 
"They had done some of it and I said, make it more weird. Weird, driven, hard - I'd written hard on the story because my first responsibility, I felt, was to get the story part of it right and be sure that the story made emotional sense. That seemed to be the heart of the problem. Once we'd done that, then we could start to fiddle with design and first up was character, because that's really what an audience is going to respond to. Next up was environment and I did nothing with the monasteries and the walls of the manor as that fell to the designers completely and with Oneiros I just said that I want to make sure that its depths are as vertiginous as possible. It can't just be a pretty piece of Lovecraft. It's got to have a weird kind of logic to it, which it's got."
Clive Barker : Part Two
By Smilin' Jack Ruby, Fandom.com, 13 December 2000 (Note - full text at fandom.com)
"[DreamWorks was] looking for a partner to develop the story, the creatures in the story and bring it to conclusion... This was a great way to see the bones of the thing and then be invited to put the flesh on it."
Barker, DreamWorks Play Games
By Bill Higgins, Variety, 27 April 2000
"My enthusiasm as an artist is not rooted in any particular medium, but in the act of imagination. I am motivated by the images and scenes which arise from my subconscious."
Playing Undead
By David Hancock, The Times, Midland Metro, 2 September 2000
"[Undying]'s a dark fantasy with lots of levels, lots of realities in 
it. It's not horror in the sense of Hellraiser. It's horror which is 
very bloody, very graphic, with plenty of monsters, no question; but 
also a big adventure level in it. There is the sense, as you are 
visiting different dimensions and alien cities, that a monster in an 
alien city is a different thing than a monster sitting in your kitchen 
sink!
"When you put alien forces of one kind or another in your kitchen 
sink, your attic or your basement, as I did in the Hellraiser and 
Candyman movies and in a bunch of short stories, plainly those 
monsters operate as horror figures. If they are simply flora and fauna 
in an alien landscape, then, perhaps, they don't scare you so much. In 
a way, it's like 'When in Rome...' you know?"
Clive Barker : A Renaissance Man Of Gothic Proportions
By Gil Kaan, Genre, Issue No 86, October 2000
"The Undying, the game I am doing with DreamWorks. Comes out on February 14th, Clive Barker's Valentine. They are making a trailer. It runs about a minute to a minute and a half. It's pretty cool and they are just doing a cut of it now. I will try to get you a copy of it for the site. It really looks great. That comes out in February."
Confessions
By [Craig Fohr], Lost Souls Newsletter, September / December 2000 (note - interview took place 25 August 2000)
"I still believe that [A great quest will have, maybe, a circular 
structure]. I certainly believe that quests are clearly nonlinear 
narratives. There's also very plainly... the idea about the 
pursuit of knowledge, which begins as outward knowledge but ends as 
inward knowledge. It's certainly something we talked about as far as 
this game is concerned. When you deal with issues of family, as this 
game does rather grimly, you can't help but look inward. I hope we'll 
be talking, even today, about me coming back and doing another game 
with DreamWorks Interactive. I think we have all kinds of things that 
we can yet do. I think that the investigation, the journey has only 
just begun. The DreamWorks Interactive team educated me on what we 
could or couldn't do. I asked why we couldn't do certain things, 
didn't get an answer, so we simply did it. Technology is moving along 
at such a speed that we will have engines that will create novels in 
the form of games... and I want to be there when it happens.
"We'd change things a bit, but I'd love to see this as a movie. The 
basic laws of telling these kinds of dark stories are universal laws 
about good vs. evil, about tainted families. This is a big family saga. 
The corruption of families is a large part of horror fiction. You look 
at Lovecraft fiction. He deals with family members that should not be 
family members at all. Poe does the same thing. American horror fiction 
has very regularly dealt with the horrors of inbreeding and so on. I 
think in this curious kind of way, what is being honored in Undying is 
American Gothic fiction. That's the feel of this."
Crossing Over
By Eric Twelker, Amazon.com, January 2001 (N.B. full text available at amazon.com)
"We had this fellow called Magnus. Count Magnus Wolfram. Who was bald, 
tattoed, looked like a comic book hero. And I got them all in a room, 
and I said, 'Look, does anyone in this room know a count? No. Does 
anybody in this room know anybody called Magnus? No. Does anybody 
really want to be in this guy's skin? Since this is a first 
person play, why would you want to be in this man's skin? Why would 
you want to play [as him]?' And so we threw him out, and I said, 
'Look. You've got a gay man in charge here. Bring me somebody I want 
to sleep with. Bring me somebody fabulously sexy.'...
"Brian Horton about ten days later sent me the character that now 
appears on the screen. Who was wonderful, he's everything I wanted. He 
was just the right kind of character. He seemed like somebody you 
would want to be, somebody you would want to play, whose skin you 
would want to occupy for a period of time. Even if you are going 
against the hordes of hell, at least he was going to do it with a 
smile on his face."
Clive Barker's Undying Interview
By Jason Bergman, www.sharkygames.com, 21 February 2001
"In a way, [Undying] does go back a bit to the Books Of Blood, the feelings 
I had when I wrote those books, which was that there were no rules. 
There are some things in this game that are just outrageous. Ambrose, 
particularly in his transformed state, is really just disgusting. I 
also think, if you look at this game, it's designed like a movie, it 
feels like a movie. It's not brightly colored like a Pokemon game, it 
has sepias and grays and occasionally eruptions of red.
"I think, in a way, you can tie Undying to Edgar Allan Poe or H.P. 
Lovecraft. Some of the landscapes definitely bring to mind some of the 
weird, inter-dimensional spaces that Lovecraft evoked, while once you 
get inside the house, and you see all the twisted, messed-up family, 
you're in Poe territory, the same territory that informs The House Of 
Usher. So I think we paid our dues to our literary forebears, and then 
moved on into something wilder."
Clive Barker
By Paul Semel,  
Gamespy.com, [13] December 2000
"...Looking back, I grasp for answers as I grasp for air. The story, it seems, changes as I recount it, the dreadful details shifting as if alive. I envision a familiar corridor. Poised before each doorway, listening and waiting, I shudder to uncover the mystery and put the familiar souls to rest. Yet, through every door lies some inexplicable terror. I need to open these doors... I am compelled to tell it all."
Incite.com : "EA is said to be internally 
developing a PC horror title using the Unreal Tournament engine. The 
first person-shooter, called Clive Barker's Undying, is based on the 
horror novel of the same name. According to recent reports, EA will 
unveil the title at E3 in May, but the game is due for completion in 
fall 2000.
"Clive Barker, whose writing and filmography includes Candyman, 
Hellraiser and other titles that would frighten Stephen King, ought to 
make for a pretty scary game. However, the fact that Undying is based 
on the UT engine alone means this title is one to keep a sharp eye on." 
EA Horror With Unreal Engine
By [ ], Incite.com, 11 April 2000
Glen Entis - DreamWorks Interactive : "We were working on a title that had a lot in common with things Clive was interested in, and we asked him to take a look. Clive was immediately generous with ideas. He really clicked our team."
Barker Darkens DreamWorks' Door For Game
By Eddie Borges, Hollywood Reporter, 27 April 2000
Dell Siefert : 
"Clive Barker was the first to point out to us that we were crossing 
genres of Horror. We start with very gothic sensibility (haunted house, 
family in decline) and transformed it into a more cosmic (Lovecraftian) 
tale. This has given us a lot of breadth in both Art Direction and 
Character design. While the Art Director will discuss this more in 
depth later I wanted to point out that this diversity allowed us to 
instill our characters with vastly different characteristics, both in 
their strengths and weakness, as well as their objectives.
 
