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Article #351131In Retrospect: Ultima 9:Ascension 20 years later
From: Rudi
Date: Tue, 17 Feb 2015 14:57
Date: Tue, 17 Feb 2015 14:57
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11029 bytes
Well. Oops I did it again :) Hi Guys. Yep, this means that I was once again browsing GOG website, and lo and behold, found myself yet again staring at a purchase confirmation receipt in my mailbox :) This time they had all Ultima titles as a bundle for 7,95$. Myself, I am, rather not surprisingly, an Ultima Buff and veteran. I owned, and completed Ultima 4 + 7(with both addons) years back, and owned but never completed 5+6+8. I bought 9 at full price the time it got out, and did finish it, but to very mixed feelings. So why go back to a title that holds only sentimental, not any kind of ambitious replay, nor just about any other value whatsoever ? Good question :) Ultima titles, at the time they were released, usually pushed the technology envelopes quite far. Good example of this was their own memory management system developed for U7 - we all were struggling with AUTOEXEC.BAT and CONFIG.SYS tweaks at the time, trying very hard to LOADHIGH everything we could, and in correct order to squeeze out that ast 2-3kb of conventional memory :) But not U7 - their memory manager easily used my whole whopping 4MB (yes ! :), however at a price - it really required to have a dedicated disc to boot to :) From graphics standpoint, in U9 days, 3D graphics usually meant isometric, blocky Lego Duplo - type of worlds. Doom (1) had been released, and while we all were gasping for air playing it, it still really didn't do justice or prepare us to what was to emerge - the whole wolrd of Ultima, land of Britannia, seen and experienced in open-world 3D ! Well of course, it wasn't, in truest sense of the word, really an *open* world, sandbox nor free-roam (call it what you like) but at the time any idea resembling such, say, Skyrim, was just about as realistic as anything else on Star Trek... however it was really first time, and that way, also technologically groundbreaking, that a complete fantasy world would be presented in 3D, with at least some freedom of movement and free choice of action. So yes, perhaps this title can be justified to sit on my shelf on GOG :) Well, nostalgia aside, thousand pound question then remaining, how does it stand the challenge of time ? To my modest surprise, well. Do NOT expect it to be a cutting edge RPG, nor really even an adventure, but rather hack-and-slash-thru a Mario Bros. platform game with a *quite* silly story interwoving some, occasionally embarrassingly awful and forced, separate episodes of a fantasy novel. Don't frown though, *SOME* of the chapters are good/very good even by today's standards, both in quality of story and technical quality of the game visuals, however this is really rebuked at other places and times even more violently than those good parts would allow. Use, and learning to use, of magic, has always been essential part of Ultima games. However, just about in every new game, they tweaked the magic system to this or that direction from the previous one. Not always succeeding very well. U9 system makes use of a spellbook, which is almost blank in the beginning (there are only a couple *very* basic ones), and you are supposed to fill it up, little by little, by either purchasing, finding or indeed even stealing, scrolls that lay somewhere out there in the open world. You need some magical ingredients, and a "binding circle", a magical pedestal of sort at which you then perform a "binding ritual" to transfer the spell from the scroll into your spellbook. After that, it will be at your disposal from that point on. Sounds very promising and indeed, the system would have been quite good, unless they hadn't misdone the game balance so bad. Yes, the game balance. And let's expand that to include the Ultimaesque- essential RPG elements as well. Well, there are none. Nothing worth mentioning, anyway. HUH ?! In all Ultimas, since Ultima4:Quest of the Avatar (the one game in series, which basically is considered "Point zero", because that chapter really established all the characters, locations, magic system and basically all the canon of the land, in the Ultima universe), character class has been a very strong basic premise for skill development. For example, a Mage would be able to use magic from the beginning while not even being *able to lift* a sword - whereas a Knight could skin a Goblin alive with a broadsword but not use magic even to light a torch. Not in U9. All Ultima games begin with a Gypsy Queen interview, in which you the player, answer questions to judge between various virtues. Questions never have right or wrong answers, only personal preference over other. Then after series of questions, you will be assigned one of the eight classes available, each with pros and cons in attributes, such as strenght, dexterity, charm, intelligence, etc.etc., and as I said, in previous Ultima games, class was really a defining matter how the game will unfold, and needs to be played, to that particular class of character. Not in U9. All classes climb the same, jump the same, fight the same and cast spells with the same (poor) skills. "Incredible strength" of a Knight means squat, when you have only a dull dagger to hack at a giant rat with, or "Brilliant Intelligence" of a Mage means squat when only spell you have available would be that to start a fire. Regardless