhaps the monsters roaming the main estate are none too diverse. Fortunately, the game drips with atmosphere, so the introduction of the second type of monster is actually worth remembering, and doesn't just convey a feeling of "finally, something else to kill."
The prevailing horror-suspense style is incredible, especially when moving through the manor. Not since Resident Evil has the feeling of opening each new door, or walking down a seemingly blank hallway, so filled the player with impending doom. While much of the game relies more on things jumping out at you and the suspense of what might be behind the next door, the actual physical manifestations of fear are conveyed through a rather attractive graphical environment.
The architecture and surrounding environs of the manor is admirable, with a great deal of attention given to all the trappings of an ancient Victorian-era mansion. The models, while not exactly the best ever seen in a FPS, are more than adequate and, at times, look quite good. The extremely well-designed main character is the direct product of Clive Barker, who completely reworked the original artist's concept. The musical score provides depth to the already stylish horror feel of the game, with effective ambient songs and creepy music cues popping up when least expected.
As with most games, Clive Barker's Undying has a few weak points, with some elements introduced later in the game that dampen enjoyment a bit. For example, a select few of the skeletal enemies decide not to die when you kill them, usually in the worst possible places. At times they stay down after being killed twice, but other times they don't, and when six or seven of them chase you down a hallway and you have no means of dispatching them, running away is the only good choice. As "undying" creatures, they certainly fill the bill, whether intentional or not on the part of the designers.
Other oddities seem excessive, such as the mysterious Arabic pirates that suddenly start attacking you during one of the earlier levels -- up to that point, any humans encountered were safe to approach. While the unexpected may keep you on your toes combat-wise, no explanation is given for the sudden appearance of evil turbaned individuals in the middle of an Irish countryside. Later in the game, though, the constantly evolving web of bizarre cults and evil pirates begins to make more sense.
Clive Barker's Undying is certainly a unique first-person shooter and despite the feeling that this particular variety of horror and suspense seems a tad contrived at times, gameplay is actually fresh and warrants a good look by fans of both first-person shooters and survival horror.
~ Drew Hunt, All Game Guide
Review: Enjoyment
The genuinely scary atmosphere and fun shoot-'em-up gameplay is enjoyable, but the AI could have been tweaked to make some actions more believable. It's hard to imagine a gardener calmly walking up to talk with you about the bushes after nearly being slaughtered by a horrific creature from a nightmare realm. Some levels involve a great deal of running back and forth while wondering what to do or where to go, and combat is reasonable but not always consistent. The inability to skip extended death animation sequences is annoying.
~ Drew Hunt, All Game Guide
Review: Graphics
The visuals are solid from start to finish, though certainly not the best of the genre. The "other world" portrait is quite amazing and nothing is unattractive. The rolling hills are bland but the manor is nicely detailed.
~ Drew Hunt, All Game Guide
Review: Sound
The solid and appropriately eerie musical score adds greatly to the "jump out of your seat with terror" atmosphere. Voice acting is good, though not spectacular, as are the sound effects.
~ Drew Hunt, All Game Guide
Review: Replay Value
The adventure is extremely linear, so replaying becomes a case of trying to finish faster or finding secrets you may have missed the first time through.
~ Drew Hunt, All Game Guide
Review: Documentation
The comprehensive manual provides installation procedures, troubleshooting tips, explanations of all the game's weapons and special items, and is easy to follow. It also includes a mini-diary written by {%Jeremiah Covenant}, an extremely creepy piece of work which adds immensely to the immersion factor.
