So I thought my last post was a lot longer ago than it actually was. Barely a month!? I should wait a longer time before I talk about Ultima IV!
Actually, I've gotten a lot of comments lately. One person called me a retard for thinking "Pagan World" (whatever that is) is not a good game. This buffoonish insult made me almost skip several games and go ahead and talk about Ultima VIII, but it seems to me I can't offer any good reasoning without going through the previous five or six games and show why I think Ultima VIII went totally off the rails in terms of the direction the series had been headed.
Other comments included yet another request to play the remakes, which if I were to do would need to follow my completion of all my per-game discussions, which will take another decade or so. But I won't rule anything out...Finally, someone asked what games to play without having to start at the beginning. To my mind, you should play 4, probably 5, definitely 6 and 7 and Serpent Isle. This assumes you're only interested in the "main series." Ultima III is a fun game, but hard to play today, and unless the situation has changed lately I don't think there are any really good ports. All of the games before VI may be more challenging, or at least more repetitive in their challenges, than any of the later games. A big chunk of my time in Ultima III was spent stealing from the same treasure chests over and over again, for example.
On a total side note, it seems to me that if video games are to be considered as art I think we should abandon the criteria of "fun." There are plenty of works of literature and music and film which are decidedly unpleasant or disturbing to experience, but which are acclaimed. So there's a lot not to enjoy about Ultima III, like many early video games, it can be repetitive and unrewarding, but I don't particularly care.
Oh yeah, I think someone asked about which versions to play. The DOS versions of II and III are trash so forget them. The DOS version of IV has much better (well, more colorful) graphics and there's a patch to add the Mockingboard music from the Apple version--although I would add that you have to go to work to get it because it's currently bundled with a dubious graphics upgrade that I find detracts from the atmosphere. The Apple version of V stinks unless you really get a kick out of disk swaps, and after that there's little choice. Someone said that the Sega Master System of IV was enjoyable, because it gives it 2D dungeons, but IMO you're not even playing the same game anymore after that sort of edit.
Now, let's talk about Ultima III! The most substantial change between II and III is the inescapable sense that Ultima III actually takes itself seriously. You don't have anachronisms like space ships and air cars, and the characters in the game seem for the most part to be in character, insofar as they can be with only one line of text to say. That being said, the world itself is pretty damned loony. Death Gulch is a typical example--It's a ridiculous maze of mountains and trees, and really the only thing worth doing there is looting the armory. This is such an efficient way to gather gold that most likely you'll end up repeating the process over and over again. Most of this gold ends up being spent at shrines in Ambrosia where, oh by the way, you inexplicably find the cards used to destroy Exodus.
Still, the much-decreased amount of silliness in this game is appealing--except for one item, the name ("Exodus") which is totally inapt and nonsensical, almost as if Garriott didn't know the meaning of the word. There are fewer stock characters who have nothing of interest to say, and the dungeons no longer seem quite as randomly constructed as they literally were in Ultima I and seemed to be in Ultima II. Most of the locales in the game also have some value in existing--the dungeons even if they lack marks do have fountains and gold in them, and some of them are themed, such as the "Time" dungeon in which (also rather inexplicably) the Time Lord resides. We also see an increase in the number of puzzles and quests to figure out--there's the hidden city of Dawn, there's the whole continent of ambrosia, and there's hidden commands such as BRIBE and DIG that you only learn about as you progress in the game. In Ultima II, it seemed as if the puzzles were almost undocumented. I don't recall any hint to anyone that you needed to give money to the old man for him to give you the ring to enter Minax's castle, whereas Ultima III is far more effective at providing clues to the solution of the game.
Ultima III also features a boatload of new features, including an extensive character creation system, lots of character classes (some being a bit dubious, like the Barbarian and the Alchemist), and other standard RPG features like the concept of leveling up, restricted armor and weapons, and so on. There's also a fresh new party-based combat system, much of which would persist (with increased complexity) until abandoned in favor of the much-derided real-time combat of Ultima VII. The layout of the screen itself (party on the upper right, commands on the lower right, and a game view on the left) would also survive that long. Finally, I can't write this commentary without praising the music, which give the game a more exciting atmosphere. I much prefer the Ultima 3 through 7 style of specific, non-atmospheric melodies associated with activities and locations; with a few exceptions I don't go around humming the music from Ultima VIII or IX, despite the fact that they get more praise for their scores.
There are also ways in which Ultima III reminds me of its predecessors. First, it's still hard to survive the beginning of the game. You start with few hit points, and though the food situation is not so tight as to DEMAND stealing the way it did in Ultima II, there were still times when I trudged back from some adventure basically starving. On the plus side, magic is actually worth having in this game; in fact, it is utterly essential once poisonous monsters begin showing up. By the final castle I was casting the various mass-death spells with every single combat.
All that aside, the best feature by far of Ultima III is that it's chock full of memorable moments for a game of its age. One of the things I love about playing the early games is that the primitive graphics force a vagueness to the artwork, and the lack of memory prevents the text from explaining things you see except in the vaguest terms. When I play these I feel like I'm experiencing the story through the lens of some old, fragmented text, like reading Sappho, or like deriving a society's mythology through images on potsherds and sculptures. By far the best example of this is the Time Lord, who resides in the cave of Time, shows up as a "?" on the gem-map, and who appears in his stick-man form for a split second to announce in distinctive ALL CAPS the order of the cards to defeat Exodus (with the warning, "ALL ELSE FAILS"), and then vanishes. Even knowing the future of the series and his role in Ultima VII, this was pretty jarring. I've written extensively, previously, about the endgame, the first of a series of fairly anticlimactic endings, but with this made up for by its distinctive mystery--answering the series of questions posed by a booming voice in Ultima IV and drawing a Codex symbol in the process, and the visit to Lord British's distorted underworld "prison" in Ultima V. Ultima III takes the cake though, bringing you face to face with a computer complete with a card-reader defended by the very floor around it. It was a weird twist that was fun even though I already knew about it from long ago, much superior to fighting some random powerful boss.
So in summary, I think Ultima III was the first in the series of five games that really define the Ultima series for me; we get our first look at some of the styles and themes that would develop as the series continued. Its sense of immersion and 'seriousness' set it apart from its predecessors; the charming and mysterious experience of the world of Sosaria make Ultima III a classic.
Ophidian Dragon blogs his way through the entire Ultima series, from beginning to end.
Tuesday, July 22, 2008
Sunday, June 22, 2008
2!
So in response to the anonymous comment, no, it's not over. Or yes, it is. It depends on your perspective. I will not be posting much, but I do want to finish my slow review of all the games at some point. Most likely I'll post a new one whenever someone adds a comment saying, "Hey, where'd you go!?"