"Since our game will be story driven it will not be about clearing 
levels. Similar to 'Resident Evil' (or 'Alone in the Dark') much of 
the adventure takes place in a haunted Manor House. The house will 
reveal itself over time as the player discovers new skills or advances 
the story. Creature's appearances and attacks will be driven by the 
context of the story. A player may walk through the kitchen a number 
of times until they have angered the ghost of the house, Aaron. Now 
the kitchen becomes hazardous as Aaron decides to fling knives and 
whatever else he can find at the player.
"It will not always be in the interest of the player to combat the 
creatures they encounter. Aaron himself will be invulnerable to most 
attacks and can only be defeated by solving the puzzle of his 
existence. Others creatures like the Inhabitants of Sil Lith may be 
passive until provoked. While one Trsanti might look like an easy 
target, when he calls his buddies to his aid the player will find they 
bit off more than they can chew." 
Undying - Development Journal 2
By Dell Siefert, Gamespy.com, August 2000
Electronic Arts : "Set in Ireland of the 1920's, 
  players take on the role of Magnus, who has been summoned to an ancestral 
  estate by its lone descendent, Jeremiah. Death has claimed Jeremiah's four 
  siblings, all of whom have been reanimated and now intend to slay their living 
  brother, the last of the family. To save his friend and unravel the horror 
  that has befallen Jeremiah and his family, players must embark on five 
  perilous quests. The quests will take players to 10 areas of the game 
  including the ancestral estate, a destroyed monastery, the Eternal Autumn and 
  the cursed city of Oneiros. Players will have to defeat each of the evil 
  siblings in his or her individually corrupted and demonic environments in 
  order to grasp the greater scope of the horror of Clive Barker's: 
  Undying.
"Along the way players will also encounter more than 20 enemy 
  creatures, but will be able to avail themselves of 16 spells (eight defensive 
  and eight either miscellaneous or offensive), including the destructive Skull 
  Storm and reality-bending Mindshatter. In addition, there will be eight 
  weapons for players to use in the game including dynamite, a shotgun, Tibetan 
  War Cannon and The Scythe of Brennus. The game will also feature a special 
  spell called Scrye that will allow players to see or hear clues and back story 
  that are not apparent to the naked eye." 
Electronic Arts Announces Clive Barker's: Undying for the PC
By [ ], Electronic Arts Press Release, 11 May 2000
Incite.com : "A deep and spooky story to 
compare with Half-Life. Clive Barker, best known for his involvement 
in horror stories such as Candyman and Hellraiser, is joining EA 
[Electronic Arts] to 
give Clive Barker's Undying his own imaginative, horrific, touch. From 
what we've witnessed so far, Undying looks very promising.
"In addition to a trusty old shotgun, Malitov cocktails, and dynamite, 
players can look forward to some not-so-conventional weapons: a Scythe, 
a spear gun that can turn enemy creatures into a pin cushion, and a 
Tibetan War Cannon.
"With regards to the spells in Undying, the developers at Dreamworks 
say they "wanted more than just magical bullets." One interesting 
gameplay element will be the ability to amplify spells through 
ectoplasm. The basic "Firefly" spell illuminates an enemy in the dark. 
However, amplified to level five it also lures magic weapons such as 
heat-seeking missiles to the enemy.
"With a few technical tweaks to the Unreal engine, Dreamworks will 
introduce some interesting gameplay elements to the first-person 
shooter genre. A custom wind system blows out candles and makes 
curtains billow in the wind, and a custom lighting system creates long, 
eerie shadows for a terrifying atmosphere. Some areas will call for 
Thief-like gameplay, in which you - and your enemies - can hide in the 
shadows.
 
"Unique and well-developed enemy creatures will also be present. The 
werewolf-like Howler is blind, but he'll know exactly where you are if 
you make any noise - and if he gets you, he'll knock your head off and 
eat it.
"The game is still in its early stages, but from what we've seen we're 
very enthusiastic about Undying - particularly the multiplayer mode. 
EA has scheduled Undying for winter 2000."
 
Previews - Clive Barker's Undying
By Kevin Da Luz, Incite.com, 11 May 2000
Zdnet.com : "Undying is a first-person 
shooter with a marked mystical look and feel. Players assume the role 
of Magnus, who's described as a spiritual version of Indiana Jones. 
The game is set in Ireland during the 1920s. Magnus is called upon by 
one of his friends who's recently been haunted by the spirits of his 
dead siblings. In order to save his friend, Magnus must unravel the 
secret of the siblings' death and embark on five quests that span two 
different planes of existence.
 
"The 
game's levels are simply gorgeous, even this early on in development. 
Undying is brought to life using a heavily modified version of Epic's 
Unreal Tournament engine, and only the most discriminating eye will be 
able to note any similarities between it and other Unreal-powered games 
of past. Undying will be available in the fall."
 
Clive Barker's Undying (First Impression)
By Staff at Games spot, Zdnet.com, 24 May 2000
3dshots.com : "As Magnus, a master of the 
occult, you are drawn into the drama of a dying family whose degeneration 
threatens the fabric of reality. A desperate struggle ensues as 
Magnus utilizes a deadly combination of forgotten magic and devastating 
weapons to counter the forces of chaos. Powered by the Unreal game 
engine, The Undying delivers a highly unique, thoroughly chilling PC 
game experience."
 
Clive Barker's Undying
By [ ], 3dshots.com, 23 May 2000
Gameboyz.com : "Clive Barker's Undying 
from DreamWorks Interactive brings players into a world of arcane 
magic, supernatural abominations and ancient horror.
"Set in Ireland of the 1920's, players take on the role of Magnus, who 
has been summoned to an ancestral estate by its lone descendent 
Jeremiah. Death has claimed his four siblings, each who have 
reanimated intent on slaying their living brother, the last of the 
family, so as to free the Curse of the Undying King.
"In order to save his friend and unravel the curse that has befallen 
Jeremiah's family, Magnus must embark on five perilous quests before 
he can unearth the final horror of the estate.
"Each quest brings Magnus face-to-face with one of Jeremiah's undead 
siblings and the strange and wicked creatures the curse has attracted. 
In addition, Magnus must triumph over his reviled competitor Kiesinger. 
If there is power to be had by unearthing the mystery of the estate 
then Kiesinger will try and steal it - and there is much power to be 
had. It's up to Magnus to defeat each of Jeremiah's siblings and 
vanquish Kiesinger in order to quell the Undying King.
"Clive Barker's Undying marks the first interactive project from the 
famed British author, illustrator, director and playwright. Considered 
by many to be one of the best storytellers of our times, ideas sprung 
from Barker's imagination often embrace horrific themes...Clive 
Barker's Undying is promised to have a similar horrific 
ambiance consistently found in all his works. The situations and 
creatures encountered in Undying will be creatively deadly and demand 
players use their wits and caution, as well as imaginative weapons and 
spells.
 
