The Triad of Evil is no more…

And thus, following the advice of the allmighty and mysterious Time Lord, I ventured toward the Isle of Fire and, after liberating the Great Earth Serpent with the invocation Evocare, I entered Castle Death to face Exodus itself…

It was actually quite of a challenge : while Castle Death doesn’t have that many monsters around, it has fireballs everywhere which can hurt your party a whole lot. The most difficult actually remains the castle floors which attacks you before the final “boss” which caused quite a stir amongst my party… since I ended with three death and a last party member close to.

But using her last strength, my worthy wizard managed to insert the mysterious Cards to deactivate the evil machine…

You know I really got to wonder how people reacted back in 1983 upon reaching Exodus and facing… what is basically a computer and no “boss fight” at all. This probably must have felt anti-climatic to some, but it must also have been mindblowing and very much daring. Even today it is very rare to find a RPG which doesn’t end with a boss fight, so imagine 27 years ago!

I do believe the idea of not having to face directly the ennemy to destroy it to be brillant, and I am glad this is something that mostly remained in the series till the end, even when facing the Guardian in Ultima IX.

Also it does feel somewhat dissapointing in retrospect that the machine aspect feel so much retconned out the Britannian history after this game… I mean the body of Exodus you find in Ultima VII is basically a pillar. Meh.

In any case, playing Ultima III was one fun ride, and the Mac remake is very much the definitive version of the game so I recommend anyone who can to play it. (On a side note this version actually allows to continue playing after the endgame, though I am not sure about the point of it).

But now I really look forward to play Ultima IV… because indeed this is where things truly begins…

The beauties of Ambrosia

No, not the drink you fools, the lost continent!

My journey there was fruitful to say the least since I now hold the Four Cards needed to “kill” Exodus and have maxed out my character’s main stats (I would have done more, but I already went there with the maximum of 9999 Gold per character so…).

Actually I probably made a big mistake by not going to Ambrosia sooner – I had this memory of a dangerous isle full of monsters… but not so much actually and it feels like a breeze compared to the dungeons I’ve done (which would have been easier with maxed out Wizards will all the spells…). D’oh!

I am getting very close to the end now: I have all four Cards, the four Marks, my characters are very strong and equipped with the Exotics, so technically all that is left for me to do is enter Castle Death and face the vile daemon.

However… I first want to meet the Time Lord to learn “how” to destroy Exodus – it would be easy to forget this step considering all relevant informations are easy to find now, but for the sake of it I say: why not ?

So I should probably be done by the game by tomorrow, it actually went faster than I thought it would, but I guess it just shows how fun it was to play as opposed to Ultima II which just dragged on and on.

Evil awaits!

This is so Exotics!

Okay… I guess this is one hell of a lame pun but I was somehow at a loss about a title for this Ultima 3 blog post and since I just got my Exotics Weapons and Armor, that felt like a good idea!

So I have started my quest to find and vanquish that Exodus bastard who tends to release way too many monsters over the land. But then perhaps I should thank him? I mean that certainly means lots of experience!

But of course even before starting my quest, I began by reading the Manuals (since there are three of them) and it shows much improvement over Ultima II, getting closer to the traditionnal Ultima manuals we’ll get from Ultima IV onward. The “Book of Play” is still more of a game manual than an actual in-universe book, but it’s actually written in an interesting way because while it breaks the fourth wall, it does pretend as if everything is in-universe, with your computer being some sort of arkane ritual device leading you to Sosaria. “The Ancient Liturgy of Truth” and “The Book of Amber Runes” are also good read too, which inventive description of the spells of the game notably in the way you need to use reagents (altough you thankfully don’t have to go through these crazy rituals to cast spells in the game: I mean I don’t want to sacrifice an owl, really!)

I basically set up a very simple party: a Ranger, a Fighter, a Cleric and a Mage – all humans. I didn’t put a Thief because I’m not fond of thieves in general, and I put only humans even if they are not the most efficient in these classes because I’m also not fond of the concept of having all those un-Britannian races which seem so out of place even by the game’s standard (I mean all you encounter in the end are human NPCs – so it feels even more silly!).

