Well, I did it. I began the SNES Ultima VII. My opinion is pretty torn. On the one hand, it''s much less fun a game to play than the original; it feels as if someone took the basic plot outline of Ultima VII and stapled it on top of a fairly typical console action-RPG. Here''s some of the similarities to the original and some of the differences:
1. Most of the monsters and character figures are the same as on the PC, with some strange exceptions. There are bouncing green heads as monsters in addition to the skeletons, scorpions, rats, headlesses and trolls. Similarly, the generic robed man has been replaced with a robed man with no hood, and the generic grungy townsperson is now a same grungy townsperson but with blond hair!
2. The world geography is quite similar, but on a much smaller scale. Most of the dungeons have shifted in position or ceased to exist altogether. Unlike the PC game, the dungeons are on a distinct map from the overworld (more like Ultima VI). All of the dungeons have been completely replaced inside; none of the maps are even close. They are much more combat focused than the original, with monsters being generated even if you walk only a few feet away! The puzzles at least so far are nearly nonexistent, besides the ocassional lever or object that needs to be lifted to reveal...well, another lever!
3. The towns are all there, but reorganized. The conversations are also generally there, but dramatically truncated, and most of the quests have been shifted around. For example, Skara Brae''s quest is largely handheld. Mordra allows you to speak to people; Trent gives you a music box; Rowena gives you a ring; Trent builds a cage; Rudolfo (!) attacks you; you put his bones in a cage; put the cage in a well; use the potion Caine gives you.
4. The game does not seem very dramatic at all. A typical example if Owen the shipwright--instead of killing himself, he just expresses mild annoyance that he won't get a statue of himself.
I suppose today''s entry is just a brief introduction. I have been a bit of a lazy bum and not captured screenshots...maybe next time. My next entry will describe some of the things I find entertaining and some of the things I find highly irritating. Overall, I don''t think the game''s horrible reputation is all that deserved. It feels a lot like Runes of Virtue, actually--less serious, more action-oriented, but still with a certain amount of charm. The downside is that it's a port of a very different sort of game, and it suffers badly for the comparison.
Ophidian Dragon blogs his way through the entire Ultima series, from beginning to end.
Thursday, April 29, 2010
Sunday, April 25, 2010
Ultima VII again, sort of!
Recently I had a sudden inspiration: It might be fun to blog an experience of playing that infamous Ultima VII port for the Super NES. I remember trying it once and hating it, but at the same time being eager to see just how different the game is as you go further into it. It is interesting to me how the Ultima III and IV for the NES were in some ways superior to their PC cousins, yet the SNES Ultima VII was so much worse. I assume it has to do with the gap in time between their respective releases--NES graphics are obviously superior to the Apple II graphics, even if I always thought the NES versions were irritatingly cartoonish. I also recall how Ultima III for the NES had a little bit of additional game balancing by forcing you to get the gold and silver picks before you could go dig up the exotics. It's been too long since I played the NES version of Ultima IV to remember any major differences there. Well, besides the toilets in the hotels!
Anyway, I think I'll start that sometime soon. It should prove amusing. In the comments someone asked for my e-mail address. It seems like there ought to be a way to send a message to me through Blogger that provides your email such that only I can see it...but I can't find any such method, so you can send me an email at zacwbond@hotmail.com. I'm leery of getting new messages from spambots, but on the other hand I get so much spam already it won't matter much.
Anyway, I think I'll start that sometime soon. It should prove amusing. In the comments someone asked for my e-mail address. It seems like there ought to be a way to send a message to me through Blogger that provides your email such that only I can see it...but I can't find any such method, so you can send me an email at zacwbond@hotmail.com. I'm leery of getting new messages from spambots, but on the other hand I get so much spam already it won't matter much.
Friday, February 19, 2010
Defunct?
A commenter recently asked if this blog was defunct. I guess there's two answers:
1. Yes, because the stated objective was completed long ago. Consequently, there is nothing compelling me to come back and add posts.
2. No, because I remain alive and periodically have the urge to do Ultima-related stuff. See the replay of Underworld.
I hope my non-answer was useful :-) I have some other possible blog topics I could do. I tried doing one on the books I have been reading, for example, but it proved too time consuming and too reminiscent of schoolwork.
I do need to go in and delete all the spam comments on this blog, though. SO there's at least one more thing to do!
1. Yes, because the stated objective was completed long ago. Consequently, there is nothing compelling me to come back and add posts.
2. No, because I remain alive and periodically have the urge to do Ultima-related stuff. See the replay of Underworld.
I hope my non-answer was useful :-) I have some other possible blog topics I could do. I tried doing one on the books I have been reading, for example, but it proved too time consuming and too reminiscent of schoolwork.
I do need to go in and delete all the spam comments on this blog, though. SO there's at least one more thing to do!
Saturday, December 5, 2009
UW, again
Turns out I had a backup copy of UW in, not shockingly, a subdirectory called "backup" in the UW directory on my laptop. I think I had simply corrupted some files or something because the backup played fine. Playing as a mage wasn't terribly different from playing as a fighter, though--except that virtually every skill is obviated by magic. The exception is combat! Most of the offensive spells are ranged, and the others like flame wind and sheet lightning seem kind of random in their effectiveness. One thing to keep in mind during the game is that a decent number of the harder quests can be ignored until later in the game, when they become almost comically easy. My favorite example is Rodrick, whom I ignored until I'd fully explored levels 5 and 6. Then I took him out with two fireballs. The gazer in the mines was also very easy with a couple of lighning bolts.
Here's a few random thoughts for some of the spells:
--detect monster, much like the tracking skill, seems pointless when there's a save game feature. The rune of warding also seems pretty dubious.
--You get a lantern early enough in the game that there's not much need for most of the light and night-vision spells, unless of course you want to ditch the lantern. I might have late in the game when I had to lug around those talismans, but instead I just dumped them by the level 8 staircase.
--poison could be a good spell, but it's too hard to tell what its effect on the target is.
--Remove trap and the equivalent skill are the most worthless in the game. I can't even remember any traps that they worked on.
--By contrast resist fire may be the best spell in the game because fireballs are so incredibly powerful and those fire elemental in level 7 really blast you with them.
--Open is of limited utility when the only doors that open with it are ones you can bash to bits with your fist anyway. The same goes for picklock as a skill.
--gate travel could have made life easier in a few places (like going all the way back up to see Shak) but I never really bothered to use it.
--I could have sworn there was part of the game where telekinesis was required, but apparently I was wrong. Must be remembering most of the other Ultimas :-P
--ally and summon are cool in concept, but it's a bit of a nuisance that the creatures don't start attacking immediately. It's also kind of pointless since they attack you after beating the enemy.
--invisibility doesn't seem to be all it's cracked up to be. Monsters don't seem to have much trouble seeing me.
--reveal is a weird one. Is there anything invisible out there? It's hard to know where to cast it unless you know something is invisible!
--Fly is very helpful in navigating big areas quickly, especially on level 8 when I want to go back to the stairs.
-flame wind and sheet lightning seem kind of inconsistent. I enjoyed using flame wind to blow away a gazer and four goblins during the trek to the key of courage, but sometimes it didn't seem to do much of anything.
--Sheet lightning and tremor were even less effective. I don't think the few times I used them that they hurt anybody!
--roaming sight is a lot of fun but very hard to control.
This time I also played as a mace user, but there's a lack of great maces. Maybe I should play as a ranged weapons user instead! That might be impossible. lol, or maybe unarmed!
As I mentioned a year or two ago, when I first wrote about the game, the thing I wish most were different is that the major quest items, the talismans, are almost all useless. I don't know exactly what I'd have them do, but it's annoying to lug around a bottle of wine I can't even open.
Enough ranting! I enjoyed replaying the game. I think I'm going to go amuse myself with roaming sight. I can get the same sort of effect from the Underworld map viewer out there, but it's not as fun because roaming sight also shows the items and creatures.
Here's a few random thoughts for some of the spells:
--detect monster, much like the tracking skill, seems pointless when there's a save game feature. The rune of warding also seems pretty dubious.
--You get a lantern early enough in the game that there's not much need for most of the light and night-vision spells, unless of course you want to ditch the lantern. I might have late in the game when I had to lug around those talismans, but instead I just dumped them by the level 8 staircase.
--poison could be a good spell, but it's too hard to tell what its effect on the target is.
--Remove trap and the equivalent skill are the most worthless in the game. I can't even remember any traps that they worked on.
--By contrast resist fire may be the best spell in the game because fireballs are so incredibly powerful and those fire elemental in level 7 really blast you with them.
--Open is of limited utility when the only doors that open with it are ones you can bash to bits with your fist anyway. The same goes for picklock as a skill.