So with that in mind, a few words about Ultima II. To my mind, of the official, canonical games, this one is clearly the worst. I explained a lot of reasons back when I wrote the original blogs about the game, but in summary I think it's just the unused potential. The game world in Ultima II is much bigger than Ultima I, at least in terms of what I would call "density of interest," eg, how much stuff on the map is interesting to see and how much is filler. In Ultima I, the towns, for example, are largely clones of one another, whereas here they are distinct, often have special features, and contain at least a few distinctive characters. However, many of the towns are nonetheless superfluous to the game, as is the entire exterior solar system, which was one of the game's more interesting features!
It's probably necessary to draw a distinction between the wide array of irrelevent side plots in, say, Ultima VII and the towns and planets of Ultima II which are simply devoid of interest. Since Ultima II does not take itself seriously, most of the excess towns are devoted to some pretty silly gags--whether it's the town of Le Jester, where you find it hard to get in and out because jesters crowd you to the point of being unable to move, or the town of Computer Camp, which is one big 1982 joke. I spent a couple of hours exploring all those places, but gained nothing of value from it--no special weapon or item or even any plot hints, as I recall. The dungeons were equally useless, and since magic was only used in dungeons, the whole magic system disappears from view! I'm not sure I even entered a dungeon. I know you could get fuel for your ship there, but why, just to visit the superfluous planets in the solar system?
Another issue which isn't the game's fault is that Ultima I got remade sometime in the latter 80's, and it looks and plays like a vastly superior game as a result. So today, most people who play these games at all will end up playing the remake of Ultima I, and then move to Ultima II and wonder, "what the hell happened!?" because, as you would expect, the remake is so much more playable than Ultima II. But just to blast those illusions away, I will say that after struggling through hacking the code to play Ultima I, Ultima II is a dream! Some additonal changes--Ultima I had only one or two monster types (although the get various names), whereas II has something like eight; Ultima II's dungeons are not just clones of those of Akalabeth; Ultima II has bigger towns, distinctive conversations, some animated graphics, and other advantages over the first game in its original form.
With Ultima I I talked about how the final fight with Mondain is a distinctive "moment" in the game, one which I found very interesting because all the hype is built up, but then we see an all-black room and a little man with his little gem causing all the world's havoc. Neat. In Ultima II, I think the only similar moment is when you arrive on Planet X and talk to Father Antos, and get his blessing; there is the sense that he's the only real character in the game, sticking out like a sore thumb from the insanity surrounding him out in space. Then there's that old man under the tree who gives (well, sells) you a ring. Pretty much inexplicable. I suppose I am projecting excessive significance on these figures, but I have to choose something! I also like the violent and abrupt endgame; "ALL HER WORKS SHALL DIE!"
What else needs to be said?
I can throw in a comment or two concerning Escape From Mount Drash, though it's not really worth the effort. It's just a bad, amateur maze game, almost unplayable, especially in the latter stages where you're not even allowed to see in front of you the keys you are looking for to escape the maze. Because of the time limit and the seemingly random nature of the combat, the game is just an exercise in repetition, hoping that with the next iteration chance will go you're way and you will succeed. It's worse than Akalabeth, because you can take advantage of that games silliness, whereas here, it just gets in the way and makes playing tedious.
That's all I have to say. I'll talk about III and why I enjoy it in a few weeks or months or years! :-D
So with that in mind, a few words about Ultima II. To my mind, of the official, canonical games, this one is clearly the worst. I explained a lot of reasons back when I wrote the original blogs about the game, but in summary I think it's just the unused potential. The game world in Ultima II is much bigger than Ultima I, at least in terms of what I would call "density of interest," eg, how much stuff on the map is interesting to see and how much is filler. In Ultima I, the towns, for example, are largely clones of one another, whereas here they are distinct, often have special features, and contain at least a few distinctive characters. However, many of the towns are nonetheless superfluous to the game, as is the entire exterior solar system, which was one of the game's more interesting features!
It's probably necessary to draw a distinction between the wide array of irrelevent side plots in, say, Ultima VII and the towns and planets of Ultima II which are simply devoid of interest. Since Ultima II does not take itself seriously, most of the excess towns are devoted to some pretty silly gags--whether it's the town of Le Jester, where you find it hard to get in and out because jesters crowd you to the point of being unable to move, or the town of Computer Camp, which is one big 1982 joke. I spent a couple of hours exploring all those places, but gained nothing of value from it--no special weapon or item or even any plot hints, as I recall. The dungeons were equally useless, and since magic was only used in dungeons, the whole magic system disappears from view! I'm not sure I even entered a dungeon. I know you could get fuel for your ship there, but why, just to visit the superfluous planets in the solar system?
Another issue which isn't the game's fault is that Ultima I got remade sometime in the latter 80's, and it looks and plays like a vastly superior game as a result. So today, most people who play these games at all will end up playing the remake of Ultima I, and then move to Ultima II and wonder, "what the hell happened!?" because, as you would expect, the remake is so much more playable than Ultima II. But just to blast those illusions away, I will say that after struggling through hacking the code to play Ultima I, Ultima II is a dream! Some additonal changes--Ultima I had only one or two monster types (although the get various names), whereas II has something like eight; Ultima II's dungeons are not just clones of those of Akalabeth; Ultima II has bigger towns, distinctive conversations, some animated graphics, and other advantages over the first game in its original form.
With Ultima I I talked about how the final fight with Mondain is a distinctive "moment" in the game, one which I found very interesting because all the hype is built up, but then we see an all-black room and a little man with his little gem causing all the world's havoc. Neat. In Ultima II, I think the only similar moment is when you arrive on Planet X and talk to Father Antos, and get his blessing; there is the sense that he's the only real character in the game, sticking out like a sore thumb from the insanity surrounding him out in space. Then there's that old man under the tree who gives (well, sells) you a ring. Pretty much inexplicable. I suppose I am projecting excessive significance on these figures, but I have to choose something! I also like the violent and abrupt endgame; "ALL HER WORKS SHALL DIE!"
What else needs to be said?
I can throw in a comment or two concerning Escape From Mount Drash, though it's not really worth the effort. It's just a bad, amateur maze game, almost unplayable, especially in the latter stages where you're not even allowed to see in front of you the keys you are looking for to escape the maze. Because of the time limit and the seemingly random nature of the combat, the game is just an exercise in repetition, hoping that with the next iteration chance will go you're way and you will succeed. It's worse than Akalabeth, because you can take advantage of that games silliness, whereas here, it just gets in the way and makes playing tedious.
That's all I have to say. I'll talk about III and why I enjoy it in a few weeks or months or years! :-D
Monday, May 5, 2008
1!
Today is a day of finally accomplishing things--I set up an appointment for an eye doctor after about three years, and now I'll talk about Ultima and Ultima II after about three weeks of nothing!