of class, every single character must go through the nauseatingly long period of building up of basic, *even somewhat* decent equipment - and of a sudden, once you find more powerful weapons and armour, all combat suddenly becomes a piece of cake and goblins and pirates start falling like fleas all around you ! Very very poor buildup balance, from any point of view. And adding to this is the fact that you find superior physical weapons much earlier in the game, than relatively more powerful spells, this quite simply means that you will in fact have only one possible way to play the game - the way of the sword. So, how does then the biggest asset - and question mark - of the game, the 3D world answer to expectations ? At that time it was wonderful, imaginative, working, breathtaking, and (add your own master word) all at the same time. Some hickups were part of the day back then, such as clipping problems, transparency problems, outright bugs/glitches in textures etc but you wouldn't ever notice those as there was so much more to marvel. And *to a surprisingly high degree, it still works*. There are few such beautiful vistas that, I still remember, I used to boot up the game just to take a walk out there to marvel. Most of the time it still is quite practical, and does the job it is supposed to do. However. Its age becomes very apparent in the need to cramp the whole scenery so tightly together. Obviously, memory and disc space were crucial factors at the time they developed this game, and therefore, everything is squeezed in together so tightly it borders claustrophobic. And not only claustrophobic, sometimes even quite ridiculous and disporpotional effects happen: You fall down from a cliff into ocean, with vertical walls all around you. No Problem, just swim around the northern cape of the continent, and resume your trail :) Or, hike around the countryside for about a simulated week's journey to reach a far away dungeon, but after exiting the dungeon, just slide down the mountainside right onto town of Britain western gate :) In a bit more serious tone, this also affects perspective of the scenery - things are designed to look far away, but if you choose to count your steps, that far away mountain will actually be physically closer than say, Lord British castle is from the center square of the town of Britain. Or that the whole town of Moonglow is in fact smaller than the throne hall of the castle. OH well, what not to believe in a fantasyland :):) In connection with the scenery being a bit hard to read, it is also good to note that scenery design does serve also another purpose - the story is *very* linear, and lots of scenery design decisions are there to keep the storyline intact. The world is *not* open nor sandbox - you are in fact allowed access only to small part of it at any time, and you must complete different quests/areas (=towns) in specific order. Basically this would not be such an issue, but there are obvious logistical questions and backtrack difficulties, that can be solved later in the game, but in fact it is very tedious chore to figure out what and how to carry supplies at any given subquest, where to hide stashes and how much to allocate time and energy to sidequesting (Remember from my previous posts, I am *not* the kind of gamer who snoops at every nook and cranny and finds delight at every new hidden piece of stuff- but rather objective-oriendted problem solver with a mindset of a armoured personnel carrier :) Regardless of the random amusing tidbits in the overall scenery, I will give it a general thumbs-down. PErhaps Oblivion/Skyrim type of vast but empty worlds are still a bit hard to swallow at the other end of the scale, but in this aspect, game is really a child of its era and the limitations of that era are evident. Final verdict: At the end of the day, still an entertaining and at some places, quite good piece of vintage gaming, with some serious shortcomings however. NOT an RPG, nor really even an adventure. Rather a 3D hack-and-slash with stuff-gathering element thrown in to make up a storyline. With all silliness, will still be in my books 3½ stars out of 5. Cheers! R.
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X-Received: by 10.112.124.142 with SMTP id mi14mr3594296lbb.1.1424185053853; Tue, 17 Feb 2015 06:57:33 -0800 (PST) X-BeenThere: comp.sys.ibm.pc.games.adventure@googlegroups.com Received: by 10.152.20.67 with SMTP id l3ls680569lae.93.gmail; Tue, 17 Feb 2015 06:57:32 -0800 (PST) X-Received: by 10.112.99.37 with SMTP id en5mr3608440lbb.17.1424185052058; Tue, 17 Feb 2015 06:57:32 -0800 (PST) Path: mbox-mo1.pugleaf.net!mt3ni64415lbc.0!nntp.google.com!feeder1.cambriumusenet.nl!82.197.223.108.MISMATCH!feeder3.cambriumusenet.nl!feed.tweaknews.nl!217.188.199.168.MISMATCH!takemy.news.telefonica.de!telefonica.de!feeder1.news.elisa.fi!uutiset.elisa.fi!7564ea0f!not-for-mail From: Rudi <ru...@iki.fi> User-Agent: Mozilla/5.0 (X11; Linux i686; rv:31.0) Gecko/20100101 Thunderbird/31.4.0 MIME-Version: 1.0 Newsgroups: comp.sys.ibm.pc.games.adventure Subject: In Retrospect: Ultima 9:Ascension 20 years later Lines: 181 Message-ID: <vFIEw.82363$SH2.66493@uutiset.elisa.fi> Date: Tue, 17 Feb 2015 16:57:25 +0200 NNTP-Posting-Host: 85.76.177.232 X-Complaints-To: newsm...@saunalahti.com X-Trace: uutiset.elisa.fi 1424185051 85.76.177.232 (Tue, 17 Feb 2015 16:57:31 EET) NNTP-Posting-Date: Tue, 17 Feb 2015 16:57:31 EET Organization: Elisa Customer Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit