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Clive Barker's Undying

aka: Bu Si zhi Ling
Moby ID: 3457
Windows Specs
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Description official descriptions

There always was a curse upon the Covenant family which killed them all either with a painful disease or drove them into madness. At the end of the 19th century the father of the current generation of Covenants reopens their old but abandoned mansion and thereby uncovers strange standing stones on an nearby island. Possessed by this discovery, he locked himself up in the library and wanted to uncover the meaning of those stones. Out of curiosity, in 1899 his three sons and two daughters stole a book about the stones out of his library, went to the island and conducted a dark and powerful ritual which marked the beginning of the end. During the following 20 years almost every member of the family either turned mad and killed themselves or died from something else.

Now it is the year 1923 and the very last member of the family, Jeremiah Covenant, lies on his deathbed with cancer in his body but he is not alone in his house. The spirits of his brothers and sisters haunt the house, strange events happen and evil creatures stroll through the mansion. In a final attempt to not only lift the family curse but also to put his fellow ancestors to rest, he calls upon Patrick Galloway. Patrick was part of his squad in the first great war and after a fierce battle against creatures, they had never seen before, he had specialised in abolishing such powers from the earth.

You take control over Patrick and walk around like in every other first person-shooter through the several locations of the game ranging from the mansion itself over other earthly locations to Oneiros and Eternal autumn, which are other plains of existence. On your way you uncover the mysteries of the family by reading books and papers which lie around the mansion or by talking to the few people still alive on the island.

Also reading might help you understand what is happening here, it won't help you survive against all the strange creatures that hide in the shadows and attack you without asking. It's also impossible to defeat the ancestral spirits without some serious firepower, so besides your trusty revolver, you'll also find several other weapons during the course of the game like Molotov cocktails, your lovely shotgun or a freeze gun shaped like a dragon head. Since you are fighting the paranormal, you also have access to several spells which allow you to see enemies before they see you, revive the dead or shoot Ectoplasm. Since you hold all your weapons in the left hand and you cast your spells with the right hand, it is possible to use both at any time.

As the name suggests, Clive Barker, the maker of the Hellraiser movies, had great influence in the making of the whole game. He also wrote the background story.

Spellings

  • Клайв Баркер. Проклятые - Russian spelling
  • 不死之灵 - Simplified Chinese spelling

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Credits (Windows version)

141 People (103 developers, 38 thanks) · View all

Lead Animation
Animation Team
Art Director
Lead Artist
Technical Art Director
Art Team
Lead Design
Design team
Producer
Associate Producer
Lead Sound Designer
Assistant Sound Designer
Music
[ full credits ]

Reviews

Critics

Average score: 84% (based on 43 ratings)

Players

Average score: 4.0 out of 5 (based on 112 ratings with 17 reviews)

Horror-Action with real storyline, at last!

The Good
There are so many good things about this game that they can not be all mentioned here - but I'll try. First of all, the graphics are outstanding. The view is clear and landscape shows all the way to the horizon line. Enemies look great and move realistically. Then sound... voice talent is way better than in most other games, and sound fx are great. The game balance is great, and two-hand combat system works well - one hand for weapons and another for magic.

But the thing I like the most is the atmosphere and storyline. It had real writer this time and you can see that. The storyline is just awesome, better than in any other FPS. And the atmosphere... sometimes this game is really scary, and always eerie and dark. I still see dreams about blood dripping from floor and making stains to the roof. And the best thing, with one spell, you can see events of the past - those visions are one of the greatest things in the game.

The Bad
Well, there are a few annoying jumping "puzzles" to beat. Also in the end the gameplay mostly becomes boring, just cast shield, swing the scythe, repeat... And the system requirement is pretty high.

The Bottom Line
Great shooter with awesome storyline and atmosphere. If you liked Half-Life, you'll love this!

Windows · by Aapo Koivuniemi (41) · 2001

Above average, story-driven shooter

The Good
Clive Barker's Undying is a well plotted shooter that loses its impact in the final 1/3 of the game. In Undying, you are Patrick Galloway, a man who's life has been touched by the supernatural. An old war buddy has called you to his estate to help him unravel a family mystery. The family story is revealed through journal entries that you find and through a scrye spell that shows how events unfolded in the past. The scrye spell was my favorite part of the game.

While the game plays as a first person shooter, the ability to use weapons with one hand and cast spells with the other is a distinct touch. Some spell/weapon combinations even complement each other. There is little inventory management and the linear design of the game means that you will have access to every weapon and spell.

I specifically liked how each weapon and spell had advantages and drawbacks. The revolver is powerful but has a long reload time; the shield spell is helpful but blocks your vision. Also you have the ability to "amplify" spells through power-ups, which offers a slight degree in variation of gameplay.