Of the first group of "learning" games I think Ultima I (technically the name of the game is Ultima, but that will just get everyone confused, so I'll stick with Ultima I) is the most successful. The game has essentially three components: Dungeoneering in the depths of various continents to solve quests, exploring the continents to solve quests, and flying into space to shoot down aliens! The dungeon section seems like it was ripped directly from Akalabeth, but with the addition of a few monsters, and a significant improvement of the gameplay and interface. The exterior world is a tremendous improvement, abandoning the goofy vector-drawn huge squares of the first game for a much zoomed-out view of the world, with distinctive albeit repetitive towns and castles.
The new graphics and the carefully sculpted world abandon the absurd randomization of Akalabeth and make the game world seem larger. In fact, that's the main advantage of the multi-scale game world that persisted from Ultima I to Ultima V, in that the world feels gigantic even if the size is essentially illusory (as it is, for that matter, in the single scale games...but we'll talk about that later). Ultima I also strives for a grandiose time scale, where as game turns proceed, new weapons, armor and modes of transport become available, beginning with horses and ending with air cars and rocket ships. Technologically, the game is almost impossible to play today without substantial hacking. On an Apple II emulator, it runs abysmally slow or incomprehensibly fast--I'm not sure how it behaved on a real system--and is prone to game-stopping bugs if you die or go into outer space. It's no wonder it was remade later into the game most people have played!
Bugs aside, the game is really quite attractive for its time; I especially appreciated the speed of the outer space sequences, which utilize a few assembly routines as compared to the shockingly slow BASIC of the rest of the game. I enjoy how Lord British crammed so much into this game at the very beginning of the series. All of the early games up to and including Ultima IV barely have a plot in the sense of a storyline that grows as you learn more; in Ultima I, what you know in the beginning is the back story (Mondain is evil, kill him) and this doesn't change at all. That's the main reason the early games get to feel so open-ended.
There are two really interesting moments in Ultima I, in my opinion. First there is the insanity of the princesses trapped in jail cells in the castles of the land. The requirements to beat the game are truly strange--you must kill a clown, rescue the princess (presumably the king's daughter, in spite of the total lack of queens), she tells you where a time machine is located (in plain sight, but apparently invisible before) and you go back in time to kill Mondain. Of course, the princess only does this...if you've shot down twenty ships in space! I think this is one of the more oddball quest sequences in any of the games, but yet there's something charming about it.
The second favorite moment is that final confrontation with Mondain. I guess a lot of people would view it as a total letdown, because his domain is just one big square with Mondain and a vaguely diamond-shaped gem in the center. Yet there are also random blasts of multicolored lightning about, and I enjoy imagining what the primitive graphics might represent. I prefer to take it very literally--an empty void of space, with nothing but you, Mondain, and a gem surrounded by nothingness. No doubt a contemporary version would render the final chamber as some cliché evil fiend's domain with blood here and there, some tasteful torture implements, maybe a skull...So for that reason I enjoy the Ultima I ending quite a bit! It's almost as mysterious a chamber as the one which Lord British resides in at the end of Ultima V...
I think Ultima I is clearly superior to Akalabeth as it contains all its predecessor's major features, and Ultima I feels like a much more complete game than Ultima II. In spite of the strangeness of some of the game elements like space tracel and time machines, it doesn't feel like one gigantic joke the way Ultima II does, and the game play and the path to victory while strange are not as counterintuitive as those of Akalabeth, and there's a much stronger sense of accomplishment once you finish the game.
I should get back to work on that port of the original version of the game. The remake borrows far too much from later games in the series and loses the sense of excitement Lord British obviously felt as he tossed all these interesting game elements into one big soup. It's not great game that stands the test of time, but it was a very successful experiment, so it would be nice to bring the original version back to life in a playable form.
Of the first group of "learning" games I think Ultima I (technically the name of the game is Ultima, but that will just get everyone confused, so I'll stick with Ultima I) is the most successful. The game has essentially three components: Dungeoneering in the depths of various continents to solve quests, exploring the continents to solve quests, and flying into space to shoot down aliens! The dungeon section seems like it was ripped directly from Akalabeth, but with the addition of a few monsters, and a significant improvement of the gameplay and interface. The exterior world is a tremendous improvement, abandoning the goofy vector-drawn huge squares of the first game for a much zoomed-out view of the world, with distinctive albeit repetitive towns and castles.
The new graphics and the carefully sculpted world abandon the absurd randomization of Akalabeth and make the game world seem larger. In fact, that's the main advantage of the multi-scale game world that persisted from Ultima I to Ultima V, in that the world feels gigantic even if the size is essentially illusory (as it is, for that matter, in the single scale games...but we'll talk about that later). Ultima I also strives for a grandiose time scale, where as game turns proceed, new weapons, armor and modes of transport become available, beginning with horses and ending with air cars and rocket ships. Technologically, the game is almost impossible to play today without substantial hacking. On an Apple II emulator, it runs abysmally slow or incomprehensibly fast--I'm not sure how it behaved on a real system--and is prone to game-stopping bugs if you die or go into outer space. It's no wonder it was remade later into the game most people have played!
Bugs aside, the game is really quite attractive for its time; I especially appreciated the speed of the outer space sequences, which utilize a few assembly routines as compared to the shockingly slow BASIC of the rest of the game. I enjoy how Lord British crammed so much into this game at the very beginning of the series. All of the early games up to and including Ultima IV barely have a plot in the sense of a storyline that grows as you learn more; in Ultima I, what you know in the beginning is the back story (Mondain is evil, kill him) and this doesn't change at all. That's the main reason the early games get to feel so open-ended.
There are two really interesting moments in Ultima I, in my opinion. First there is the insanity of the princesses trapped in jail cells in the castles of the land. The requirements to beat the game are truly strange--you must kill a clown, rescue the princess (presumably the king's daughter, in spite of the total lack of queens), she tells you where a time machine is located (in plain sight, but apparently invisible before) and you go back in time to kill Mondain. Of course, the princess only does this...if you've shot down twenty ships in space! I think this is one of the more oddball quest sequences in any of the games, but yet there's something charming about it.
The second favorite moment is that final confrontation with Mondain. I guess a lot of people would view it as a total letdown, because his domain is just one big square with Mondain and a vaguely diamond-shaped gem in the center. Yet there are also random blasts of multicolored lightning about, and I enjoy imagining what the primitive graphics might represent. I prefer to take it very literally--an empty void of space, with nothing but you, Mondain, and a gem surrounded by nothingness. No doubt a contemporary version would render the final chamber as some cliché evil fiend's domain with blood here and there, some tasteful torture implements, maybe a skull...So for that reason I enjoy the Ultima I ending quite a bit! It's almost as mysterious a chamber as the one which Lord British resides in at the end of Ultima V...
