Every game is categorized into a genre; Be it action,
adventure or arcade, there is a myriad of titles for each. However,
when it comes to RPGs, the category is synonymous with very few
games. For any one who has ever delved into the dungeons of a
PC RPG, the name Ultima will rarely ever be unknown.
In Ultima VIII, there was a sub-plot pertaining to Lithos’
sealing of the Zealan’s within the Lost Vale. ORIGIN had scheduled
an add-on which was eventually cancelled. Since that chapter of
the story of Ultima was closed to me, the release of Ultima IX:
Ascension was less anticipated for it’s improved graphics over its
predecessors or the new weapons, puzzles and other such
superficial aspects than it was the conclusion to a saga that has
spanned nearly 20 years. Bare with me if you will as I am about to
delve into a brief history of the world of Ultima.
The year was 1977. A young sophomore by the name of
Richard Garriot was feverishly trying to better himself at the art of
computer programming. Richard attended Clear Creek High
School in Nassau Bay, Texas with its one programming course.
Determined to master the art of computer programming, Richard
and a few of his fellow classmates proposed to create a course: all
that was involved for a passing grade was a programming project.
Though at the time, computers consisted of a teletype keyboard
connected via modem to a large mainframe, Garriot pushed on
and consistently wrote and rewrote his games, numbering then as
he went along. He had reached number 28 by the end of his senior
year. After graduation and in preparation for college, in the
summer of 1979, Richard got a job at a Computerland store and
was introduced to the Apple computer. For this platform, he would
proceed to write his first fantasy role-playing game: Akalabeth.
This not being a retrospective (you can sigh now
PseudoNim), Garriot’s rise to power as the head of his own
software company: ORIGIN Systems, will be cut short and a
summary of the Ultima’s leading up to Ascension will follow.
The first three Ultima’s spanned what would be know as
the Age of Darkness. They took the adventurer across Britannia to
battle the dark wizard Mondain, then his disciple Minax and finally
their love child Exodus. The following three showed the
progression of the character through the Age of Enlightenment to
the level of the Avatar after finding the Codex of Ultimate Wisdom,
then into the catacombs of Britannia to save Lord British and
finally into the world of the gargoyles to disprove the theory that
you are the False Prophet. Finally, the Guardian Saga pits the
Avatar against this new threat to Britannia as he proceeds to
vanquish this fiend by sending him through the Black Gate and
then pitting the elements against him after being exiled to the land
of Pagan in Ultima VIII. Ultima IX: Ascension is the conclusion to
this trilogy of trilogies and possibly the most important Ultima to
date. Even during the initial training of the Avatar behind his home
in Austin, Texas when he meets the fortuneteller, she describes his
path for this mission, then hints at what may follow; the latter
being hidden to her, implying something unforseen (possibly
Ultima X: The Beginning Of Yet Another Great Trilogy).
Though there have been more than just eight Ultima
titles in the past (including two Ultima: Underworlds, 2 Worlds of
Ultima several console ports, Ultima Online and even a couple
incarnations of Ultima VII), gamers will most likely recall the
Ultima games that continue the series. We last left our Avatar as
he entered the Black Gate, concluding his imprisonment in the
land of Pagan where he had been sent by the Guardian. For the
hard-core Ultima fan, that was a gruelling five years ago (1994).
For those who have followed Ultima over the years, you will have
noticed the small changes to the graphics system of each Ultima.
The tile-based graphic system developed by Ken Arnold for the
first Ultima was in use more or less unchanged throughout most of
the series. Though the number of tiles in use increased gradually
as did the Ultima’s from the Age of Darkness into the Age of
Enlightenment, it wasn’t until Ultima V: Warriors of Destiny that
something drastic took place: 16 colours. Though the palette was
stunning, even more impressive were the 256 colours available in
Ultima VI: The False Prophet which also boasted a new tileset as
well as a total re-write to the C language. Though Ultima VI first
introduced a mouse interface, it wasn’t until Ultima VII that it
became more commonly used. Ultima VIII: Pagan had stunning
backgrounds and character animation and incorporated the mouse
fully. If you’re beginning to notice a trend now, Ultima IX:
Ascension is just visually stunning.
3D backgrounds, creatures and characters bombard the
player’s eyes from the moment you begin your quest in the
Avatar’s home. Character interaction is now done with close-up
zooms and the transition from explore to combat mode is seamless
(as it always has been). Everything is beautifully detailed and
rendered in this title, which is apparent when you look at the
recommended hardware requirements: 400 MHz or faster Pentium
II processor, 128 MB RAM, 1 GB free hard disk space plus space for
saved games, 16 MB 3D graphics accelerator using the Voodoo3
chipset, DirectX 7 compatible sound card with EAX and
DirecSound3D support. Though this may seen like a ludicrous
amount of memory to run an RPG whose predecessor was DOS
based, you’ll need every meg to take full advantage of this game’s
visuals. Though I had to play it using 8bit textures since my system
doesn’t nearly match the above, the playing experience was far
from hindered.
Ultima IX just reeks of a nostalgic odour. Several aspects
of the game will strike fans as pleasantly familiar. The travel music
and Lord British’s castle themes fly us back to the days of the False
Prophet whereas the fortune tellers cards remind us of the onset of
the Quest of the Avatar. The music is all re-done to support 3D
THX, truly blur the lines between fantasy and reality. The Voice
acting is also well done and, as has happened in some titles,
doesn’t cheapen the feel of the game. Though I cannot go into
depth about the speech in this game as I had to turn it off for better
performance, what I heard, I liked. For those with better systems,
there are over 30,000 lines of professionally recorded dialogue for
you to enjoy.
The game is controlled via mouse and keyboard. Long
have most titles strayed from conventional keyboard controls or for
that matter, Ultima’s original 26 commands (corresponding to each
letter of the alphabet). To move the Avatar around Britannia, the
mouse is used for control, while several keyboard characters are
linked to certain actions. The Avatar can walk, run, fight, strafe,
moonwalk, jump and swim. Inventory is controlled by means of the
familiar backpack as well as a new addition, the tool belt. The tool
belt adds an extra 12 slots of storage space that allow for
instant-access to an item since each slot is linked to a function key.
The tool belt, like the backpack, must be found, though this is not
at all taxing since they are hidden in your house and the tutorial
explains to you where they can be found and how to equip them.
The same goes for the compass and your journal. Although the
compass is self explanatory, the journal in Ultima IX serves as
more than just an options screen when you access it. Though you
can save or load, alter you game options or quit the game from
within the journal, there are several new features added. For
instance, every time a quest is mentioned by an NPC during the
course of the game, it is logged in your journal. The journal is also
full of useful information pertaining to the land of Britannia and it’s
inhabitants. For those that recall Ultima VIII, the game saving
algorithms have been greatly improved in this incarnation of the
saga; No longer will you have to wait up to three minutes for all
you characters performance data to be saved to disk as the
process is now almost instant. Upon choosing how your character
will enter Britannia via the fortune teller’s cards, you are deposited
in a tower. After going down the stairs, you will find your spell
book. Though the conventional Latin sounding names still
correspond to spells, you no longer have to combine Latin terms
via a parser to conjure up magic; just click on the appropriate spell
and if you have enough mana and/or reagents, the spell will work.
Spells look spectacular once cast.
Although Ultima Online was an exception, most RPGs
don’t support multiplayer and Ultima IX is no exception. Due to this
fact, the points normally allocated to this category will be
transferred to Storyline. I will reiterate once again how important
this final installment of the Ultima series is to us who’ve been
waiting for this title, more or less since the original Ultima was
published in 1980 by California Pacific. Ultima IX once again
begins with the Avatar being summoned to the land of Britannia by
Lord British. This time however, Lord British informs you that his
people are shedding their belief in the eight virtues and are
starting to lose faith in his rule. Above that, there are eight giant
columns have appeared throughout the land. Your mission, if you
choose to accept it, is to solve the mystery of the eight columns
and bring peace back to Britannia. I found it interesting that the
plot is somewhat the opposite of Ultima V, where after Lord
British’s abduction, the self proclaimed king Blackthorne wanted
the eight virtues upheld at all cost. Anyone who opposed this was
banished or imprisoned. Yet another interesting parallel is that
near the onset of your quest, you are accosted by a minion of, yes
you guessed it, Blackthorne. I won’t get into a lengthy discussion
of the virtue system due to the concept surrounding them being
quite simple: be good and good things will happen. For those new
to the Ultima system of virtues however, they are: Humility,
Honesty, Compassion, Valour, Justice, Sacrifice, Honour and
Spirituality. Depending on how you uphold the virtues drastically
affects the outcome of most situations in Britannia.
Noble adventurer, if you have read this far, you truly are
a fan of the Ultima series or just enjoy reading lengthy tomes
pertaining to the greatest genre of gaming ever conceived. Ultima
IX: Ascension has been well worth the wait and I hope that all
questions will be answered once the game has been conquered.
Richard Garriot is less of a creator of games as he is a creator of
worlds. What has always drawn me to RPGs again and again have
been the intricate storylines and dialogue that stir emotions while
the story unfolds. For this reason, it saddens me to see less effort
being put into this genre than into the more popular FPS or RTS
style games. Though I’m not knocking those genres, they are
rather plentiful on the market whereas Ultima IX may be the only
good PC RPG since the port of Final Fantasy VII. My hat goes off to
those who spin such intricate tales for our imaginations to
consume.