--gate travel could have made life easier in a few places (like going all the way back up to see Shak) but I never really bothered to use it.
--I could have sworn there was part of the game where telekinesis was required, but apparently I was wrong. Must be remembering most of the other Ultimas :-P
--ally and summon are cool in concept, but it's a bit of a nuisance that the creatures don't start attacking immediately. It's also kind of pointless since they attack you after beating the enemy.
--invisibility doesn't seem to be all it's cracked up to be. Monsters don't seem to have much trouble seeing me.
--reveal is a weird one. Is there anything invisible out there? It's hard to know where to cast it unless you know something is invisible!
--Fly is very helpful in navigating big areas quickly, especially on level 8 when I want to go back to the stairs.
-flame wind and sheet lightning seem kind of inconsistent. I enjoyed using flame wind to blow away a gazer and four goblins during the trek to the key of courage, but sometimes it didn't seem to do much of anything.
--Sheet lightning and tremor were even less effective. I don't think the few times I used them that they hurt anybody!
--roaming sight is a lot of fun but very hard to control.
This time I also played as a mace user, but there's a lack of great maces. Maybe I should play as a ranged weapons user instead! That might be impossible. lol, or maybe unarmed!
As I mentioned a year or two ago, when I first wrote about the game, the thing I wish most were different is that the major quest items, the talismans, are almost all useless. I don't know exactly what I'd have them do, but it's annoying to lug around a bottle of wine I can't even open.
Enough ranting! I enjoyed replaying the game. I think I'm going to go amuse myself with roaming sight. I can get the same sort of effect from the Underworld map viewer out there, but it's not as fun because roaming sight also shows the items and creatures.
Monday, November 9, 2009
UW
I just spent about an hour and a half searching google to no avail, when I decided I should use the blog instead! I was feeling the urge to play some Underworld as a mage for the first time, but DosBox fails. The graphics on the "looking glass productions" screen are totally garbled, but the "Ultima Underworld" with the flaming letters looks fine. The next screen, with journey onward etc. does not appear at all. The sound works great and I can even select the intro and hear (but not see) my dream and subsequent visit to Britannia.
I haven't played the game or, as I recall, changed any settings since my blogging back in 2007. It's very strange that it spontaneously quit working. Any suggestions out there? I also brought the game to a different PC (I wanted to play UW on my 28 inch monitor just to enjoy the absurdity size mismatch) and had the same problem with v0.73 of DosBox as I had with 0.72 on the laptop. Perhaps the game itself is corrupted. Too bad the CD is a few hundred miles away at present!
Kind of sad I might not be able to play the game again. For what it's worth, though, UW2 works fine.
I haven't played the game or, as I recall, changed any settings since my blogging back in 2007. It's very strange that it spontaneously quit working. Any suggestions out there? I also brought the game to a different PC (I wanted to play UW on my 28 inch monitor just to enjoy the absurdity size mismatch) and had the same problem with v0.73 of DosBox as I had with 0.72 on the laptop. Perhaps the game itself is corrupted. Too bad the CD is a few hundred miles away at present!
Kind of sad I might not be able to play the game again. For what it's worth, though, UW2 works fine.
Sunday, October 18, 2009
Sigh! 9.
It's finally that time! Finally time, that is, to say some words about Ultima IX. The decade since the game's release has softened my opinion of it quite a bit. I'm going to zip through some of my biggest complaints about the game and at the same time mention the way in which my opinion has gotten softer over the years with respect to each issue. I'll start by mentioning the most-voiced complaints, ones which I can't say much to soften. First, the game is extremely buggy. I have no doubt this will unleash a torrent of comments saying "weird, I never had any problems" but I think such problem-less folk are in the minority. For me, on three different systems I've used over the years, there were frequent crashes to the desktop, especially in the Stygian Abyss and in Covetous. The game has the feel of a rush job, even though it spent something like five years in development; the multiple patches (even an unofficial patch!) help a lot, but are imperfect. I don't really care about bugginess in my overall view of the game (I try to think of what a non-crashing game would be like when I give these overviews) but I need to acknowledge that the quality was very low--Ultima VIII had serious gameplay problems, but I think there weren't so many complaints about crashing. The other main complaint is one I tend to dismiss--that it's too slow. All I can say is that it's not too slow anymore! Time heals all slowness issues, though I have to say their choice of the dead-end Glide API over DirectX definitely mirrors the old Voodoo memory management system from Ultima VII days..In short, Origin went a direction different from the rest of the world without initially realizing it, and now it's a bit of a pain to get U9 working perfectly. The Stygian abyss semi-cut scene with Lord British fighting Blackthorn and the earthquakes in the caves of Covetous are pretty much ruined by the need to repeat them over and over due to crashes, whether or not I used the Glide wrapper that was so effective with other game problems.