Graphically this game was impressive, I particularly liked the lighting in the outdoor areas. Characters looked great and sound was immersive.

AI was passable, the best AI comes from creatures deciding what attacks to use at what range. Also some creatures used cover for protection, but most encounters involve having creatures run straight at you.

The Bad
This game seemed to unravel towards the end. I really enjoyed the game up until the first boss (which was rather far into the game). Tension had been slowly building and I felt significantly challenged. Towards the end of the game, I was simply too powerful. I ended the game with 50+ health packs, most of my spells were maxed out, and I had tons of ammunition. This game lacked the bullet conservation aspect of most "survival horror" games.

This game is also very linear. Innumerable doors are sealed which prevented me from getting lost, but I began to wonder why the designers bothered putting doors in to begin with. I would have enjoyed exploring more rooms even though they might not have had any useful items or information. At the end of the game I felt like I hadn't missed any areas (unlike the Thief series) and feel that there is little replay value.

Finally, bosses were easy to beat. Like most game bosses, there is a method to beating them and discovering the method to defeating these was very easy. Often, I had much more trouble with the ordinary creatures leading up to the bosses rather than the bosses themselves.

The Bottom Line
This game is very similar to Realms of the Haunting but technologically light-years ahead. I really liked most parts of the game and was only really disappointed with the final level. Spells and weapons were great and there were several scary moments. Unfortunately this game sold poorly and it seems that no sequel will be made. Its strengths are its unique spell/weapon system, character models, and price. Its weaknesses are its linear design, lack of replay value, and a weak endgame.

Windows · by Terrence Bosky (5397) · 2001

Good. 'Nuff said?

The Good
Hard as it is for me to single out anything spectacular about this game, there must be some reason why I played it so rigourously all the way to the end. I normally don't blitz on games at all in that way. I did with Max Payne, but I don't know what kept my attention on that one either.

It's probably because both games are incredibly easy to get into, fun, and not especially challenging. Undying grabs your attention pretty early on, and even though the control system leaves something to be desired, keeps you playing without much of a hitch. All the elements of a solid game are here: the graphics are good, the sound is good, the story is good, the gameplay is good, and the length is good. Nothing special, just good.

The animation though, is very good. The enemies really move nicely, especially the howlers and skeletons. There is also a fair amount of variety in the enemies I think, but some people admittingly don't think there is. Also, this game has brought back the tradition of boss creatures to fight, which deserves much thanks in my opinion. The spells are good. The weapons are ok. That's it really. Sometimes you get whisked off to a totally different environment for no real reason other than to provide a change, but that's ok because every FPS does that. Half-Life did it. System Shock 2 did it. I don't mind.

The Bad
Still, this game, even in an optimised condition, is never going to be like Valve's trailblazing debut. It's an FPS, it's a good FPS, but it doesn't try anything different. There's nothing to make Undying stand out from the crowd other than the addition of bosses and the funky 'scrye' spell. Serious Sam stands out by being so wonderfully excessive, but that's one of the few around that do. But anyway, it's unfair to compare every shooter to Half-Life. So on with the more niggling complaints: Firstly, the story gives off a slightly false impression. The stage is set for something deep and mystifying: Your war-buddy calls you to his house to unravel the secrets contained within the Standing Stones (which his father spent most of his life trying to figure out), and to find out about the curse that has plagued his family, what has become of his siblings, and what all these monsters are doing here. I don't want to spoil the experience for anyone who is thinking of buying this game but you find out very little. It turns out the plot doesn't really mean anything anyway, and it never moves on until the end like so many other games.

Secondly, why are all the bosses so easy? I admit I played this game on 'easy' because I'm a wuss, but I rarely got hit anyway so it didn't matter. The first boss is easy, the second is ridiculously easy. There are more but they're not really worth saying much about. In fact, one of the normal enemies I found tougher than any of the bosses in the game. The whole game is still not hard though. At one point I was carrying 60 health packs. The bosses aren't much fun to play again either because they...oh I don't have the room to describe it. All I can say is that ideally, bosses should have the pressure on you ALL the time. Metal Gear Solid 2 did it right when I played it. In that game I fought a guy on a rooftop who seemed to be constantly coming up with ideas of how to kill me, and who would actually try to corner me. Fighting bosses should be like fighting a guy in a boxing ring. It should be that intense.

Thirdly, why are there doors that jam for no reason at all and prevent your access? I've never known a house to have so many. I suspect the reason is probably because...

Fourthly, the game loads every time you go into a new area. Other than annoying you, this makes navigation of big places very difficult.