"Key Features :
i. Ten areas that the gamer will visit throughout the game. They 
include the estate, a destroyed monastery, ring of standing stones, 
cursed city of Oneiros, the Pirate's Cove, the Eternal Autumn and 
Neolithic caves.
 
ii. Five horrifying boss characters, including four based on Jeremiah's 
dead siblings. Players will have to defeat each of the evil siblings in 
their individually cursed and demonic environments in order to confront 
the Curse of the Undying King.
iii. Sixteen spells (eight defensive and eight either miscellaneous or 
offensive) including the destructive Skull Storm, and reality bending 
Mindshatter. 
iv. Eight weapons including shotgun, dynamite, Molotov Cocktails, 
Tibetan War Cannon and Scythe of Brennus. 
v. Over 20 enemy creatures including Di'nen, Howlers, Celestial 
Chanters, Hounds of Ghelziabahr, Sleads and Monto'-Shonoi.
 
vi. Special modes will include the ability to fly in the spirit worlds 
and a spell called Scrye that allows players see or hear events that 
are not apparent to the naked eye to provide back story and clues.
 
vii. Affecting sound that is actually a vital tool to staying alive, 
since it may be the only attestation a creature may be near you.
viii. Game will use the Unreal Tournament engine that DWI has highly 
modified.
ix. Soundtrack of Celtic-inspired spiritual tracks.
x. Robust multiplayer capability similar to the Rocket Arena."
Clive Barker's Undying
By [ ], Gameboyz.com, [ ] 2000
Producer - Undying : 
"At the beginning of this year, Brian Horton (our Lead Artist) came by 
my office and said, 'Sorry I'm late man... do you want to show the 
game to Clive Barker?' About the time I ceased stuttering, we were 
dragging a PC into his house for a demo. Clive immediately dug what 
we showed, sketched a few character concepts, and offered an 'off the 
top of his head' list of story suggestions. About this time the rest 
of the guys joined in my stuttering.
"Since that day, Clive and the development team have collaborated 
weekly to create new characters, enrich the story, and overall learn 
everything we can from each other. Fans of his work who have been 
fortunate enough to meet Clive would undoubtedly agree that he is the 
most generous man you'll come across... with a real bitchin' house." 
Undying - Development Journal 1
By The Undying Staff, Gamespy.com, August 2000
Incite.com : "When you think of Electronic 
Arts, the words 'first person shooter' usually don't pop into your head. 
Sure, there was Trespasser on the PC (let us never speak of it again), 
Medal of Honor on the PlayStation, and a handful of other third person 
action shooters, but typically when we think of EA, at least on the PC, 
images of sports titles and racing games dance in our heads. Well, 
Clive Barker's Undying is hoping to change that image. Like the name 
implies, famed British horror writer Clive Barker has his hands all 
over this FPS. He's been acting as story consultant on Undying, making 
sure that you can expect a lot of atmosphere from this game that is 
best described as a mix between Resident Evil, Half-Life, and Thief.
 
"The game is set in the early 1920s. You play as Magnus Wolfram, a 
veteran of World War I who has just recently returned home from his 
tour of duty. You have been called to Ireland by your old war buddy 
Jeremiah. It seems Jeremiah is having family problems. Unfortunately, 
these problems go a bit further than your typical sibling rivalries or 
drunken uncles. You see, all of Jeremiah's family is dead, but they 
continue to haunt him at the family's ancestral estate. Ain't it a 
bitch when your entire lineage up and dies but they still won't let 
you be?
 
"'So why call on Magnus?,' you may be asking yourself. Well, Magnus 
was just starting to realize his arcane side while he was in the war 
with Jeremiah, so Jeremiah figures that Magnus may very well be the 
only person in existence who can help him with his undead family woes.
 
"Undying is built off a modified version of the Unreal engine that 
includes a whole slew of new graphical features, like a new particle 
effects system that is affected by wind. But one of the most impressive 
new features of the graphical engine is the new cloth modeling system. 
This new feature really helps create atmosphere for a horror game as 
you can actually see curtains, delicate cobwebs, flowing capes, and 
the like waver in the air depending on the speed of the virtual wind. 
This is particularly spooky when it's used to represent an unseen 
force in the room. Just imagine being in an empty hallway when all of 
a sudden the doors slam shut, the lights go dim, and the tapestries 
lining the walls at the end of the hall begin to sway back and forth, 
getting closer and closer to you with each heartbeat. I think I just 
soiled myself.
 
"The game will be split into ten areas spread around the grounds of 
the island estate, as well as a few locales in other planes of 
existence. There's the estate itself, the grounds, an ancient monastery 
that you can explore in both the present and the past, caves, catacombs, 
a pirate's cove, and the mystical city of Oneiros. Your ultimate goal 
in Undying will be to vanquish Jeremiah's siblings back to the land of 
the dead where they belong. Of course, this is a rather lofty task as 
they've been granted supernatural powers to go along with their 
grotesque ghoulish forms.
 