In any case, as far as the actualy game is concerned, there's really only a few things I don't like, but they're pretty major things! First, the world feels extremely tiny and very static. The sprawling city of Britain has shrunk, and I don't feel as if there are many landmarks surviving from the previous games. The towns seem completely off (especially Moonglow and Yew), and there's a strong since that each of them is just a set-piece, entirely disconnected from the rest of the world. They cities also seem utterly disconnected from the history of the world, especially the island of Minoc and Valoria, the city of like six people around a volcano that hadn't previously existed. The fact that most of the cities are on islands that you can't reach until certain points of the game adds to the sense of disconnectedness. The lack of some of the features we've come to expect from Ultimas such as NPC schedules and sometimes-over-dense conversation trees are also absent. In summary, Britannia of Ultima IX feels like set pieces populated by cardboard characters--almost the feeling I got wandering around the thousands of randomly-generated cities in Daggerfall (except in Daggerfall, most of the NPCs were also LOOKED like cardboard cut-outs). You could also compare the characters to those in Ultima Underworld I, most of whom were also generics.
I appreciated the efforts that went into referencing earlier games, but some of them felt like they were simply stapled on top of a game that was basically complete. Ultima IX was one of the only games to acknowledge that Ultima II took place on earth! I don't understand how the British museum managed to find Khorgin's fang, though. More absurdly, the skull of Mondain was sitting there! Paraphrasing Erethian from the Forge of Virtue, "I thought someone let that artifact slip into a volcano..." These 'skin deep' references to earlier games are good, but the big ones you would expect (cities and characters having some relationship to their past incarnations) are mostly absent.
So what do I like about the game? Well, the plot's pretty neat. It's no really as 'epic' as I might want in the final game of the series, but the whole idea of city-corrupting anti-virtue pillars popping up out of the ground is cool for several reasons. First, it ties back to earlier games and puts the shrines to good use. Second, it conveniently sets up a nonlinear dynamic, whereby you could travel around the world and fix each pillar whenever you wanted. And third, it provides a sense of graduated accomplishment, where each act you complete changes the area where you completed it. Serpent Isle was pretty good about this--when you did stuff, there were consequences. The plot as used in Ultima IX does a good job with the first idea, barely attempts the second, and tries for the third but falls short because cities of cardboard remain cities of cardboard even if the generic characters say nicer things. I've read the famous Bob White plot but I don't think the plot change is really the big problem--that plot overlaid with the game as it stands would still be problematic. The re-use of the original cut scenes for other purposes, does grate with me, though, especially the absurd summoning of Pyros to gain entry into the Stygian abyss. Ridiculous!
The visuals, on the other hand, were pretty awesome. I remember looking out over the ocean near the shrine of Compassion and thinking, "Wow." There are a few places like that in the game where you can experience a sense of Britannia in way you only might have imagined in previous games. And in spite of all the flaws and bugs, the game's pretty fun to play, with some cool puzzles and awesome, if misplaced, special effects. The real complaint I have is that it 'could have been' so much better, and I feel like the series went out with a whimper instead of a bang. The last few paragraphs seem really bitchy compared to my claim in the first sentence that my opinion has softened, but you should read all the complaints as sighs of regret rather than cries of anger.
So that's all I have in my head on Ultima IX. Sorry it took FOUR MONTHS to write this! I actually wrote part of it, shelved it for a few weeks, wrote a little more, shelved it, etc. until I reached this absurd point. However, this isn't the end because I still need to take some photos of the lovely crossbow Lord British sent me quite some time ago! Then I guess that will wrap up the blog. I have the strong desire to replay Ultima Underworlds I and maybe II as a mage (I never made much use of magic in those games!), but I'm not sure I'll blog about it when I do or not.
As a side note, I seem to have been spelling Khorgin's Fang wrong all this time because the only hits I get in Google are my own blog! But I trust everyone knows what I mean :-)
Till next time!
