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Ultima IV: Quest of the Avatar

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Ultima IV: Quest of the Avatar

Nov 1, 1985

Main game

3.61 average rating based on 67 ratings

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Following the defeat of the evil triad in the previous three Ultima games, the world of Sosaria changed beyond recognition: continents rose and sank, and new cities were built, heralding the advent of a different civilization. Unified by the reign of the benevolent monarch Lord British, the new world was renamed Britannia. Lord British wished to base people's well-being on the ethical principles of Truth, Love, and Courage, proclaiming the Eight Virtues (Honesty, Compassion, Valor, Justice, Sacrifice, Honor, Spirituality, and Humility) as the ideal everyone should strive for. The person who could accomplish full understanding and realization of these virtues … More
Following the defeat of the evil triad in the previous three Ultima games, the world of Sosaria changed beyond recognition: continents rose and sank, and new cities were built, heralding the advent of a different civilization. Unified by the reign of the benevolent monarch Lord British, the new world was renamed Britannia. Lord British wished to base people's well-being on the ethical principles of Truth, Love, and Courage, proclaiming the Eight Virtues (Honesty, Compassion, Valor, Justice, Sacrifice, Honor, Spirituality, and Humility) as the ideal everyone should strive for. The person who could accomplish full understanding and realization of these virtues would serve as a spiritual leader and a moral example for the inhabitants of Britannia; he alone would be able to obtain holy artifacts, descend into the Stygian Abyss, and access the Codex of Ultimate Wisdom. This person is the Avatar. The fourth game in the Ultima series features an improved game engine, with color graphics and enhanced character interaction: the player can have conversations with non-playable characters by typing names of various topics. However, the main difference between Ultima IV and its predecessors in the series (as well as other role-playing games) lies in the game's objectives and the ways to fulfill them. Instead of building up a character by any means possible in order to face a villain in the end of the game, in Ultima IV the player is trying to become the Avatar, a role model for people. This means upholding the Eight Virtues, basically trying to become a better person. Making morally conscious decisions and helping other people is not done expecting a material reward, but because it is the actual goal of the game and the main focus of its gameplay. The game frowns on behavior typical of most other RPGs, such as backstabbing fleeing enemies or picking up everything that isn't nailed down even if it does not belong to the protagonist. This different approach established the game's reputation as the first "true" Ultima, influencing the design philosophy of later installments and the overall spirit of the series. Character creation is done by choosing responses to morally ambiguous questions. Each of the Eight Virtues corresponds to a character class; by determining the player's personal priorities in the virtues, the game assigns a class and a starting location for the Avatar. After emerging in Britannia, the player is free to explore it in various ways (on foot, moongate teleportation, on horseback, by ship, etc.). Certain items must be collected in any order to enter the Stygian Abyss and complete the game. The Avatar also has to reach the highest level in all virtues. This is achieved by various means: donating blood increases Sacrifice, not fleeing from combat increases Valor, etc. The process, however, is not irreversible: should the Avatar overpay a blind seller, he gains Compassion points; should he, on the other hand, cheat the seller by underpaying, his level in several virtues would decrease. These unorthodox features of the game co-exist with plenty of traditional RPG elements, such as dungeons to explore and hostile monsters to kill. Enemies are encountered on the world map as well as in dungeons; combat takes place on separate top-down screens, allowing player-controlled and enemy parties freely move on them. Characters accumulate experience points and level up, gaining higher amount of hit points and access to stronger magic spells. Like in the previous installments of the series, world map, town exploration and combat are presented from a top-down view, while the dungeons are pseudo-3D and are explored from first-person perspective. Ultima IV also introduces several new gameplay features to the series and role-playing games in general. A number of initially non-playable characters living in various areas of the game world are able to to join the party and fight alongside the hero, replacing traditional player-generated characters or mercenaries and adventurers available only in special locations. Additional new elements include buying and combining reagents in order to cast spells, puzzle rooms in dungeons, and others. Less
Developers
Origin Systems
Publishers
Origin Systems
Franchises
Ultima
Series
Ultima
Platforms
Apple II
Genres
Role-playing (RPG)
Themes
Fantasy, Open world
Release Dates
Nov 01, 1985 Full Release (North_America)
Apple II
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User Stats
571
In Collection
40
Wish Listed
4
Playing
291
Backlogged
How Long Is Ultima IV: Quest of the Avatar?
100% completion: 50.0 hours
Total completions: 1
anarchistica
anarchistica gave Aug 3, 2021
anarchistica gave Aug 3, 2021
Like a game made by aliens

In this game it is tricky to even figure out how to start it. I tried most of my keyboard, got a few "no party created" messages and finally hit the right key by accident (no idea what it was).

The start of the game is interesting. You have to do a personality test like the GOAT in Fallout 3. "A traitor is attacked while fleeing a battle, do you help him or not?". That kind of thing.

After this you are transported to a medieval world and you enter a town (e) and talk to someone (t). Despite looking at the manual and reference card i couldn't figure out how to actually leave the conversation. So i left the game instead.

thegroove
thegroove gave Mar 13, 2025
thegroove gave Mar 13, 2025
thegroove's review of Ultima IV: Quest of the Avatar
This review is for the Sega Master System/Mark III version

Platform - Sega Master System

Ultima IV: Quest of the Avatar was originally released in 1985 for the Apple II and later ported to numerous platforms. I first attempted to play the PC version in the 90s via the Ultima Collection but ultimately found it to be a bit too 'clunky'. I eventually played it on the (in my opinion superior) Master System port. Despite its age, the game remains a landmark in the RPG genre.