"While your military training will certainly come in handy in this 
endeavor, your newly acquired mystical abilities will prove mighty 
useful in dealing with the undead as well. Some of the weapons we saw 
today include a shotgun, dynamite, a revolver, a Tibetan war cannon, a 
scythe, and a spear gun which you can use to pin enemy monstrosities to 
the wall, making for easy target practice. You will have 16 different 
spells at your disposal -- eight offensive and eight defensive. While 
16 spells may seem kind of limiting at first, you'll find augmentations 
throughout the game that will increase the effectiveness of your spells, 
morphing some into incantations hardly recognizable at the fifth level. 
In terms of gameplay mechanics, weapons are delegated to your left hand 
and spells to your right, using the respective mouse button for each 
action, and the control system for using multiple forms of attack seems 
to work quite easily at this point in the game's development.
 
"Even though the game is a first person shooter, the DreamWorks team 
is stressing a mix of action and stealth throughout the game. Since 
creatures will react to sounds in the game environment, You can't just 
go in blasting if you hope to defeat Jeremiah's family and their 
minions. Instead you'll want to creep around some of the areas and 
avoid direct confrontations with an army of the undead.
 
"Although the team hasn't fully decided what to do when it comes to 
multiplayer options, they at least gave us the heads-up on what they're 
looking at for deathmatch. Expect to start with all of the weapons and 
spells in deathmatch, but you'll have to search for amplifiers and 
ammunition in the game to use your arsenal at its utmost effectiveness.
 
"Undying is looking pretty good from what we've seen so far. The team still 
has a ways to go as far as content goes, but the new engine effects and the 
heavy story-based spin on the classic FPS model is a step in the right 
direction for making a horror-based action game. Definitely look for 
more on Clive Barker's Undying after E3 and before its release this 
fall on IGNPC."
Clive Barker's Undying : I See Dead People
By Tal Blevins, Ign.com, 16 May 2000
Erik Kraber - Sound Designer : 
"The spells were very difficult to design. Undying has more than 16 
spells, each with multiple levels of functionality. What does a spell 
sound like? Our goal was to make each spell distinct and organic. 
Mindshatter is a fast-traveling spell that disorients the opponent 
when they get hit. We wanted a sound of the spell cutting air as it 
flies toward the opponent and then a sonic blast as it breaks the sound 
barrier. For the first part of the sound we took recordings of bullet 
ricochets, reversed them, pitched them down, and mixed them together. 
The sound was intense, somewhere between a jet pass-by and laser shot. 
For the sonic boom, we took decays of explosion sounds, pitched them up, 
and phased them. It sounded like rolling thunder in a strange dimension. 
Then the two parts were combined together to match the timing of the 
visual. When this powerful spell hits you, you'll know it!
"[One] way we make sure that the player never gets comfortable with the 
background tones is to make sure that the player never hears the same 
ambient exactly the same way twice. Each area has a wide variety of 
sounds - we combined up to four long tracks of ambience for each area. 
And our brilliant engineers devised a way for us to randomly alter 
these sounds over time, both in pitch and volume. The result is an 
ambient soundtrack that is dynamic and unpredictable. You never feel 
that an area is either familiar or at rest." 
Undying - Development Journal 5
By Erik Kraber, Gamespy.com, October 2000
"...Be ever vigilant or the Undying King will walk the earth again."
Brian Horton [lead artist - Undying] : 
"My right hand man on the character design team was Jonathan Gregerson, 
he produced designs for some of the best monsters in the game, and he 
too comes from and illustration background. Danny Keller, a fantastic 
animator and draughtsman, helped design all of Ambrose's minions, the 
Trsanti. Rion Vernon came in towards the end of the process to design 
the final boss of the game, watch out sucka! Last but not least Jeff 
Haynie, the leader of the art team and my spiritual compass. With a 
strong background in illustration and teaching, he helped me design 
and focus the process from beginning to end.
"With this team, we attacked the characters and in one month we 
addressed every one of them with pencil or pen drawings. We put all of 
the characters up on the board of the team room and had a critique. In 
this meeting Brady (Producer), Jon Galvan (Asst Producer), Dell Siefert 
(Lead Designer), Jeff Haynie, Jon Gregerson and myself went through 
each design and made notes for what worked, needed tweaking, or plain 
out redesign. We were bull's-eye with 70% of them because of the clear 
communication we had with Dell while in progress, and the remaining 
30% took another week to address.
 
"We would have taken all of the characters to paint, but we were 
restricted by time so the 7 major players in the story got the full 
treatment. They included the player character, Keisinger, the 
rival wizard, Lizbeth, the youngest sibling, Ambrose the black 
sheep, Aaron the artist, Bethany the earth witch, and Jeremiah the 
eldest. These were all painted in Photoshop and the addition of color 
helped describe the mood of the character as well as the environment 
they would occupy.
 
"The most pleasant surprise of the character design process was working 
with Clive. Mr. Barker was introduced to the project with a handmade 
book designed by Jeff Haynie that included many of the concept 
paintings and renders of the finished models. With that and a brief 
description of the game and story, Clive was right in the pocket with 
what we were trying to do. He insisted we have sketching sessions at 
his house where we'd discuss the project and work through any holes in 
the story and character design. Clive would sit at the foot of the 
table and would listen to Dell weave the story of Undying.
 
"After a few well-placed questions he identified areas that would 
strengthen the project on a whole. From these meetings we would 
isolate what needed rework or tweaking, and we started with our main 
character. Originally our hero's name was Magnus Wolfram, a 
stocky barrel chested man with eccentric clothes and a baldhead and 
tattoos all over his body. We all thought he was cool, but Clive saw 
that Magnus as unapproachable and seemingly super human.
 
"The story centered on the fallacies of mankind and how evil manifests 
and corrupts the human spirit. We needed our hero to have human 
qualities to empathize with him... So from 
the ashes of Magnus Wolfram, Patrick Galloway is formed, a 
human character that is by no means a superhero, but by fate, the only 
person that can save the world. Patrick will have to fight against all 
odds, with a singular goal, to help his best friend Jeremiah Covenant 
defeat the evil that plagues him, his family and ultimately the world. 
Once again, a simple but powerful statement, but it strikes to the 
core of our motivation. That is highest level of character design. 
Thanks again Clive. "
Undying - Development Journal 3
By Brian Horton, Gamespy.com, September 2000
Electronic Arts : 
"Lizbeth Covenant was the last of the five Covenant children born, and 
she was the first to die, perhaps accounting for her tragic legacy. 
Known as the family socialite, Lizbeth briefly thrived in the high 
society circles of London. But a mysterious wasting disease cut short 
her social career and she returned to the family home in Ireland where 
she was often seen roaming the grounds desolately, spending many hours 
in the family mausoleum, reading the headstones of her ancestors...
"From the outset of the story in Clive Barker's Undying - when Galloway 
first arrives at the Covenant estate -he begins his investigation of 
Lizbeth at the family mausoleum, which is located on the manor grounds. 
When he opens her coffin, he finds it empty. Galloway realizes she has 
dug her way out of her coffin and can be found leaping around the upper 
battlements of the Monastery, lurking in the vast catacombs beneath the 
cathedral and is at home in the vast system of tunnels that connect 
beneath the estate. It soon becomes all too clear that these same 
settings are at the core of Lizbeth's realm. Although she may have 
been seen lurking in the shadows of the manor, the truth is that 
Lizbeth will not leave her dark and shadowy realm, even if it means 
allowing Galloway to escape." 
Clive Barker's Undying: Lizbeth: The Tormented Socialite
By [ ], Gamespy.com, 11 January 2001
Dellacamp Siefert [designer - Undying] : "[Patrick 
Galloway is a] sort of mystic traveller, kind of like Indiana Jones 
with magic.
"We wanted things that allowed us to add more horror elements to the 
game. For instance, we can have an entire hallway with curtains down 
each side, and if a ghost moves down the middle of the hallway the 
curtains flutter even though you can't actually see the ghost."
You Are Not Alone...Clive Barker's Undying
By [ ], PC Gaming World, Issue 45, September 2000
3dAction Planet.com : "Personally, I never 
found Clive Barker all that frightening. Maybe if I were to find him 
dead in my closet, but that goes for pretty much any best selling 
author. Clive Barker's Undying, on the other hand, is a little more 
creepy and substantially more likely to keep my interest. I got to 
check out Undying at the 2000 E3, and found it to be very interesting 
and very different from a lot of the other games on the showroom floor.
 
"Utilizing the Unreal Tournament engine, Undying is the next entry in 
the hit parade of horror games to hit the market, but unlike most of 
the other horror titles (e.g., Nocturne, the Blair Witch games, Alone 
in the Dark 4) Undying seems to be much more fast paced and focussed 
on action. The game is played from the first person point of view and 
features a huge variety of weapons, magical attacks, and enemies. 
Undying is set in the 1920's and places the player in the role of 
Magnus, a practitioner of the arcane arts and distant friend to the 
lord of an Irish estate, Jeremiah Weedhaven. Jeremiah has requested 
his friend Magnus's help to discover why his brothers and sisters have 
come back from the dead. The player will uncover clues to the curse of 
the Undying King and eventually discover the evil that is behind the 
madness. I'm not sure exactly what that means, but it sounds very 
unpleasant and Magnus is determined not to let it happen. 
"Magnus has both spells and more traditional firearms at his disposal, 
and he can use them together to great effect. There are 16 spells 
altogether, but each spell can be upgraded up to five times for 
greater potency or extra effects. One spell, Ectoplasm, becomes 
cheaper to cast and gains increased range as it is amplified. At its 
highest amplitude Ectoplasm gains the ability to pass right through 
walls. Some of the spell effects were very interesting, and all of the 
ones I saw had very impressive visual effects. The engine's redone 
particle effects system makes all of the spells visually pleasing.
 
"In addition to offensive spells, Undying features a lot of passive 
and defensive spells. There are several points in the game where using 
spells like haste, shield, or silence would be much more effective 
than trying to take enemies head on. One particularly cool spell I 
saw demonstrated was a Firefly spell that outlined so that you could 
see them hiding in any of the game's many shadows. This was ideal, 
explained DreamWork's Dellekamp Siefert, for exposing campers during 
multiplayer. In addition, at higher amplitude levels Firefly would 
attract magical projectiles, in effect creating homing missiles out 
of these attacks for a brief period of time.
 
"While spells are cast by his right hand, Magnus wields conventional 
(as well as some unconventional) weapons in his left. His trusty 
revolver is the weakest of the weapons to start, but it can be 
upgraded with different kinds of ammunition to add extra punch, 
particularly against certain enemies. In the revolver, if you load it 
with silver bullets it will do magical damage vesus the conventional 
physical damage of normal shells. The other weapons I saw at the demo 
were the shotgun, sticks of dynamite, a scythe, and a bizarre cannon 
shaped like a dragon's head. The interesting thing about this 
two-fisted approach to spells and firearms is that it can lead to some 
interesting combinations, particularly with the defensive and 
information spells.
 
"One of the cooler gameplay elements I saw was what was called the 
'scrying mode'. This is where Magnus's mystical side takes over and he 
is able to see into the spirit world. When activating this mode the 
view gets a little warped, and you are able to see things that were 
not there before (I'll forgo the nearly obligatory Sixth Sense 
reference here). This mode of play enables the designers at DreamWorks 
to do a number of interesting things, such as give players clues about 
traps, move the storyline along through ghostly apparitions (System 
Shock 2, anyone?), or give subtle hints about the best way to progress 
through a level. One great example of this use of scrying during the 
E3 demo came when Magnus was trying to walk across a floor of rotted 
and dusty wooden planks above a room where a large group of skeletons 
waited to chop him to bits. The boards would randomly give way and 
send the player tumbling to the grasp of the enemies below, but if you 
went into scrying mode you could see a ghostly set of footprints across 
the safe and stable boards that would let you bypass fighting the 
skeletons below.
"Speaking of enemies, Undying promises more than 20 of them, including 
Di'nen, Howlers, Celestial Chanters, Hounds of Ghelziabahr, Sleads and 
Monto'-Shonoi. I have no idea what any of those things are, but I'm 
willing to bet that none of them are cute and willing to let you give 
them a big hug. Two of the enemies I saw in the demo were small 
ghoul-like creatures and skeletal warriors that would keep getting 
back up after being knocked down.
 
"One of the cool things to point out about the enemies is that all of 
the animations I saw were very well done and looked realistic (or as 
realistic as one might expect a giant skeleton to look). DreamWorks 
has added a rendering system that can show cloth, spiderwebs, and 
other effects in a very realistic fashion. Cobwebs flutter in the 
breeze and drapes move around in the wind, suggesting malicious shapes 
to the overimaginative onlooker. This is a small thing, but a very 
effective detail that added greatly to the overall effect.
 
"In terms of gameplay, there will be plenty of action in the game, 
but Siefert assured me that there would be some places where you have 
to be much more stealthy and fear for your life if anything sees or 
hears you. The gameplay, he said, would be reminiscent of Looking 
Glass's Thief games. The name of this game is horror and suspense, 
which can't exactly be achieved if you run into every room fully 
confident that you can blast anything to Kingdom Come.
 
"Multiplayer will ship with the product, allowing gamers to take part 
in a deathmatch experience that follows some of the same rules as the 
Rocket Arena mod for Quake. Players will begin with the full assortment 
of spells and weapons. Combat will revolve around the intelligent and 
appropriate use of spells and weapons versus simply picking on the 
defenseless newbie. Of course spells can still be amplified during 
the game, allowing for tactics and game play styles to develop over 
the course of the match. Siefert says that an editor for making custom 
levels should ship with the game, allowing players to create their own 
single player missions and deathmatch arenas. This is nice to hear, 
since these editors usually go a long way towards extending the shelf 
life and value of a game. While the game will come with ten huge 
levels, players may want to download additional maps from the internet 
to play.
"All in all, Clive Barker's Undying looks to be very different from 
most of the action games coming out in the next few months. Horror and 
action mixed together in an attractive package should keep a lot of 
people interested and on the edge of their seats. The game is slated 
for a Q4, 2000 release."
First Person Frightening
By Thrrrp ptt, 3d Action Planet.com : First Looks, 22 May 2000
Brady Bell [producer - Undying] : "In my opinion, solid 
balancing & pacing of story is what makes good games, great. DreamWorks 
Interactive was created to push story and interesting characters into 
new directions, so while our storyline is very involved, at no point 
can it become a hindrance. Our lead designer (Dell Siefert) and I don't 
think there's anything fun about reading twenty pages of back-story to 
help solve a puzzle. At the same time, however, it is there for players 
who want to immerse themselves further into the game. It's a delicate 
balance
 