-Zac
In any case, as far as the actualy game is concerned, there's really only a few things I don't like, but they're pretty major things! First, the world feels extremely tiny and very static. The sprawling city of Britain has shrunk, and I don't feel as if there are many landmarks surviving from the previous games. The towns seem completely off (especially Moonglow and Yew), and there's a strong since that each of them is just a set-piece, entirely disconnected from the rest of the world. They cities also seem utterly disconnected from the history of the world, especially the island of Minoc and Valoria, the city of like six people around a volcano that hadn't previously existed. The fact that most of the cities are on islands that you can't reach until certain points of the game adds to the sense of disconnectedness. The lack of some of the features we've come to expect from Ultimas such as NPC schedules and sometimes-over-dense conversation trees are also absent. In summary, Britannia of Ultima IX feels like set pieces populated by cardboard characters--almost the feeling I got wandering around the thousands of randomly-generated cities in Daggerfall (except in Daggerfall, most of the NPCs were also LOOKED like cardboard cut-outs). You could also compare the characters to those in Ultima Underworld I, most of whom were also generics.
I appreciated the efforts that went into referencing earlier games, but some of them felt like they were simply stapled on top of a game that was basically complete. Ultima IX was one of the only games to acknowledge that Ultima II took place on earth! I don't understand how the British museum managed to find Khorgin's fang, though. More absurdly, the skull of Mondain was sitting there! Paraphrasing Erethian from the Forge of Virtue, "I thought someone let that artifact slip into a volcano..." These 'skin deep' references to earlier games are good, but the big ones you would expect (cities and characters having some relationship to their past incarnations) are mostly absent.
So what do I like about the game? Well, the plot's pretty neat. It's no really as 'epic' as I might want in the final game of the series, but the whole idea of city-corrupting anti-virtue pillars popping up out of the ground is cool for several reasons. First, it ties back to earlier games and puts the shrines to good use. Second, it conveniently sets up a nonlinear dynamic, whereby you could travel around the world and fix each pillar whenever you wanted. And third, it provides a sense of graduated accomplishment, where each act you complete changes the area where you completed it. Serpent Isle was pretty good about this--when you did stuff, there were consequences. The plot as used in Ultima IX does a good job with the first idea, barely attempts the second, and tries for the third but falls short because cities of cardboard remain cities of cardboard even if the generic characters say nicer things. I've read the famous Bob White plot but I don't think the plot change is really the big problem--that plot overlaid with the game as it stands would still be problematic. The re-use of the original cut scenes for other purposes, does grate with me, though, especially the absurd summoning of Pyros to gain entry into the Stygian abyss. Ridiculous!
The visuals, on the other hand, were pretty awesome. I remember looking out over the ocean near the shrine of Compassion and thinking, "Wow." There are a few places like that in the game where you can experience a sense of Britannia in way you only might have imagined in previous games. And in spite of all the flaws and bugs, the game's pretty fun to play, with some cool puzzles and awesome, if misplaced, special effects. The real complaint I have is that it 'could have been' so much better, and I feel like the series went out with a whimper instead of a bang. The last few paragraphs seem really bitchy compared to my claim in the first sentence that my opinion has softened, but you should read all the complaints as sighs of regret rather than cries of anger.
So that's all I have in my head on Ultima IX. Sorry it took FOUR MONTHS to write this! I actually wrote part of it, shelved it for a few weeks, wrote a little more, shelved it, etc. until I reached this absurd point. However, this isn't the end because I still need to take some photos of the lovely crossbow Lord British sent me quite some time ago! Then I guess that will wrap up the blog. I have the strong desire to replay Ultima Underworlds I and maybe II as a mage (I never made much use of magic in those games!), but I'm not sure I'll blog about it when I do or not.
As a side note, I seem to have been spelling Khorgin's Fang wrong all this time because the only hits I get in Google are my own blog! But I trust everyone knows what I mean :-)
Till next time!
-Zac
Sunday, May 31, 2009
U8 / ROV
So it seems I'm not going to make my deadline, as planned last month, to finish U9 by today. But I am not upset; I'll try to do it this week. Still, it's good to squeeze U8 in here while it's on my mind!
As I've always said, the Ultima series kind of went out with a sputter. The way I see it, there are two issues at hand--First, the desire to take the series in a new direction and increase its appeal to a wider audience. Second, the propensity for the games being rushed and/or interrupted by other issues. To my mind, the first is worse, but the second is more depressing. We see elements of the second clearly in the second half of Serpent Isle, where everything just seems to fall apart with clear hooks for a much grander plot left in but unutilized. The random bugs and problems that occur in that game also seem to my mind symptoms.
