Well, strictly speaking my 4th day of Runes of Virtue was sometime at the beginning of this past week, but somehow I have not gotten around to blogging about it until today. A large part of the reason is, of course, that there's so little to say. The Isle of the Avatar's Stygian Abyss is, as one would expect, chock full of crazy traps and creative puzzles. Some of them, for example, require you to push rocks around and create passages in walls with them using a lever that makes walls vanish and reappear (it's difficult to explain...), and on more than one occasion you must take advantage of your enemies' capacity to kill each other and/or destroy spider webs. My least favorite puzzles, however, are the big rooms full of blinking teleport arrows. You must use them to move to the exit, but the fact that a screen full of dozens of blinking arrows gives me a headache added to the challenge significantly! There's some magic armor in the abyss and it was, to my surprise, not very difficult to get to. The endgame, as one might expect from the Game Boy, is relatively anti-climactic. You disappear from the dungeon where you got the rune of humility, and appear kneeling before Lord British. The end.
OTHER UNINSPIRING ULTIMA ENDINGS
-Ultima II, which gives you an ad for another game in the Sierra version (anyone recall which game? I can't get my Sierra copy to work)
-Escape from Mt. Drash where you are told in block text on a mold-green background you achieved the title of "Questor." Woo hoo.
-Ultima IX, where that idiot Raven and Lord British look up to see that for some reason you have exploded and have turned into an ankh made out of stars in the sky.
I was tempted not to include Ultima II because of my fondness of the "ALL HER WORKS SHALL DIE!" message that you receive upon Minax's death.
Back to the issue at hand--Runes of Virtue. Overall, and amusing diversion. THe only serious flaws of the game are the irrelevance of the premise (retrieving runes related to virtues) to the dungeons (which have nothing to do with the virtues) and the odd game mechanics (pushing levers and eating mushrooms seem to have about the same effect, and how does a rope build a bridge?). Beyond that, the game is not overly challenging, and the ability to restart over and over makes up for its lack of a save feature (though in a world of emulators, who cares about poor save features anymore?) I would not suggest the game, however, for an actual Game Boy due to its length and the repetitive nature of gameplay when you cannot save. As a final note--I still think those wizards look like vampires! Look at the big black cape with high collar and the pointy teeth!
One could argue that the game is canonical--After all, it appears to take place sometime following Ultima VI, and the goal is to rescue the Runes and become knighted, and a certain drunken paladin has just recently been knighted as of Ultima VII. Never mind that he was apparently a "Sir" long before that. And even if he wasn't, Lord British has some pretty stringent requirements for becoming a knight if it takes, what, 300 years of continuous service?
Expect a slower rate of updates for the next two games--Underworld II and Serpent Isle. The reason is simply that playing them is less fun because it's only been a little over a year since last played the games, and Ultima is more fun when you've forgotten a large portion of the game. On the other hand, it's been about 7 and 12 years since I played Ultima VIII and Ultima IX, so those will be a lot more fun for me. Plus, those two games are not particularly good, and it's a lot easier to write criticism than praise :-) I remember when I started the blog I speculated that it might take a year to do--but I kept up a pretty intense pace back when I was unemployed, and it seems like I'll probably be done before Christmas as I result, despite my much slower-goings lately.
I also need to take some time at some point and reply to comments and other feedback again. Maybe during my Underworld II blogging!
Ophidian Dragon blogs his way through the entire Ultima series, from beginning to end.
Saturday, July 21, 2007
Saturday, July 14, 2007
Runes of Virtue, Day 3




The game is nearly finished after a good five to six hours. One more hour will probably wrap it up, once I complete the abyss. It might be amusing to go back and play as Jaana, to figure out what exactly she can do that Shamino cannot.
Tuesday, July 10, 2007
Runes of Virtue, Days 1 and 2




Tuesday, July 3, 2007
Hiatus
For those who are curious where I went...My computer, at long last, has totally kicked the bucket. It powers on, and the fans work, but there's no video output, no beeps, no POST, nothing; after a minute or so it just turns off again. I will either be buying a new one today or orderig a new one, not sure which route to go. But it will probably be awhile longer before I am back to blogging...of course, since you are all subscribed to my RSS feed, there's no need to keep checking here, right? :-P
Wednesday, June 27, 2007
Ultima VII, Day 13


I'm not sure what final thoughts to add about Ultima VII, except that when I first played it years ago, perhaps a year or so after it came out, it was a revelation to someone raised mostly on console RPG's. I played Ultima VI before Ultima VII (my brother brought his computer home and I played it during Christmas break; we had no PC at the time), but Ultima VII was the first time I had a game "all to myself," so to speak. The game has a huge degree of open-endedness, with only a few areas inacessible at the beginning of the game, and there's just such an immense amount of stuff to do without even really paying attention to the plot.


With that in mind, I will next embark on a total side project--Ultima: Runes of Virtue, an action/puzzle spin-off that was produced for the Game Boy around the same time that Ultima VII came out. It was more related in plot and presentation to Ultima VI than Ultima VII, but I have chosen to follow a more or less chronological sequence in playing the games.
I'm not sure of my total time playing Ultima VII. I would like to estimate it at approximately 26 hours, perhaps, maybe a little less? I am expecting Runes of Virtue to go rather quickly by comparison!

Sunday, June 24, 2007
Ultima VII, Day 12



In other news, I had a very brief conversation with a reader who reminded me that the Ultima IV on the Sega Master System is very good, and that it takes the unusual step of featuring 2D dungeons.

-Visit the lost cave where a note from a despairing fellow can be found
-Find a field of sleep-inducing flowers with the only love arrows in the game
-Find all the randoms tuff in the great forest, including a pirate hangout and a soldier encampment.
Tuesday, June 19, 2007
Ultima VII, Day 11

Today was all about exploration as I tried to hit some of the highlights of Ultima VII's game world. First, let's start with Zac's Island Adventure. Actually, it wasn't much of an adventure, but I did visit about 7 or 8 islands scattered about the coast of Britannia: Near Serpent's Hold, Destard, ad Jhelom. The highlight of the first set was an amusing mountain-top lodge with a pirate and a mage that I killed, plus a cool suspended patio with stairs leading to it. Unfortunately, the barely-hidden bag in the corner contained items that my companions didn't like me stealing. Idiots. The next isle of interest was a small hole in one of those same islands, where you can find a big stack of gold bars and a dead pirate. I blieve this is the same spot you get told about if you whack a parrot on the head. Near Jhelom, the most interesting island is certainly the one which has a hidden passage to a pirate headquarters with some crazy old ship deeds to ships made over 250 years ago. I'm not sure how this compars to dates given in Ultima VI, or if any of the names match up to Ultima V or VI. The final isle of interest contains a very useful item--it is a small shack full of dead chickens just near Destard, and on the ground is a big yellow key that serves as a skeleton key, and it will unlock or lock any pick-able chest! Wow!


In Ultima I harder monsters gave more HP; in II, they gave different magic items. In III and IV they were all the same; in V hard monsters had better stuff, but in VI and beyond few monsters had anything good. So when I say "the days when the hardest monsters left the best treasure" I pretty much mean "Ultima V."

Well, I think the time for ending Ultima VII is fast approaching. I've baked bread, hit most of the dungeons, found a big X, talked to naked beekeepers, and even killed Lord British (and then reloaded). There is plenty more to see and do in this game, but after a month I think it's about time to move on. Perhaps the next blog will take us straight to Buccaneer's Den and then to the end of the game!
PS: I added all the missing screenshots
PPS: Yes, I know British gave me a boat. It's more fun to buy one.
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