I think Ultima I is clearly superior to Akalabeth as it contains all its predecessor's major features, and Ultima I feels like a much more complete game than Ultima II. In spite of the strangeness of some of the game elements like space tracel and time machines, it doesn't feel like one gigantic joke the way Ultima II does, and the game play and the path to victory while strange are not as counterintuitive as those of Akalabeth, and there's a much stronger sense of accomplishment once you finish the game.
I should get back to work on that port of the original version of the game. The remake borrows far too much from later games in the series and loses the sense of excitement Lord British obviously felt as he tossed all these interesting game elements into one big soup. It's not great game that stands the test of time, but it was a very successful experiment, so it would be nice to bring the original version back to life in a playable form.
Wednesday, April 16, 2008
Yes, I am lazy
Well, it's been a month since I posted a note about what I would do during the subsequent week! But I'm still alive, I have merely suffered from writer's block. I can think of a fair amount of things to say about Ultima 1 & 2 and the other early games, but I have not had the patience to put it into some kind of cohesive statement. As an alternative, perhaps I will just ad-hoc write about each of the games, and call that a review overview.
But for today I want to fill in a loose end, concerning Lord British's reward. Turns out I was merely impatient because a few days ago an attractive medieval crossbow arrived in the mail. I had forgotten that David Watson aka Iolo actually builds crossbows in real life! Here's some free advertising:
http://www.crossbows.net/
I have not *yet* shot any holes in my walls, but I've come close. I should probably find an archery range. I also got a nice certificate, which at some point I'll scan.
Well...I guess I'm here and I'm writing, aren't I? Might as well write about Akalabeth.
Ah...The World of Doom. Originally sold in a ziploc baggy in a local store, then eventually picked up by California Pacific. It's hard to think of much to say about Akalabeth for several reasons...First, it's so old and simple that it's almost like writing an in-depth discussion of Pong. Second, it was (and feels like) an experiment in game making; it does not have the feel of a game that was well-tested or which was designed with much game balance in mind. Finally, the game is pretty much entirely subsumed into Ultima I, which has much of the same dungeon interface, and the dungeons serve more or less the same purpose.
In fact, Dragon Magazine (not sure if they are still around--they're an RPG magazine) has a review of Akalabeth in one of their 1982 issues! They were pretty down on the game, complaining of its bad graphics and dubious game mechanics, and reading it I had to wonder whether to take them seriously, considering the fact that it was a couple of years old when it was reviewed and games on home computers were pretty much in their infancy.
In any case, in Akalabeth you see a fair number of seeds of the later series, especially of the first five games; there's some tile graphics in the outer world (albeit with gigantic tiles), and maybe you could even argue that the presence of irrelevant tree tiles is a premonition of not-plot-essential locations that show up in later games!
Or not.
One of the things that distinguishes Akalabeth from a random assortment of similarly-old games I've played is the sense that you can actually finish it. I've always found classic arcade games, for example, rather depressing because often they are just endless swarms of enemies that will eventually kill you, no matter how long or hard you try, and even the greatest has nothing left in the end besides a trio of letters and a number stamped on an electronic gravestone that will be erased as soon as someone pulls the plug. So they are ultimately an exercise in futility. However, you can eventually win Akalabeth, even if the game encourages you to keep playing.
The biggest problems with the game lies in its bizarre game mechanics, where absurdities abound--the most inane being the fact that thieves regularly steal weapons right out of your hand! This is enormously counter-intuitive. In the same ballpark is the shockingly enormous quantities of food that gremlins can eat, or the fact that dungeons are infinite. Winning the game then entails immersing yourself into the bizarre structure of the game, repeatedly following the exact same steps to acquire gold and weapons, and eventually you realize the game probably can't be won in your natural state, then note that becoming a lizardman makes you close to invincible, and boom! It's all over.
Akalabeth tosses you into an insane randomly-generated world, with the utterly primitive graphics accentuating the atmosphere, and the only way to survive is to take advantage of the way the world is rigged against you, and turn the mechanics to your advantage. When you win, in a bit of unintentional silliness, you are invited to call a disconnected phone number to report your deeds to a vanished company. In short, its charm today is as an amusing diversion, and much of the charm rests on the artifacts of its age.
Next time I'm home I'll dig up that Dragon magazine article and try and post some quotes. They also had reviews of Ultimas III, IV, VI, and VII I think. I seem to recall they were unusual in panning IV.
But for today I want to fill in a loose end, concerning Lord British's reward. Turns out I was merely impatient because a few days ago an attractive medieval crossbow arrived in the mail. I had forgotten that David Watson aka Iolo actually builds crossbows in real life! Here's some free advertising:
http://www.crossbows.net/
I have not *yet* shot any holes in my walls, but I've come close. I should probably find an archery range. I also got a nice certificate, which at some point I'll scan.
Well...I guess I'm here and I'm writing, aren't I? Might as well write about Akalabeth.
Ah...The World of Doom. Originally sold in a ziploc baggy in a local store, then eventually picked up by California Pacific. It's hard to think of much to say about Akalabeth for several reasons...First, it's so old and simple that it's almost like writing an in-depth discussion of Pong. Second, it was (and feels like) an experiment in game making; it does not have the feel of a game that was well-tested or which was designed with much game balance in mind. Finally, the game is pretty much entirely subsumed into Ultima I, which has much of the same dungeon interface, and the dungeons serve more or less the same purpose.
In fact, Dragon Magazine (not sure if they are still around--they're an RPG magazine) has a review of Akalabeth in one of their 1982 issues! They were pretty down on the game, complaining of its bad graphics and dubious game mechanics, and reading it I had to wonder whether to take them seriously, considering the fact that it was a couple of years old when it was reviewed and games on home computers were pretty much in their infancy.
In any case, in Akalabeth you see a fair number of seeds of the later series, especially of the first five games; there's some tile graphics in the outer world (albeit with gigantic tiles), and maybe you could even argue that the presence of irrelevant tree tiles is a premonition of not-plot-essential locations that show up in later games!
Or not.
One of the things that distinguishes Akalabeth from a random assortment of similarly-old games I've played is the sense that you can actually finish it. I've always found classic arcade games, for example, rather depressing because often they are just endless swarms of enemies that will eventually kill you, no matter how long or hard you try, and even the greatest has nothing left in the end besides a trio of letters and a number stamped on an electronic gravestone that will be erased as soon as someone pulls the plug. So they are ultimately an exercise in futility. However, you can eventually win Akalabeth, even if the game encourages you to keep playing.
The biggest problems with the game lies in its bizarre game mechanics, where absurdities abound--the most inane being the fact that thieves regularly steal weapons right out of your hand! This is enormously counter-intuitive. In the same ballpark is the shockingly enormous quantities of food that gremlins can eat, or the fact that dungeons are infinite. Winning the game then entails immersing yourself into the bizarre structure of the game, repeatedly following the exact same steps to acquire gold and weapons, and eventually you realize the game probably can't be won in your natural state, then note that becoming a lizardman makes you close to invincible, and boom! It's all over.
Akalabeth tosses you into an insane randomly-generated world, with the utterly primitive graphics accentuating the atmosphere, and the only way to survive is to take advantage of the way the world is rigged against you, and turn the mechanics to your advantage. When you win, in a bit of unintentional silliness, you are invited to call a disconnected phone number to report your deeds to a vanished company. In short, its charm today is as an amusing diversion, and much of the charm rests on the artifacts of its age.
Next time I'm home I'll dig up that Dragon magazine article and try and post some quotes. They also had reviews of Ultimas III, IV, VI, and VII I think. I seem to recall they were unusual in panning IV.
Wednesday, March 12, 2008
Review Overview!
Well, first some notes. I haven't posted in about a month. My original plan was to make a post about a curious surprise that a certain Lord British mentioned he'd send after I did as suggested by comments and informed him of my feat! However, he may have forgotten about it since nothing arrived, and if I wait too long to make a new post, it's possible no one will be reading, lol. So my plan is to make a few posts. One today will wrap up some responses to comments.
Then I'll write some summary posts going over each group of games. I figure overall they can be divided into several groups. The first is the earliest games, which were more experiments in programming and not anywhere near as cohesive (or worth playing) as the later games. The second is the sequence Ultima III, Ultima IV, and Ultima V, which to my mind seem like very similar games, although the late rone is far more sophisticated. I mean they seem to be evolving in one direction. I think there's a bit of a change in focus in VI, VII and Serpent Isle, as the style of gameplay changes significantly between V and VI and then massively between VI in VII. I'll also slide in three other discussions of the place of the spin-off games. I'll talk about how the Worlds of Ultima games in some ways were better than Ultima VI, the immersing gameplay of the Underworlds, and...um...I guess I'll talk about the Runes of Virtue games at some point. I'll wrap things up on a sour note by talking about why I think VIII and IX were failures.
The more I think about it, the more it seems to me my best Ultima experiences were in VI, Serpent Isle, and Underworld II. There are moments throughout the series that I think are highlights or just interesting to think about, and these three games had more than their fair share. Thinking about Underworld II also leads reminds me of how unrelentingly depressing that game is.
But some comments! First, I probably won't review any remakes. I've never been a big fan of remakes unless they are intended as ports or something sort of like ports (eg, Exult). To me, Ultima V isn't just a story about a kidnapped king, but it's also a spellcasting system and a combat system and a collection of tile graphics and some music, etc. That's not to say remakes aren't cool, but only that I probably won't feel the urge to play them as a part of this blog.
I was also asked about blogging other games...Probably not, lol. The most ridiculous thing about me blogging a year of video games is that I'm not actually much of a video game fan. I play Ultima. I also sometimes play Age of Empires online with a friend. That's pretty much it for me and games, besides the occasional NES jaunt (love that Solstice and Battle of Olympus). My next blog is most likely going to be on some other form of entertainment, e.g. a TV show, or maybe literature (but so many people know so much more than me about the latter). I've also contemplated going to every restaurant (alphabetically, via the phone book) in Lexington and discussing my thoughts on each of them. But for that I'd need a date or, possibly for some places, a bodyguard.
We'll see. But I'll make a note here on the off chance anyone is interested.
Then I'll write some summary posts going over each group of games. I figure overall they can be divided into several groups. The first is the earliest games, which were more experiments in programming and not anywhere near as cohesive (or worth playing) as the later games. The second is the sequence Ultima III, Ultima IV, and Ultima V, which to my mind seem like very similar games, although the late rone is far more sophisticated. I mean they seem to be evolving in one direction. I think there's a bit of a change in focus in VI, VII and Serpent Isle, as the style of gameplay changes significantly between V and VI and then massively between VI in VII. I'll also slide in three other discussions of the place of the spin-off games. I'll talk about how the Worlds of Ultima games in some ways were better than Ultima VI, the immersing gameplay of the Underworlds, and...um...I guess I'll talk about the Runes of Virtue games at some point. I'll wrap things up on a sour note by talking about why I think VIII and IX were failures.
The more I think about it, the more it seems to me my best Ultima experiences were in VI, Serpent Isle, and Underworld II. There are moments throughout the series that I think are highlights or just interesting to think about, and these three games had more than their fair share. Thinking about Underworld II also leads reminds me of how unrelentingly depressing that game is.
But some comments! First, I probably won't review any remakes. I've never been a big fan of remakes unless they are intended as ports or something sort of like ports (eg, Exult). To me, Ultima V isn't just a story about a kidnapped king, but it's also a spellcasting system and a combat system and a collection of tile graphics and some music, etc. That's not to say remakes aren't cool, but only that I probably won't feel the urge to play them as a part of this blog.
I was also asked about blogging other games...Probably not, lol. The most ridiculous thing about me blogging a year of video games is that I'm not actually much of a video game fan. I play Ultima. I also sometimes play Age of Empires online with a friend. That's pretty much it for me and games, besides the occasional NES jaunt (love that Solstice and Battle of Olympus). My next blog is most likely going to be on some other form of entertainment, e.g. a TV show, or maybe literature (but so many people know so much more than me about the latter). I've also contemplated going to every restaurant (alphabetically, via the phone book) in Lexington and discussing my thoughts on each of them. But for that I'd need a date or, possibly for some places, a bodyguard.
We'll see. But I'll make a note here on the off chance anyone is interested.
Sunday, February 10, 2008
Ultima IX, Day 10
Time to begin the last post for the last game!
Before heading off to Terfin to confront the Guardian, I had a brief chat with my Companions in castle British. This part of the game was notably more lame than I'd expected--a few made dubious claims about their past help to me (Mariah didn't do jack fighting Batlin...), but most just told me to keep in mind whatever virtue they represent.
From there, I hit Terfin. I was hoping to avoid a cheesy conversation with Raven, but it turns out her telling you about a secret cave causes a giant rock to move out from in front of said cave. From there it was into the dungeon! And what an amazingly longer-than-expected dungeon it was. This time I had to find a big stack of power cubes, as well as kill off a lot of monsters. The gargoyles towards the beginning were the hardest because they did a huge amount of damage with each hit. Later on, it was just endless Wyrmguard that get sliced down in one or two hits from my lightning sword.
I encountered three other people. One was a girl who was searching for treasure and asking for help finding the key to the treasure room. Of course, she never goes anywhere or does anything with the key. Another was an insane guy in blue who thinks I caused the Guardian to turn away from him. He tried to punch me but died rapidly. The third was a woman who was poisoned by some gargoyles in a torture chamber, and demands that I kill her; I politely refuse and tell her "just go cast cure." Well, it didn't give me the option of doing that, but that's what I imagined!