~ Drew Hunt, All Game Guide
Production Credits
Lead Animator: Walt Batycki; Animation Team: Lonnie Kraatz, Daniel P. Keller, Tim Goodwin; Art Director: Jeff Haynie; Lead Artist: Brian Horton; Technical Art Director: Kyle McKisic; Art: Jonathan Gregerson, Matt Hall, Christian Laursen, Omaha Perez, Rion Vernon; Lead Designer: Dellakamp Siefert; Design: Robert Berger, John Castro, Dave Nash, Jon Paquette; Lead Engineer: J. Scott Peter; Engineering: Rich Benson, Michael Goodwin, Kyle McKisic, Douglas Muir, Tom McDevitt; Producer: Brady Bell; Associate Producer: Jon Galvan; Lead Sound Designer: Erik Kraber; Assistant Sound Designer: Jack Grillo, Soundelux Design Music Group; Administration: Becky Allen, Jeff Eisner, Amanda Wyatt; Sound Effects: Bryan Celano; Music Composed by: Bill Brown; Music Conducted by: Bill Brown; Test Lead: Randy Kirby; Compatibility Tester: Charles Polanski; Tester: Jason Boles, Carlos Garcia-Shelton, Jeremy Hall, William Lee, Kevin Lewis, Keith Nakamura, Rene Nones, Darren Seghesio, Audry Taylor; Pro-Motions Production Co.: Lani Minella; Voice Talent: Clive Barker, Marc Biagi, Ryan Drummond, Victor Gagner, Jon St. John, Lani Minella, Kai Vilhelmsen; Lead Engineer, Console: Paul Keet; Engineering, Console: Steve Anderson, Jordan C. Johnson, David Pendergrast, Dan Porzio, Thomas R. Stanis; Producer, Console: Jon Paquette; Associate Producer, Console: Charles Polanski; Lead Test, Console: Damon Tripodi; Tester, Console: Caleb Sweazy; Company 1: Electronic Arts Los Angeles; Executive Producer: Rick Giolito; DWI General Manager: Glenn Entis; Production Coordinator: Amy Bennett; Administration: Noelani Weaver, David Howe; Finance: Tami Bauling, Michelle Sprague; IT Director: Steve Arnold; Network Administrator: Joe Aguilar; IT Support: Steve Rottman, Ray Robinson; Company 2: Electronic Arts Redwood Shores; Product Marketing: Jillian Goldberg, Lincoln Hershberger; Public Relations: Anne Marie Stein, Steve Groll; Package Designer: Hamagami/Carroll; Package Project Management: Adrienne Rogers; Package Illustration: Hamagami/Carroll; Photography: Hamagami/Carroll; Documentation: Greg Roensch, Anthony Lynch, Ede Clarke; Documentation Layout: Big Idea Group; International Development Director: Atsuko Matsumoto; Video Animation: Bob Rossman, Eric Kornblum, Jerry Newton; Online Producer: Jason Chein; Web Designer: Marlon McKenney; Web Art Director: Gerrit Velthoen; Project Supervisor: Ludon Lee; EA Test Lead: Justin McLeod; EA Assistant Test Lead: Brad Frazier; EA Tester: Alan Coe, Chris DeShazo, Jose Gonzales, Aaron Keppel; Customer Quality Control: Benjamin Smith, Tony Alexander, Anthony Barbagallo, Darryl Jenkins, Dave Kellum, Dave Knudson, Andrew Young
Undying follows the adventures of 1920s Irishparanormal adventurer Patrick Galloway as he investigates the mysterious occult happenings at the estate of his friend Jeremiah Covenant.
The game begins in 1923, after World War I veteran Patrick Galloway receives an urgent letter from his friend Jeremiah Covenant. Covenant, well aware of Galloway's reputation for dealing with occult matters, is in failing health and raves about a curse that has destroyed his entire family. Galloway travels to the Covenant estate on the coast of Ireland to visit his friend, who relates an outlandish tale of supernatural terrors.
Jeremiah Covenant is one of five children, along with his siblings Ambrose, Lizbeth, and twins Aaron and Bethany. As children, the Covenants found a strange occult book in their father's library and performed a ritual found within at an ancient set of standing stones located on an island on their family's extensive estate. This seemingly childish game however, brought the wrath of evil forces upon the family. After reaching adulthood, the Covenants fell one by one into madness and then death, eventually leaving Jeremiah as the only survivor. The power of the curse, however, has reanimated his fallen brothers and sisters as monsters of pure evil; they have been haunting Jeremiah and he fears that he will soon follow where they have gone.
Galloway decides to honor his friend's wishes by trying to stop whatever was set in motion long ago at the ancient stones where the ritual was performed. Through the Covenants' journals and Galloway's own memories, the player learns more about the nature of the curse and the creature behind it: The Undying King, a powerful demonic presence threatening to destroy the reality we inhabit.
While attempting to prevent the Undying King from entering our world, Patrick must face off against the four undead Covenant siblings as well as Otto Keisinger, an evil rival who simply wants to gain power from the demonic forces.
Characters
Patrick Galloway - The protagonist of the game, and playable character. Galloway served along with his best friend Jeremiah Covenant during World War I, where Jeremiah saved his life. Repaying his life debt to Jeremiah, he visits the Covenant estate to learn the terrible secret of Jeremiah's siblings. He pursues, in turn, each of the siblings. First, he ventures after Lizbeth, then Ambrose, then Aaron and finally Bethany. After he battles each sibling, he beheads them with an ancient weapon "The Scythe of The Celt", apparently the only weapon which can permanently kill them. He also pursues his arch-nemesis, Count Otto Keisinger, who had Galloway exiled from his home land for reasons unknown. He is a heroic character, and extremely loyal to his dying friend. At the climax of the game, Galloway is deceived by Jeremiah, and he brutally executes him for his treachery, before facing the Guardian. At the end of the game, Galloway is mortally wounded from his encounter with the Guardian, but is in a way saved by a mysterious robed pagan (presumably Keisinger) who snatches the Gel'zibar stone, an ancient pagan artifact, from his neck, and leaves him to drift about the sea, back to the shores of the Covenant estate.
Jeremiah - The oldest son of the Covenant family, he saved Patrick's life during World War I. He is partially responsible for the curse that plagues his family. His health is deteriorating rapidly. Jeremiah is the one who calls Patrick to his estate, in the hope that he will be able to lift the terrible curse from his family. He is Patrick Galloway's best friend. He is decapitated by Ambrose while bargaining the Gel'zibar stone from Patrick. However, in the climax of the game, he reveals that he died saving Patrick's life from Trsanti during the War but like his siblings succumbed to the family curse and became undead. In his after life form he seeks the Gel'zibar stone to drain the powers of the Undying King so that he can shape the world into his own image, only to be decapitated for his deception.
Aaron - The artist of the family and Bethany's twin brother. He paints gruesome, dark paintings of twisted creatures and alien landscapes. Some of the places Patrick visits in the game are present in Aaron's paintings (ex.Oneiros). He was a well-traveled man, a worldly pleasure-seeker who took to using mind-altering drugs in an attempt to disassociate himself from the family curse. Aaron mysteriously disappeared from the estate and was presumed dead. Though the twins have a strong sibling rivalry, Bethany claimed she had nothing to do with her brother's disappearance though this is later revealed to be a lie when evidence clearly indicates that she murdered her brother and removed his jaw, which has led to Aaron's restless spirit wandering the manor. He is portrayed as a rotting corpse, or zombie, strung up by bladed chains and hooks. His cause of death is a mystery but it is suspected that Aaron was tortured to death - several comments made by Aaron during his chapter of the game hint that he was eaten alive by rats after having been skinned, tied and abandoned beneath the mansion. He also has the ability to create illusions, taunting Galloway with it throughout the game. Galloway battles with Aaron, first hacking off his arm, and finally decapitating him.
Bethany - The twin sister of Aaron, she is hungry for power and interested in magic and occultism. She accepted the help of Otto Keisinger, in order to learn more and develop, but he killed her after he gained enough power of his own and left for Oneiros. Bethany also had a greenhouse, in which she worked twisted experiments. Bethany is portrayed as a horned demonic witch residing in an alternate dimension known as Eternal Autumn. Galloway faces her last of the siblings, decapitating her.
Lizbeth - The youngest and the most beautiful of the Covenants, she is very fond of literature. She is also considered to be the socialite of the family. Her mother died birthing her, and a servant reflects that Lizbeth has suffered since she never had a mother's influence. Lizbeth is killed by a wasting disease at the age of seventeen. In her afterlife form, she is accompanied by strange, beast-like animals called Howlers. Lizbeth is portrayed as a vampire in a shredded bridal-gown, and the first of the siblings to be slain. She is eventually decapitated by Galloway, and in a moment of humor, her still verbal head is slapped, lit on fire and thrown off the side of a cliff.
Ambrose - He is considered to be the black sheep of the family. He had a passion for weapons, a powerful desire for independence from other authority, and an extremely quick temper, a mix which results in his childhood delinquency and eventual criminal habits. He killed his father with a pool cue and left to join a band of pirates. He supposedly jumped off a cliff to escape the police. Ambrose is the second to be slain by Galloway. Ambrose is shown as a pirate with peeling, hollow skin, though when united with the power of the Gezabar stone, he transforms into a gigantic, hideous ogre. He is also decapitated by Galloway. Ambrose is voiced by Clive Barker.
Count Otto Keisinger - Galloway's arch-nemesis. He is a powerful pagan wizard who has claimed a new kingdom in the hellish plane of Oneiros, an airy realm of disconnected chunks of ancient ruins floating in an endless sky. He was responsible for Galloway's exile from his homeland. It is through Patrick's recollections and the occasional written document from Keisinger that Patrick's leaving Ireland is connected with the murder of a young girl, and it is implied that Otto may have committed the crime and framed Patrick for her death, forcing him to become a fugitive. Otto was tutor, lover and ultimately slayer of the now powerful and undead Bethany. His lair in Oneiros is somehow connected to the Covenant estate, and it is from here that certain kinds of the strange creatures infesting the Covenant estate invade. Galloway pursues Keisinger into Oneiros, where he confronts his old nemesis and battles to the death. Galloway manages to mortally wound him, and Keisinger plunges into the abyss of Oneiros to his supposed end. However, at the end of the game, a robed man lifts a wounded Patrick Galloway onto his boat and takes the Gel'zibar stone off him, saying they will meet again in a voice much like Keisinger's, indicating that he is presumably Keisinger.
Eveline - The mother of the five Covenant children, she died giving birth to Lizbeth. She was a deep, reflective person, with great concern for all of her children. She is kept in an undead state in Lizbeth's lair and killing Lizbeth will allow Eveline to finally pass away into the other world and rest in peace, but not before she opens a secret door in Lizbeth's tomb to help Patrick out on his mission.
Sedgewick - The lighthouse keeper on the island, whose son Conor was killed by the Trsanti, who he assisted breaking into the Covenant manor so as to save his own life. When confronted, he will give Patrick some supplies and some info on where he can find the Trsanti, leading to Patrick's first encounter with Ambrose. It is revealed through journal entries that his son Conor was actually the best friend of Ambrose while growing up, and in a moment when Conor tried to oppose Ambrose, Ambrose killed him.
Gameplay
Patrick Galloway holds the Gel'ziabar Stone while entering the Covenant manor.
The gameplay of Undying in general follows the precepts of the first-person shooter genre. The game simulates the main character's (Patrick Galloway's) point of view for the player, who utilizes a variety of weapons to defeat enemies within the game while making his or her way through a series of levels. As with most FPSs, Galloway has a certain amount of health, represented by a cross symbol and corresponding number at the bottom center-left of the screen. Each time the player is hurt by an enemy the health number is continually reduced until it reaches zero, at which point Galloway dies - an event which is usually marked by a third-person cut scene which shows his gruesome final moments. To prevent this, health can be replenished when low using health packs. Patrick's maximum health can also be permanently increased at certain points during the game.
Another aspect of the gameplay of Undying - and one which makes it somewhat similar in terms of ambience to traditional computer role-playing games - is that along with its set of offensive weapons, the player is able to utilize a wide range of magical spells. Spells consume a certain amount of Galloway's magical energy, or "Mana", which is represented by a flask icon and corresponding number on the bottom center-right of the screen. This energy slowly regenerates itself over time, or can be more quickly replenished by using potions called "Mana Wells". Once the player acquires a spell, it may be boosted in power each time the gamer finds an "Amplifier Stone", which are purple glowing crystals scattered throughout levels of the game. The player can simultaneously wield weapons in his left hand and cast magical spells with his right; the power of both the weapons and the spells increase accordingly as the game progresses.
Also, as is common with first-person shooters, combat is interspersed with simple puzzle-solving elements which usually involve overcoming an obstacle (such as a locked door) which impedes the player's progress through the game. Along with the usual "find the key" solution, the player is also often required to engage in conversation with non-player characters, or utilize a certain spell (usually the "Scrye" spell) in order to find out how to proceed.
Weapons
The weapons in Undying are quite varied, ranging from standard first-person shooter fare to the supernatural. The more conventional weaponry include such standbys as a revolver, double-barreled shotgun, and Molotov cocktails. Along with these, the player is also given access to a number of more fantastic weapons, such as Phoenix eggs (which release explosive missile-like birds), the powerful demonic melee weapon called the "Scythe of the Celt", and the dragon-like "Tibetan War Cannon".
Notably, most weapons feature both primary and secondary firing settings (e.g. the secondary fire of the speargun is a zoomed mode similar to a sniper rifle). Some weapons also feature more than one kind of ammunition, such as the revolver, which is able to use both standard lead cartridges, as well as silver bullets for added damage.
Spells
Galloway casts the Ectoplasm spell at an enemy while wielding his revolver.
Along with its many weapons, Undying also features a number of spells, both offensive and defensive, useful for defeating in-game enemies. These include ranged attack spells such as "Ectoplasm" and "Skull Storm", the latter of which unleashes a number of burning skulls at an enemy. Non-combat magic abilities include such powers as "Haste", which greatly increases player speed, "Shield" which envelops the player in a protective translucent screen, and "Scrye", a clairvoyant ability which enables Galloway to psychically see past events and other visions.
All spells can be upgraded throughout the game using amplifier crystals found throughout most levels. Spells are also boosted by one level when the player wields the Gel'ziabar Stone while casting.
Multiplayer
Undying lacks any form of multiplayer, including cooperative play or online play. The game was originally planned to ship with a multiplayer aspect, but given time constraints it was later to be relegated to a post-release patch.[citation needed] With the poor sales performance of Undying, however, even this belated implementation was never realized.
Originally, the protagonist of the game was to be "Count Magnus Wolfram", a tattooed man with superhuman strength and supernatural abilities. Barker himself rejected this idea, noting that the more normal, down-to-earth Patrick Galloway would be easier to relate to for the average gamer. Wolfram's character model plays a small part in the finished product, however. He is the Trsanti shaman who attacks a younger Galloway with the Gel'ziabar Stone in the opening cutscene flashback.[2]
Clive Barker's Undying was in general very well received by critics, with it receiving an average of 85 on Metacritic.[3] The game won GameSpot's "Best game that no one played" award.[4]
Undying was critically well-received, but sold poorly with sales so low that announced plans for a multiplayer patch were abandoned. Console versions of the game were also canceled, and EA reportedly shelved the idea of a sequel.