Ultima VIII suffers a lot from this as well, from the infuriating jumping system (before the patch) and the absurd quest in which you are sent to the birthplace of Moriens, which doesn't even exist (before the patch). Most of these problems can, well, be corrected by the patch! I think Ultima VIII's bigger problem--and importantly, not one shared by Ultima IX--is the desire to go in the new direction towards a more action oriented gaming experience. You can't fix that via a patch!
But I'm getting ahead of myself. What were some of the neat ideas about Ultima VIII? Well, I liked the fact that Pagan is an island and thus the rest of its world is basically unknown. The plot is also fairly creative, with the elemental Titans each having distinct personalities and a distinct style of magic. I also enjoyed the shift of emphasis; in the earlier games, the goal is always directly attached to Britannia in some fashion, and is basically finished by the end of the game. Ultima VII was the first to have an uncertain ending, since the black gate's destruction did not also destroy the Guardian, but the immediate existential threat is gone. By contrast, Ultima VIII is mostly about getting off Pagan and at its end really nothing is resolved except for the almost incidental fact that you liberated Pagan, for better or for worse, from its elemental overlords.
So the question comes...how did the design choice mess up what could have been a good game, and how was this made even worse by the lack of testing and general sense of being rushed that pervades the last games? I can point to a few things I really didn't like about Ultima VIII...First, there was a heavy emphasis on the smoothness and realism of its graphics, which produced severe restraints on the possible variety. That's why we end up with, what, only eight or nine distinct monsters? How many did Ultima VII have, by comparison? What strikes me as even more disappointing is that I didn't think the graphics were that impressive. Everything seems dull, gray, and blurry. NPCs are particularly smudgy, and the absence of character portraits robs them of the distinctiveness that otherwise they would have had.
Ultima VIII is also short. Much of the game seems to have been torn out, including an exciting-sounding jaunt through an underwater city to find the Tear of Seas. It seems the game instead is padded with inane jumping puzzles and obstacle courses that while amusing in small doses, get old fast. The worst are probably the sinking-stone puzzles or the impossible "floating rock" puzzles associated with Stratos--they even have the old platform game standby, floating rocks that fall when you stand on them! Oy. I don't know to what degree these aspects were conceived of to begin with, but they feel like ideas that were added later merely to fill out the game which otherwise would take only a few hours to complete.
I don't feel like I have much to say otherwise. I don't like being too bitchy, and this entire post is bitchy, lol. But it's hard not to complain about Ultima VIII given what went before, even though it does seem to have some pretty intense partisans out there in favor of it. I can't even do what I will probably do in my Ultima IX discussion--talk about how the game could have been a lot better--because I think Ultima VIII's problems arose from some pretty fundamental design choices and I can't guess how a game based on its premise might have been otherwise.
On a more positive note, I'd like to stick in a comment about Runes of Virtue! I'm not sure how positive or negative my playing of those games came across, but overall I enjoyed them. They felt like a clever mix of elements from the first Zelda game and Lolo-type puzzles, plus a lot of humor tossed in. I still can't believe there was a pie factory. I also enjoyed the fact that ROV2 was so clearly an improvement on ROV1; I don't think there was anything at all that I missed from the first game. I guess that's the advantage of re-using engines! It's like the first and second Underworld games--there was nothing in UW1 that I missed in UW2, really. Sometimes I have wondered if some of the Ultima games might have been better had they been created with older engines; then again, half the excitement of a new game was seeing how Brittannia a new design.
Anyway, one downside of the way I wrote this blog is that I didn't experience some of the more innovative features of Runes of Virtue. I didn't need the save-game feature thanks the the emulator, and I wasn't really able to enjoy the game link multiplayer feature. In fact, I didn't even realize it had a save feature; evidently it saves to battery at every screen instead of having an explicit means of saving. The ROV series' team lead, Dr. Cat (whom fans might recognize for his various cameos as characters in Ultima games), posted a helpful comment to this effect to one of my blog entries:
http://bloggingultima.blogspot.com/2007/07/runes-of-virtue-day-4.html
As I've always said, the Ultima series kind of went out with a sputter. The way I see it, there are two issues at hand--First, the desire to take the series in a new direction and increase its appeal to a wider audience. Second, the propensity for the games being rushed and/or interrupted by other issues. To my mind, the first is worse, but the second is more depressing. We see elements of the second clearly in the second half of Serpent Isle, where everything just seems to fall apart with clear hooks for a much grander plot left in but unutilized. The random bugs and problems that occur in that game also seem to my mind symptoms.