I have to say this game is much more fun than Ultima II. It has this classic Ultima vibe, but it’s more than that: the design is more focused and there are much less annoyance than its predecessor. It’s actually fun to and explore the world and its cities and get clues from the various NPCs. Combats are also much more enjoyable with the party approach, since you have more things to do and more possibilities. Of course the game is still very combat heavy which can get annoying, but still fun in the end.

At this point in my game my characters are somewhere between Levels 4 and 7, I still don’t have any Marks or Cards, and I have a boat which allows be to go and pilfer the Devil Gultch treasury. I also got the Exotics Armour and Weapons altough I guess I kind of cheated since I got them by remembering were they were. Whoops. So basically now I need to get more money in order to level my characters’ stats in Ambrosia and get to the Dungeons to find the Marks and the Time Lord. Basically: still quite a way to go !

As closing words, some comment about the Mac remake. It’s actually very good: notably the music are just beautiful and the best they’ve ever sounded. It even has an actually playable mouse interface, which says a lot about the efforts put into this remake. The biggest improvement is about managing your inventory since this is all mouse based, and make it less of a chore.

The new graphics are very good, altough you can also use different tilesets if you feel like: anything from the PC CGA graphics, to the VGA Ultima IV tileset and even some weirdess tiles such as the NES version. There are even existing mods using more toolset like the Ultima V one!

This Mac version also have some new features: bound to be controversial but interesting such as removing wind effects, having your spellcasters cast healing spell automatically when they can to heal your party, or more interesting: a form of combat where you let the computer handle your characters in battle. It does remove some of the fun, but I actually can be usefull to do some levelling easily, especially when the whole map is cluttered with too many monsters, which seems to happens more often here than in other versions.

In any case that was it about my first day in Ultima III – I’ll be trying to finish it by tomorrow night (since I go to vacation on Tuesday and my laptop can’t handle Mac Emulation) altough I’m not overly sure about the feasability of this.

Exodus: Ultima III

“Exodus: Ultima III” was released in 1983 and marks the end of the “Age of Darkness”. In this episode Exodus, Mondain and Minax’s vile offspring, appears to take his revenge upon Sosaria and of course it’s up to you to get rid of him!

While Ultima III keep the major evolutions of Ultima II (altough with bigger towns and more NPCs), it does remove its most frustrating aspects and take an approach that is closer to Ultima I – notably dropping the whole Time Travel aspects for a return to a fully medieval Sosaria. It also marks the first appearence of the traditionnal Ultima Moongates to travel throughout the land but its main evolution is that you no longer play with a single character, but with an actual party of four character that you need to create a the begining of the game. The difference being that encountering a monster on the overland or inside a dungeon will now lead you to a separate combat screen where you move all your characters one at a time in a full turn-based combat system.

This also really shows how much Ultima III represents a landmark in RPG history, not just for CRPG but also for console JRPG as well. Indeed, while Ultima is widely recognized as one of the pioneer of Computer Role Playing Games – it also is the grand-daddy of console RPGs as well. Indeed, except for the combats which are more inspired by Wizardy – Dragon Quest (the very first JRPG) is very much a “cut and paste” of the Ultima III formula and even today many JRPG still follow the same formula to the letter.

Personally I have a grand fondness of Ultima III. While it is by no means one of my favourite episodes (due notably to the fact that its gameplay mechanics have aged quite a bit), it has a special place in my heart because it represents my very first memory of the Ultima series as I watched my elder brother play if on the Atari ST so many years ago. I didn’t understood a whole lot, but it really picked my interest: Ultima had something magical that too few games managed to capture even then.

While I didn’t play it then… by the time I started to play Ultima V by myself on the Atari ST I also spent more and more time on Ultima III, which was an amazing game. Especially since the Atari ST port was a marvel in itself: 16 Bits graphics, music everywhere… needless to say that when I eventually got the horrid CGA PC version many years later I was sorely dissapointed in comparison. I never did finish Ultima III back in these days, and the first time I did finish it was… you can guess it, in 1999 in antipication for Ultima IX. But even then I played it on an Atari ST Emulator since the PC version is a big no for me, even today with the latest fan-made updates.