There weren't that many exciting sights in this place. There was a room full of aquariums that was kind of cool, and some severed heads, but for the most part it felt like a barracks, with weapons around and books you can't read. Eventually, I finally made it to the Guardian's entirely black chamber. I put the sigils around on some highly convenient pedestals, causing him to pop through the nearby black gate. Here he is! Boy, he might actually be a little shorter than me. And he does look like a muppet. The Guardian was much more threatening in Ultima VII, somehow, particularly because he puts his dukes up like a boxer when you attack him. Yeesh. In the end, I create a "barrier of life" and then cast Armageddon, destroying the Guardian and myself, and making an ankh appear in the sky. The end!
Well, that's it for 20 years or so worth of gaming. Ultima IX was not as terrible as I remember it, but it was just as disappointing in terms of what I would have expected from an epic conclusion to the series. The failure to emphasize the cool characters the series had developed is a prime reason for complaint, as well as the poor manner in which the various set pieces, mostly designed for an unrelated plot, were all tied together haphazardly with the modified game. I tend to think the complaint voiced in comments about the bad dialog is related to this. I understand the difficulty here--it is very easy to fall into a trap where every conversation is "insider" stuff, that only the guys who've played all the games will get. Ultima IX went the opposite way and we we end up with "What are gargoyles?" and other idiocy from the Avatar.
Still, it's clear that they had a pretty cool world-building tool to play with in creating the Ultima IX we have now. My thinking is that if they'd stopped development on the engine and spent, say, 6 mos or a year creating a world and filling it with people and stories, we would have had a much better game. However, it's unlikely this could have happened without budget being slashed or people yet again being pulled away to work on the internet version of Ultima.
Note my weird phrasing--I've discovered that if I say the actual name of that not-off-line version of the game, I get piles of stupid spam comments. So I'll resist. I particpated in both the pre-alpha and beta test of that game, and got the "charter edition," and you can even find Ophidian Dragon mentioned in the original version of the hint book! But I really didn't like the game at all, or any MMORPGs for that matter, so I've ignored it here.
Did Ultima IX invite you to kill children? A missing feature!

One fun thing to waste more blogging time might be to reflect back on all the games, and see if I can decide my final "ranking" of the various games. I am pretty sure the main canon would fall in the order of (worst to best) 2-1-9-8-3-4-5-6-7, but working the spin offs in would be hard. Except for Drash, we all know where it ends up!
Well, thanks for reading. Maybe someday I will have UW2 screenshots posted! The person I thought was interested in the giant screenshot collection was actually interested in pirated games, so no, I won't be providing those. I own all the games I played, save Drash and Akalabeth; if you really want to grab them illegally, Google makes it easy enough.
If you haven't gotten enough Ultima over the past year, someone else is running a similar blog, in a somewhat less purist manner (I think it's called "My Ultima Journey"). And if you like video game blogs generally, check out Blogging Zelda and Blogging Final Fantasy and other similar blogs; I don't read them (not being into those games or, frankly, any non-Ultima RPG) but it's cool to have started something of a blogging trend. Actually, probably someone did this before me, so I'll rephrase and say it's cool to think I began a trend I may not have actually begun!
If you just dig me, I'm probably going to begin some other totally unrelated blog project soon. My CageBlog was cool, and I learned rapidly how to (not) write a topical blog; I wish I had not finished it so soon. Blogging Ultima has been a big improvement over that project. I'm glad it took a year to complete; I almost wish I had dragged out the earlier games a bit longer, in fact! Hopefully the next one will be even better. It's been a blast especially due to the quality & quantity of comments I get, so thanks to everyone who contributed in that way!
I also encourage you to start your own blog on whatever peculiar topic interests you, since there's always a few other people out there. And if you're a nerd like me, nothing attracts dates and money like a giant video game blog. Just kidding. But it's fun anyway.
Go in Virtue!
-Zac
Before heading off to Terfin to confront the Guardian, I had a brief chat with my Companions in castle British. This part of the game was notably more lame than I'd expected--a few made dubious claims about their past help to me (Mariah didn't do jack fighting Batlin...), but most just told me to keep in mind whatever virtue they represent.From there, I hit Terfin. I was hoping to avoid a cheesy conversation with Raven, but it turns out her telling you about a secret cave causes a giant rock to move out from in front of said cave. From there it was into the dungeon! And what an amazingly longer-than-expected dungeon it was. This time I had to find a big stack of power cubes, as well as kill off a lot of monsters. The gargoyles towards the beginning were the hardest because they did a huge amount of damage with each hit. Later on, it was just endless Wyrmguard that get sliced down in one or two hits from my lightning sword.
I encountered three other people. One was a girl who was searching for treasure and asking for help finding the key to the treasure room. Of course, she never goes anywhere or does anything with the key. Another was an insane guy in blue who thinks I caused the Guardian to turn away from him. He tried to punch me but died rapidly. The third was a woman who was poisoned by some gargoyles in a torture chamber, and demands that I kill her; I politely refuse and tell her "just go cast cure." Well, it didn't give me the option of doing that, but that's what I imagined!There weren't that many exciting sights in this place. There was a room full of aquariums that was kind of cool, and some severed heads, but for the most part it felt like a barracks, with weapons around and books you can't read. Eventually, I finally made it to the Guardian's entirely black chamber. I put the sigils around on some highly convenient pedestals, causing him to pop through the nearby black gate. Here he is! Boy, he might actually be a little shorter than me. And he does look like a muppet. The Guardian was much more threatening in Ultima VII, somehow, particularly because he puts his dukes up like a boxer when you attack him. Yeesh. In the end, I create a "barrier of life" and then cast Armageddon, destroying the Guardian and myself, and making an ankh appear in the sky. The end!
Well, that's it for 20 years or so worth of gaming. Ultima IX was not as terrible as I remember it, but it was just as disappointing in terms of what I would have expected from an epic conclusion to the series. The failure to emphasize the cool characters the series had developed is a prime reason for complaint, as well as the poor manner in which the various set pieces, mostly designed for an unrelated plot, were all tied together haphazardly with the modified game. I tend to think the complaint voiced in comments about the bad dialog is related to this. I understand the difficulty here--it is very easy to fall into a trap where every conversation is "insider" stuff, that only the guys who've played all the games will get. Ultima IX went the opposite way and we we end up with "What are gargoyles?" and other idiocy from the Avatar.
