Unlocking the Legacy of Beneath a Steel Sky: A Revolution in Point-and-Click Adventure Games
The Birth of Beneath a Steel Sky: a Revolution in Point-and-Click Adventure Games
In 1989, Yorkshire-based Revolution Software released Lure of the Temptress, an innovative 3D point-and-click adventure that showcased the company’s own Virtual Theatre engine. Just as the game was reaching its conclusion, the pressure was on to start the next project simultaneously. Co-founder Charles Cecil remembers, "We were having to start the next one at the same time." This prompted the development team, led by Tony Warriner and David Sykes, to take a well-deserved break in a remote cottage in North Wales.
The Unconventional Creative Process
The 12-page design that emerged from this creative detox marked the beginning of Beneath a Steel Sky, also known as Underworld at that time. Warriner recalls, "It was one of those creative zones, where things just sort of flowed. You don’t really know how you did it or how you got into that mode." The team had already explored various ideas, including the influence of Terry Gilliam’s 1985 film Brazil and the concept of a game set in Australia.
A New Direction in Game Design
Thevelopment of Beneath a Steel Sky was characterized by a shift away from the traditional point-and-click adventure format. Instead, the game introduced a more streamlined interface, where players simply used the mouse to bring up commands. Warriner explains, "We thought, ‘Get rid of all that shit. Just have left and right clicks.’" This new approach allowed for more intuitive gameplay and reduced the feeling of being overwhelmed by lists of options.
A World of Contrast
The game’s visual and narrative themes were equally groundbreaking. Revolution aimed to create a dark, gritty, and believable central theme, complemented by a touch of dry humor. As Cecil notes, "We wanted to have much more of a dark, gritty, and believable central theme, putting our own dry humor on top of that."
The Development Journey
With a small team, including Les Pace, Steve Ince, James Long, Steve Oades, and Tony Williams, the game’s development was a labor of love. "It was seven days a week, late nights, and a lot of pressure," Warriner remembers. The team faced numerous challenges, including the need to create a 15-disk Amiga version and later, the addition of voice acting.
The Result: a Critical and Commercial Success
Released in 1994, Beneath a Steel Sky received widespread critical acclaim, with many praising its innovative gameplay and immersive storyline. Ultimately, the game’s success led to a three-game deal with publisher Virgin, paving the way for the Broken Sword series.
We’re left with a testament to a game that not only changed the landscape of point-and-click adventures but also left a lasting impact on gamers worldwide. As Cecil concludes, "It was a defining game in its genre, and its legacy can be seen in many modern adventure games."