However, for this playthrough… I will actually be playing the Macintosh Remake which was released by Lairware in 1994. This is a shareware game sanctionned by Origin and still available for sale even today (I’ve actually bought it just for the purpose of playing it). This remake feature much improved graphics for both the tiles and the dungeons, an improved interface and even some new (optional) options such as moving diagonally. For the nostalgic, there are even ways to use different kind of tilesets like the original 16 Bits tileset or even the NES graphics!

I don’t own a Macintosh, but thanksfully the game can be played with little issues on various Emulators available around the net, so I thought I might as well play this one since I’ve wanted to for many years.

So in any case, stay tuned for Exodus: Ultima III!

Ultima III Cover

The Enchantress is dead!

At last!

Minax the Enchantress just perished under Enilno’s blade. Good riddance to say the least, as I must admit Ultima II was more pain that it was worth it.

For starter I did finally solve my aftermath issue, not with a boat but with a plane! I did forgot that you could use Time Gate with planes, so in the end it was just a matter of getting a plane and flying over the ocean. After that all that remained to do was basically grinding like a mad man in order to get enough gold to buy the strongest weapons and armor and to enhance my character.

Minax wasn’t much of a challenge either, and her minions are actually more challening than she is. As far as Boss Battles go, I actually think Mondain’s was more inventive albeit not terribly hard either.

My opinon about Ultima II in the end isn’t a very positive one I’m afraid. I would argue that it probably is the worst Ultima game (I mean even Akalabeth gave me more fun), and that even some of the weirdest console versions of Ultima games were more fun than that. That’s not to say the game did not have some neat evolutions – notably the bigger town and dialogue aspect was a fundamental improvement over Ultima I – but the rest of the game is mired with design mitakes that make Ultima II an exercice in frustration.

The game does try new stuff and I’m certainly not gonna hold this against it and this has been Ultima’s moto right until the very end, but it doesn’t really succeed at it, and the fact that the following games returned to a formula closer to Ultima I in terme of gameplay is revealing.

In any case that will be it for Ultima II, onward to “Exodus: Ultima III”!

A pirate’s life I’m meant to be…

It’s amazing how much a simple boat can change one’s life…

I mean basically before getting a ship, Ultima II was an exercice in frustration: too many monsters to kill at once, food going down to fast, travel that Time Gate than ce annoying…

Getting a boat though almost feel like cheating, because the moment you get one in any of the eras, monsters are no longer a threat anymore. While you need to attack ennemis at one adjacent tile unlike in future games, most monsters are basically killed by one canon shot, giving you both gold and XP as if you had killed them normally. Since using a ship also don’t consume food, it’s all about roaming around the seas in every area killing every monsters, then waiting until new ones pop up and so on until you get more XP, more Gold, and basically get a stronger character.

The downside is actually getting the ship though. I am actually still needing a ship in the Aftermath Era, as you’re stuck to appear in North America there, but I actually just can’t seem to find one which is getting incredibly annoying. Also there are so many monsters who appeared on adjavent unaccessible islands that I’m starting to wonder if I don’t have reached some monster cap limit which means a ship can’t appear now and I’d be screwed. I hope not, but this is still annoying.

But then “annoying” would probably summs up Ultima II pretty well. I do feel the game is mired by design mistakes, and that on the whole it’s very much a step back from Ultima I.

Meh.

Epic Fail…

This is basically how I would sum up my attempt of playing through Ultima on the FM-Towns.

First of foremost: Ultima II really is not that fun to play to be honest. Sure the FM-Towns graphics are nice (see below), but it does suffer from many obvious design decision, the most important being the fact that a lot of very important item (wether that’s keys, torches or those annoying blue tassels needed to board a ship) can’t be bought anywhere and can only be obtained through sheer luck after a ton of combat.

Now that is already a major issue against actually having fun with the game: but the FM-Towns basically make it worst.