Still, it's clear that they had a pretty cool world-building tool to play with in creating the Ultima IX we have now. My thinking is that if they'd stopped development on the engine and spent, say, 6 mos or a year creating a world and filling it with people and stories, we would have had a much better game. However, it's unlikely this could have happened without budget being slashed or people yet again being pulled away to work on the internet version of Ultima.Note my weird phrasing--I've discovered that if I say the actual name of that not-off-line version of the game, I get piles of stupid spam comments. So I'll resist. I particpated in both the pre-alpha and beta test of that game, and got the "charter edition," and you can even find Ophidian Dragon mentioned in the original version of the hint book! But I really didn't like the game at all, or any MMORPGs for that matter, so I've ignored it here.
Did Ultima IX invite you to kill children? A missing feature!

One fun thing to waste more blogging time might be to reflect back on all the games, and see if I can decide my final "ranking" of the various games. I am pretty sure the main canon would fall in the order of (worst to best) 2-1-9-8-3-4-5-6-7, but working the spin offs in would be hard. Except for Drash, we all know where it ends up!
Well, thanks for reading. Maybe someday I will have UW2 screenshots posted! The person I thought was interested in the giant screenshot collection was actually interested in pirated games, so no, I won't be providing those. I own all the games I played, save Drash and Akalabeth; if you really want to grab them illegally, Google makes it easy enough.
If you haven't gotten enough Ultima over the past year, someone else is running a similar blog, in a somewhat less purist manner (I think it's called "My Ultima Journey"). And if you like video game blogs generally, check out Blogging Zelda and Blogging Final Fantasy and other similar blogs; I don't read them (not being into those games or, frankly, any non-Ultima RPG) but it's cool to have started something of a blogging trend. Actually, probably someone did this before me, so I'll rephrase and say it's cool to think I began a trend I may not have actually begun!
If you just dig me, I'm probably going to begin some other totally unrelated blog project soon. My CageBlog was cool, and I learned rapidly how to (not) write a topical blog; I wish I had not finished it so soon. Blogging Ultima has been a big improvement over that project. I'm glad it took a year to complete; I almost wish I had dragged out the earlier games a bit longer, in fact! Hopefully the next one will be even better. It's been a blast especially due to the quality & quantity of comments I get, so thanks to everyone who contributed in that way!
I also encourage you to start your own blog on whatever peculiar topic interests you, since there's always a few other people out there. And if you're a nerd like me, nothing attracts dates and money like a giant video game blog. Just kidding. But it's fun anyway.
Go in Virtue!
-Zac
Saturday, February 9, 2008
Ultima IX, Days 8 and 9
Well, the Stygian Abyss proved to be pretty hard! Well, some parts of it did, anyway. Getting there has to be the least coherent part of the game by a mile--you summon Pyros--PYROS--from a different planet (also, I thought he was dead), and he opens the Abyss for you.
Hey, wait, this is Day 9. I need to discuss Day 8. Let's backtrack...
In order to get to the Abyss, the final dungeon you have to clear, it is necessary to visit the now-destroyed (again?) city of Skara Brae. There, I spoke again to a statue of Shamino, who told me I needed to fetch the Bell, Book, and Candle and bring them back here, put them around him and use them to bring him back into this world. He also suggested that I fetch the Ankh of spirituality and visit the nearby Temple of Souls, a nice reference to the Well of Souls from Ultima VII. In order...
Book: Easy. I visited the oracle in the Lycaeum. It asked me who was to blame for Britannia's Guardian woes. I said the Guardian. The oracle told me to piss off. I reloaded the game, said it was me, and I got the book. Yay!
Candle: Off to the ruins of Empath Abbey, where a monk spouts platitudes and a dragon stands around on an ice floe about 50 feet away. A few ignite spells later, I have the candle, and swim back to Yew.
Bell: This proved more complicated. The ruins of Serpents Hold are, well, sparse. And much of it appears to be underwater. I swam through a force field (it took me forever to realize I needed to try this--I assumed I needed to do something to make the field go away), and faced an evil arch mage! He killed me rapidly with fireballs, and I tried again several times but could not reach his platform. Then I realized it was actually the swampy goo UNDER the platform he stoof on that was causing me such harm. From there I stepped outside the doorway and shot a dozen arrows into his head until he died. A lady who apparently never needs to go to the bathroom opened a wall she was hiding behind and gave me the bell.
Ankh: Ah, memories of Ultima V. The sandlewood resides on Lord British's desk in his bedroom. The king had since vanished to face off against Blackthorn, and I learned I needed to follow him. The box vanished after some harpsichord-ed Stones, and I got the ankh!
Back to Skara Brae, where I put the items around the statue of Shamino, and nothing happened. Hmm. Eventually I realized when Shamino says "bring them here and put them around me" he meant where he actually was, not where his voice came from. I leapt into the well of souls, chatted with some fairly cool characters about truth, love, and courage (though I never found the baby...) while in the background was some garbled, echo-drenched words similar to Robert Ashley's "Automatic Writing." I found Shamino in trance, then woke him as instructed.
The next part is, as I said in the beginning, totally off the wall. Shamino brings up Malchir for no reason (I think I missed a line of dialog somewhere), and I nearly scare him away. Shamino tells him his pain after death is a consequence of the hatred he holds for me after I caused Pyros to destroy him. I do not get the chance to say, "SHAMINO, YOU MORON, PYROS DIDN'T KILL HIM, I DID BECAUSE THE JERK ATTACKED ME!" From there it's off to the Isle of the Avatar, and the beginning of this post, summoning Pyros with a very conveniently placed demon skull on an equally convenient pentagram...
The Abyss itself consists of a long vertical drop, and four levels corresponding to the elements of earth, air, fire and water, bringing to mind Pagan. It would be cool if someone were to design a game based on our modern understanding of elements, with levels devoted to Hydrogen, Helium, Nitrogen, Boron, Lithium, and all the other hundred-something. I guess that would be a lot of work. In any case, you beat each of those levels, and teleport to some lands where you fight each of the elements to subdue them.
Air: Lots of floating pillars and a dragon. This one was tedious because it's easy to fall off the floating platforms, but the dragon is weak.
Fire: Hard! There's lots of daemons and even more lava. At the end, I faced a gigantic demon I must have hit with my lightning sword 100 times before he finally expired. I'm not sure what the issue was there; I may have needed to killed him inside the pentagram on which he appeared, because the final blow took place when he walked back in.
Earth: This was pretty easy. The big earth golem crumbled under my attack. I also picked up some nice armor.
Water: The plane of water was very attractive, with waterfalls everywhere, and raindrops splashing. The bad guy there was a big sea serpent, who flopped around a whole lot when I whacked him, but who died rapidly.
From there it was a quick walk to watch the extremely crash-prone sequence where British battles Blackthorn. I watched it about 9 times before I finally got through it without crashing, and the crashes dramatically lowered the drama. I found it amusing that Blacky's last words were, "Why won't you die!?" which is a question I think we've all asked about Lord British once or twice! I headed back to Raven, who took me to the Castle, and British sent me off to cleanse the shrine of spirituality.