Fifthly, the sound in this game is good. But what makes it nowhere near System Shock's league is that many of the sounds aren't real. You can hear howlers when there aren't any around, they're just in the general vicinity. It's scripted sound and it doesn't work because it doesn't tell you anything. All FPS developers take note: ambient sound is at it's most tense and frightening when it is from real activity. What makes SS2 a work of genius is that when you hear a monkey, you KNOW there is a monkey near you for certain, and the volume and direction of the sound will tell you where it is. That's when you panic because you know the speakers aren't lying. So even when it's silent you're filling you're pants because you sit there praying you won't hear anything. Ocassionally SS2 does use music and sounds to heighten the tension. The moment you enter the cargo bays where currently dormant but evil robots are pressed against the sides of a very thin corridor which you must walk down, and you hear that soft hum and tiny rush of air sound, every hair stands up on the back of your neck. That is how it should be done. Less sound, more meaning.

Sixthly, the thought that servants would continue to work in a house where people are being eaten alive is laughable, let alone that they should be as nonchalant as ever about it.

The Bottom Line
A good game. It has faults sure, but it's still fun. Few of the faults are major, they just stop the game from being a really good regular game like Medal of Honour, instead of a good regular game. (Stop me if I'm confusing you ;O)) Either way, the game would never have been anything other than regular. Easily it's biggest fault is that it doesn't try hard enough.

Windows · by Shazbut (163) · 2003

[ View all 17 player reviews ]

Discussion

Subject By Date
Spoiler-ish screenshots? Giu's Brain (503) Dec 30, 2012

Trivia

Cancelled sequel

The game had an open ending because the developers were already planning a sequel. Unfortunately, the sequel was canceled because of poor sales of the game.

Family portrait

A family portrait of the Covenants is displayed in several rooms of the estate (and on the box, and in the advertisements...). While it is a striking picture, it is also impossible according to the time lines presented in the documentation and story. The picture shows Jeremiah seated in his post-war infirmed state. Jeremiah did not return from the war until after Lizbeth's death and Aaron's disappearance.

Music

  • A good deal of the music files used in Undying are actually recycled directly from Dreamworks Interactive's previous game, Trespasser. For example, the music that plays during the boss battle with Ambrose in Undying also plays during your first meeting with a T-Rex in Trespasser. The music which plays during Undying's final battle is taken from the Town level of Trespasser when you find two T-Rexs fighting each other.
  • In the main theme song, you'll hear the choir sing "Spiro Spero, Spiro Scio." In latin, that roughly translates to "hope to breath, Hope to understand."

Player character

Originally, the hero of the game was supposed to be Magnus Wolfram, a large, creepy-looking man with a bald, tattooed head. When he was introduced to the project, Clive Barker suggested that the team develop a more human, identifable protagonist (which led to the creation of Patrick Galloway).

Magnus' character model still exists in the game, however. It's used for the creepy Trsanti shaman that Galloway fights in the game's opening cinematic.

In an E! Online interview, Barker actually said (about the main character):

Make him somebody I want to sleep with. (...) What we had before was this kind of big fellow with all these tattoos, but there wasn't any charisma there. I think we needed somebody who the player was going to want to be...It would be like having Regis Philbin playing Indiana Jones.

Awards

  • GameSpy
    • 2001 – Best Sound of the Year

Information also contributed by ClydeFrog, Scott Monster and Terrence Bosky

Analytics

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Related Sites +

  • Bill Brown - Music Composer
    Listen to streaming and downloadable MP3 music tracks from this title at the composer's official site.
  • Clive Barker's - Undying Fan Page and Walkthru
    Undying walkthrough, FAQ and enemy descriptions
  • Scary Creatures
    An Apple Games article about the Mac version of Clive Barker's Undying, with commentary provided by Aspyr's President Michael Rogers (August, 2001).
  • Standing Stones
    Fan site for Undying, with editing support. Currently running a contest (with prizes) for the best original map.
  • Standing Stones
    Undying fansite with walkthrough, cheats, maps and more.
  • Standing Stones
    An extensive Clive Barker's Undying fan site containing walkthrough, game guide, editing tools, community maps and more...

Identifiers +

  • MobyGames ID: 3457
  • [ Please login / register to view all identifiers ]

Contribute

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Contributors to this Entry

Game added by Matthew Bailey.

Macintosh added by Corn Popper.

Additional contributors: Alan Chan, Unicorn Lynx, Aapo Koivuniemi, Benjamin Slade, Apogee IV, AdminBB, Zeppin, Klaster_1, oct, Patrick Bregger.

Game added March 25, 2001. Last modified January 27, 2024.