First it plays slower – which might not seem a major issue but can get annoying. Second, it has way too much monsters at a time with a spawn rate much greater than the usual version of the game: it basically means that you can get on a world map with things like Dragon attacking you with a level 2 character. In addition Lord British has become a cheap bastard and only gives you 150 HP when you talk to him instead of 300 HP.

But the game breaker really is the way food is handled is annoying. Outside of the fact that food seems to goes down even faster than in the original version of the game, the main problem is that it consumes food even when you are simply “passing” time – which become a major issue because you have to pass time a LOT in Ultima II.

So after a few hours of playing… I finally gave up altogether and decided to restart Ultima II with the good ol’ PC version, turned to EGA graphic thanks to Voyager Dragon’s patch and running under DOS Box. I wouldn’t say it makes the game enjoyable, but at least it becomes much less of a pain to play.

On a closing note I feel I should also mention the game manual “The Second Age of Darkness”. Except for the first Chapter I which proved a good historical context (albeit inconsistent with Ultima I) and that from what I gather was actually in re-releases of the game, I must say the manual is quite dissapointed by Ultima standard since it is basically a pretty common instruction booklet.

So this is it, for my dissapointing quest against Minax. I’ll be coming back as soon as I progress more with the PC version.

Ultima II: The Revenge of the Enchantress

Ultima II is obviously the second episode in the Ultima series. It was released in 1982 by Sierra Online (as they were the only ones willing to produce the cloth map Richard Garriott wanted to ship the game with) and uses the basic of premise of Minax (Mondain’s lover and apprentice) taking revenge upon those responsible for the death of her beloved and conquering the universe through space and time.

Ultima II remains sort of an oddity in the Ultima series. It is pretty much an evolution of Ultima I in term of gameplay. It plays the same and the biggest evolution is that towns now use a view similar to the world map and that you can now talk with NPCs to learn tips and information about the plot (altough all those NPCs only have a single line of dialogue).

However it’s more in term of plot and context that it differs greatly from every other episodes. Indeed, because rather that using the backdrop of Sosaria the game actually takes place on Earth (with the manual going as far as to hint Ultima I was also set on Earth) with the player character travelling through time to different Earth era by the use of “Time Gates” in order to find the way to destroy Minax at the “Time of Legends.”

As such the game offer even more technology than Ultima I, such as lasers, power armors, airplane and of course space ships!

This aspect of the game has often been retconned out of the later game, which usually go and claim that the whole events happens solely on Sosaria, altough some of them (and specifically Ultima IX) aknowledge that Minax did attack Earth through time as well.

Personally I’ve never been that huge a fan of Ultima II, altough I’ve kind of grown fond of the context over time. The fact that I first discovered it on the Atari ST didn’t help. You see I had already played Ultima III to VI when I got my hand on the Atari ST version of the game, and I was expecting something similar to Ultima III. I did not expect to see one of the ugliest Atari ST game of all time (with overly white graphics) and I was more that puzzled by the Earth context of the game, wondering that this had to do with Ultima.

But the game breaker really was the interface: rather than using the traditionnal Ultima keyboard interface the designer choose to use a fully mouse driver UI based upon the Atari GEM interface from TOS (or Tramiel Operating System, think the equivalent of Windows at the time) with multiple windows and everything being based on mouse click (for instance you double clicked on monsters to attack them or in towns to enter).

This basically made the game nearly unplayable and made me regret the usual keyboard interface of the other games of the series.

I did played quite a bit of it though, but I never came to finish the game until 1999, when I played through the Commodore 64 version on an Emulator in anticipation of Ultima IX.

For this Ultima Adventures playthrough, I have actually decided to play through the little known FM-Towns version of the game. The FM-Towns was a Japanese computer which received some very unique ports of Ultima games over the years. Notably the computer had a specific release of the Ultima Trilogy I~III compilation which included remakes of the entire “Age of Darkness Trilogy” with a new tile engine and brand new music. The downside is that they use the same graphics and music for all three games, which is why I’ve decided to use this version for Ultima II since there are no better ports out there and that the original version really is awfully ugly.

So here we go: Ultima II awaits!

Ultima II Cover

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