So I guess this last dungeon was something of a Pagan homage. It seems like a lot of the Ultima games get a mention or two, or at least an homage, at some point during Ultima IX, from cleansing the shrines, the (granted, TOTALLY misused) gargoyle prophecies, Malchir, the well of souls, the sandlewood box, words of power, the bell, book and candle ritual, and even, dubiously, the city of Dawn. Too bad the spin-offs and earlier games don't get very much, especially U1 and U2. I was grateful to have an Ultima that finally acknowledge U2 took place on Earth, though!
To a commenter--no, I won't be listing all the pages dealing with a particular game on the right-hand side; it's easy enough to look at the archive listing below that. I just thought having the games by title or group rather than chronologically would make it easier to find the beginning of the posts dealing with each game.
Tomorrow, I will narrate the final visit to Terfin and the defeat of the Guardian. That, I guess, will end the blog. I'm not sure what I might do here after that...I could play the SNES Ultima VII at some point, but there's not much else. Sort of melancholy weekend I guess. For what it's worth, Ultima IX is not a 10-day game, unless you play an excessive amount during those 10 days. I estimate Ultima IX all in all took me 36 hours, basically as much time as Serpent Isle, which stretched out to 17 days. Take that how you will!
Hey, wait, this is Day 9. I need to discuss Day 8. Let's backtrack...
In order to get to the Abyss, the final dungeon you have to clear, it is necessary to visit the now-destroyed (again?) city of Skara Brae. There, I spoke again to a statue of Shamino, who told me I needed to fetch the Bell, Book, and Candle and bring them back here, put them around him and use them to bring him back into this world. He also suggested that I fetch the Ankh of spirituality and visit the nearby Temple of Souls, a nice reference to the Well of Souls from Ultima VII. In order...
Book: Easy. I visited the oracle in the Lycaeum. It asked me who was to blame for Britannia's Guardian woes. I said the Guardian. The oracle told me to piss off. I reloaded the game, said it was me, and I got the book. Yay!
Candle: Off to the ruins of Empath Abbey, where a monk spouts platitudes and a dragon stands around on an ice floe about 50 feet away. A few ignite spells later, I have the candle, and swim back to Yew.
Bell: This proved more complicated. The ruins of Serpents Hold are, well, sparse. And much of it appears to be underwater. I swam through a force field (it took me forever to realize I needed to try this--I assumed I needed to do something to make the field go away), and faced an evil arch mage! He killed me rapidly with fireballs, and I tried again several times but could not reach his platform. Then I realized it was actually the swampy goo UNDER the platform he stoof on that was causing me such harm. From there I stepped outside the doorway and shot a dozen arrows into his head until he died. A lady who apparently never needs to go to the bathroom opened a wall she was hiding behind and gave me the bell.
Ankh: Ah, memories of Ultima V. The sandlewood resides on Lord British's desk in his bedroom. The king had since vanished to face off against Blackthorn, and I learned I needed to follow him. The box vanished after some harpsichord-ed Stones, and I got the ankh!
Back to Skara Brae, where I put the items around the statue of Shamino, and nothing happened. Hmm. Eventually I realized when Shamino says "bring them here and put them around me" he meant where he actually was, not where his voice came from. I leapt into the well of souls, chatted with some fairly cool characters about truth, love, and courage (though I never found the baby...) while in the background was some garbled, echo-drenched words similar to Robert Ashley's "Automatic Writing." I found Shamino in trance, then woke him as instructed.
The next part is, as I said in the beginning, totally off the wall. Shamino brings up Malchir for no reason (I think I missed a line of dialog somewhere), and I nearly scare him away. Shamino tells him his pain after death is a consequence of the hatred he holds for me after I caused Pyros to destroy him. I do not get the chance to say, "SHAMINO, YOU MORON, PYROS DIDN'T KILL HIM, I DID BECAUSE THE JERK ATTACKED ME!" From there it's off to the Isle of the Avatar, and the beginning of this post, summoning Pyros with a very conveniently placed demon skull on an equally convenient pentagram...The Abyss itself consists of a long vertical drop, and four levels corresponding to the elements of earth, air, fire and water, bringing to mind Pagan. It would be cool if someone were to design a game based on our modern understanding of elements, with levels devoted to Hydrogen, Helium, Nitrogen, Boron, Lithium, and all the other hundred-something. I guess that would be a lot of work. In any case, you beat each of those levels, and teleport to some lands where you fight each of the elements to subdue them.
Air: Lots of floating pillars and a dragon. This one was tedious because it's easy to fall off the floating platforms, but the dragon is weak.
Fire: Hard! There's lots of daemons and even more lava. At the end, I faced a gigantic demon I must have hit with my lightning sword 100 times before he finally expired. I'm not sure what the issue was there; I may have needed to killed him inside the pentagram on which he appeared, because the final blow took place when he walked back in.Earth: This was pretty easy. The big earth golem crumbled under my attack. I also picked up some nice armor.
Water: The plane of water was very attractive, with waterfalls everywhere, and raindrops splashing. The bad guy there was a big sea serpent, who flopped around a whole lot when I whacked him, but who died rapidly.
From there it was a quick walk to watch the extremely crash-prone sequence where British battles Blackthorn. I watched it about 9 times before I finally got through it without crashing, and the crashes dramatically lowered the drama. I found it amusing that Blacky's last words were, "Why won't you die!?" which is a question I think we've all asked about Lord British once or twice! I headed back to Raven, who took me to the Castle, and British sent me off to cleanse the shrine of spirituality.So I guess this last dungeon was something of a Pagan homage. It seems like a lot of the Ultima games get a mention or two, or at least an homage, at some point during Ultima IX, from cleansing the shrines, the (granted, TOTALLY misused) gargoyle prophecies, Malchir, the well of souls, the sandlewood box, words of power, the bell, book and candle ritual, and even, dubiously, the city of Dawn. Too bad the spin-offs and earlier games don't get very much, especially U1 and U2. I was grateful to have an Ultima that finally acknowledge U2 took place on Earth, though!
To a commenter--no, I won't be listing all the pages dealing with a particular game on the right-hand side; it's easy enough to look at the archive listing below that. I just thought having the games by title or group rather than chronologically would make it easier to find the beginning of the posts dealing with each game.Tomorrow, I will narrate the final visit to Terfin and the defeat of the Guardian. That, I guess, will end the blog. I'm not sure what I might do here after that...I could play the SNES Ultima VII at some point, but there's not much else. Sort of melancholy weekend I guess. For what it's worth, Ultima IX is not a 10-day game, unless you play an excessive amount during those 10 days. I estimate Ultima IX all in all took me 36 hours, basically as much time as Serpent Isle, which stretched out to 17 days. Take that how you will!
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