... one we're very conscious of.
"We approached Clive with a first pass at our story and environments 
already in place. He took the story, punched holes in it, taught us 
how to improve it, and went to work on additional character design 
with our artists. It's been an ongoing process where the team has 
benefited far past our expectations. Without question, what attracted 
us most was Clive's diverse talent. On our team we have a guy who 
studied literature, one who graduated from film school, and a troop of 
artists & animators from various professional backgrounds. Clive Barker 
is the only person we could all honestly say we've been professionally 
inspired by. That's more rare than people think."
The Well Rounded Interview - Brady Bell
By Matthew Braynard & Chris Morris, well-rounded.com, 2000
PC Gaming World : "Clive Barker's input 
into Undying is limited to providing advice - and his name, of 
course. But don't let that put you off - it still looks the business... 
He's given updates on the game's progress on a weekly basis. In return 
he provides the development team with an understanding of what makes 
good horror content and critically analyses the plot development and 
momentum of the game, as well as advising on creature look and feel.
"When enemies actually hit you your character will literally reel from 
the effect - for instance, a belt from a Howler's claw-infested fist 
will send your view-camera spinning 90 degrees. We put it to DreamWorks 
that this is a bit excessive, and it agreed. In the final version it's 
more likely to be 5-10 degrees, although DreamWorks is committed to the 
idea that hits will cost you more than just a little bit of life, 
they'll also cost you valuable time as you try to re-orientate yourself.
"Of the offensive spells we saw in the game demo, our favourite 
is Skull Storm, a kind of magical grenade attack. When you select it, 
a ghostly skull starts dancing in front of your fingertips - cast the 
spell and your skull will fling itself at an enemy with explosive 
results. When you amplify this spell you get several skulls - but 
you've got to use them quickly once you select them, otherwise they'll 
start arguing among themselves, chattering and clamouring for action. 
Quite hilarious.
"Most of all it looks like fun. Scary, but fun."
You Are Not Alone...Clive Barker's Undying
By [ ], PC Gaming World, Issue 45, September 2000
Dellacamp Siefert [designer - Undying] : 
"[Clive] came up with things that really grossed him out. There is a 
supernatural bloodhound that flies after you and looks like a cross 
between an eel and a piranha; and a character called Bethany, who has 
a sack of blood on her back that she dips into with her hands and uses 
to cast spells - which is really grotesque because you know it's her 
own blood she's using.
"[Clive] wants to take everything he is involved with and grow it into 
something bigger. He has been talking about a graphic novel or even a 
film. Technology is new to him and he is a little taken aback at some 
of the things we can do. But he comes from a direction where anything 
is possible."
Playing Undead
By David Hancock, The Times, Midland Metro, 2 September 2000
Brady Bell [producer - Undying] : "[On considering Stephen King as consultant] "We looked at our story and realised we are much more about the fantastic, which is Clive Barker. Stephen King's horror is more real."
Playing Undead
By David Hancock, The Times, Midland Metro, 2 September 2000
Robert Berger - lead designer : 
"The first six months of a project aren't very sexy. It takes a 
programmer months to hammer out an animation system. Then a couple of 
artists kill themselves modeling and animating and texturing just one 
creature. Then another programmer has to set up a physics system, and 
another one maps the input devices, and a hundred other things only a 
programmer could understand. All this just so one lousy beast can walk 
around on a chunk of ground. It's not very impressive, even to a 
seasoned professional, which I'm certainly not. But like I said, we're 
getting to the gravy now. The stuff that makes every meatball in the 
company drop by on his smoke break to ooh and ahh over your shoulder. 
Which is a pain when you have to ALT-TAB away from the Abe Vigoda fan 
chat every five minutes.
"I guess I should put something relevant in here so the marketing 
folks don't get too bunched up (don't worry, they'll edit that out). 
The particle system is in, so there's glowing floaty stuff all over 
the place. Smoldering lakes of magma, blood fountains, flaming corpses, 
roiling toxic clouds, collapsing buildings, and glimmering mounds of 
entrails. You should see it. It's like Detroit or something!
"I must say it's not very often any more that a game really impresses 
me. This one does. And I'm not just saying that because my bonus 
depends on it. It does, but that's not why I'm saying it. "
Undying - Development Journal 4
By Robert Berger, Gamespy.com, October 2000