Ultima VIII suffers a lot from this as well, from the infuriating jumping system (before the patch) and the absurd quest in which you are sent to the birthplace of Moriens, which doesn't even exist (before the patch). Most of these problems can, well, be corrected by the patch! I think Ultima VIII's bigger problem--and importantly, not one shared by Ultima IX--is the desire to go in the new direction towards a more action oriented gaming experience. You can't fix that via a patch!
But I'm getting ahead of myself. What were some of the neat ideas about Ultima VIII? Well, I liked the fact that Pagan is an island and thus the rest of its world is basically unknown. The plot is also fairly creative, with the elemental Titans each having distinct personalities and a distinct style of magic. I also enjoyed the shift of emphasis; in the earlier games, the goal is always directly attached to Britannia in some fashion, and is basically finished by the end of the game. Ultima VII was the first to have an uncertain ending, since the black gate's destruction did not also destroy the Guardian, but the immediate existential threat is gone. By contrast, Ultima VIII is mostly about getting off Pagan and at its end really nothing is resolved except for the almost incidental fact that you liberated Pagan, for better or for worse, from its elemental overlords.
So the question comes...how did the design choice mess up what could have been a good game, and how was this made even worse by the lack of testing and general sense of being rushed that pervades the last games? I can point to a few things I really didn't like about Ultima VIII...First, there was a heavy emphasis on the smoothness and realism of its graphics, which produced severe restraints on the possible variety. That's why we end up with, what, only eight or nine distinct monsters? How many did Ultima VII have, by comparison? What strikes me as even more disappointing is that I didn't think the graphics were that impressive. Everything seems dull, gray, and blurry. NPCs are particularly smudgy, and the absence of character portraits robs them of the distinctiveness that otherwise they would have had.
Ultima VIII is also short. Much of the game seems to have been torn out, including an exciting-sounding jaunt through an underwater city to find the Tear of Seas. It seems the game instead is padded with inane jumping puzzles and obstacle courses that while amusing in small doses, get old fast. The worst are probably the sinking-stone puzzles or the impossible "floating rock" puzzles associated with Stratos--they even have the old platform game standby, floating rocks that fall when you stand on them! Oy. I don't know to what degree these aspects were conceived of to begin with, but they feel like ideas that were added later merely to fill out the game which otherwise would take only a few hours to complete.
I don't feel like I have much to say otherwise. I don't like being too bitchy, and this entire post is bitchy, lol. But it's hard not to complain about Ultima VIII given what went before, even though it does seem to have some pretty intense partisans out there in favor of it. I can't even do what I will probably do in my Ultima IX discussion--talk about how the game could have been a lot better--because I think Ultima VIII's problems arose from some pretty fundamental design choices and I can't guess how a game based on its premise might have been otherwise.
On a more positive note, I'd like to stick in a comment about Runes of Virtue! I'm not sure how positive or negative my playing of those games came across, but overall I enjoyed them. They felt like a clever mix of elements from the first Zelda game and Lolo-type puzzles, plus a lot of humor tossed in. I still can't believe there was a pie factory. I also enjoyed the fact that ROV2 was so clearly an improvement on ROV1; I don't think there was anything at all that I missed from the first game. I guess that's the advantage of re-using engines! It's like the first and second Underworld games--there was nothing in UW1 that I missed in UW2, really. Sometimes I have wondered if some of the Ultima games might have been better had they been created with older engines; then again, half the excitement of a new game was seeing how Brittannia a new design.
Anyway, one downside of the way I wrote this blog is that I didn't experience some of the more innovative features of Runes of Virtue. I didn't need the save-game feature thanks the the emulator, and I wasn't really able to enjoy the game link multiplayer feature. In fact, I didn't even realize it had a save feature; evidently it saves to battery at every screen instead of having an explicit means of saving. The ROV series' team lead, Dr. Cat (whom fans might recognize for his various cameos as characters in Ultima games), posted a helpful comment to this effect to one of my blog entries:
http://bloggingultima.blogspot.com/2007/07/runes-of-virtue-day-4.html
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