Gameplay

Unlike its predecessors and many RPGs of the time (and even now), Ultima IV abandons the typical "kill the villain" plot in favor of a moral and philosophical journey. You take on the role of the Avatar striving to embody and master eight virtues- Honesty, Compassion, Valor, Justice, Sacrifice, Honor, Spirituality, and Humility.

Character creation sets the tone of the adventure perfectly, asking you to pick from a series of moral dilemmas that ultimately determines your class and starting location. Yes, it's easy to game the system and get your preferred class but if you embrace the experience and see this less as a game and more of a test of your own values, you may get deeper insight and a more rewarding …

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Platform - Sega Master System

Ultima IV: Quest of the Avatar was originally released in 1985 for the Apple II and later ported to numerous platforms. I first attempted to play the PC version in the 90s via the Ultima Collection but ultimately found it to be a bit too 'clunky'. I eventually played it on the (in my opinion superior) Master System port. Despite its age, the game remains a landmark in the RPG genre.

Gameplay

Unlike its predecessors and many RPGs of the time (and even now), Ultima IV abandons the typical "kill the villain" plot in favor of a moral and philosophical journey. You take on the role of the Avatar striving to embody and master eight virtues- Honesty, Compassion, Valor, Justice, Sacrifice, Honor, Spirituality, and Humility.

Character creation sets the tone of the adventure perfectly, asking you to pick from a series of moral dilemmas that ultimately determines your class and starting location. Yes, it's easy to game the system and get your preferred class but if you embrace the experience and see this less as a game and more of a test of your own values, you may get deeper insight and a more rewarding experience.

The world of Britannia is vast (for the time) and open-ended. Combat is turn-based and grid-based allowing for some tactical movement on the battle screen. Conversations with NPCs require the player to select keywords from a simple conversation tree rather than requiring you to type keywords as in the PC version which I feel is a vast improvement. The game also demands careful note-taking, mantras for shrines, key people and their locations, even price lists for reagents.

Story

Ultima IV is revolutionary in its storytelling, focusing on personal growth rather than an external antagonist. Instead of saving the world from destruction players must become a paragon of virtue, inspiring the people of Britannia through their actions. This shift from a traditional good-versus-evil narrative to one of self-improvement and ethical decision-making remains unique even today.

Graphics & Sound

Ultima IV's graphics on the Master System are functional but are a vast improvement over the PC versions with more colours and better sprites.

The sound design is minimal but the music is memorable, especially the opening theme which evokes some sort of ancient mystery about to unfold.

Verdict

Ultima IV: Quest of the Avatar is one of the most influential RPGs of all time, offering a deep and unique moral journey rarely seen in the genre. Its open-ended gameplay, ethical dilemmas, and emphasis on character growth make it essential. Though its demanding note-taking may put off modern players, they should instead seize this moment to go offline, grab a notebook and journey to Britannia to experience one of the most defining RPG's of our time. Those who embrace its old-school mechanics will not only find a profoundly rewarding experience but may also walk away with a new perspective on their own life.

Score: 10/10

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Chovus
Chovus updated their status Oct 23, 2024
Chovus updated their status Oct 23, 2024

Beat as paladin. The last question came down to justice vs honor. My order of Virtues is: honor, justice, honesty, valor, humility, spirituality, compassion, sacrifice. I bought a bow and wandered into the moon gate to Moonglow, where I recruited the mage then accidentally attacked a little girl because I had turbo mode on. Why is attack even in the menu? That should be something far more difficult to do. So I loaded back to Trinsic and this time ended up in Yew where I recruited the druid. She could use a bow so she was a better choice than the mage. I had to refer to walkthroughs regularly since the game was very obtuse, and there were differing opinions on the best party composition. Getting mage, druid and fighter was the original plan, but the more I played and seen how long it took to accumulate money, the less value I seen in using the mage. I ended up saying the hell with it and taking the bard because of his easy availability. I was trying to save up money for the best gear, so I only bought 3 bows, then later a X bow for the fighter who …

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Beat as paladin. The last question came down to justice vs honor. My order of Virtues is: honor, justice, honesty, valor, humility, spirituality, compassion, sacrifice. I bought a bow and wandered into the moon gate to Moonglow, where I recruited the mage then accidentally attacked a little girl because I had turbo mode on. Why is attack even in the menu? That should be something far more difficult to do. So I loaded back to Trinsic and this time ended up in Yew where I recruited the druid. She could use a bow so she was a better choice than the mage. I had to refer to walkthroughs regularly since the game was very obtuse, and there were differing opinions on the best party composition. Getting mage, druid and fighter was the original plan, but the more I played and seen how long it took to accumulate money, the less value I seen in using the mage. I ended up saying the hell with it and taking the bard because of his easy availability. I was trying to save up money for the best gear, so I only bought 3 bows, then later a X bow for the fighter who gave his bow to the bard. The bard was using his starting sling long enough for me to complete 2 or 3 dungeons.

I absolutely refused to learn the moon gate mechanics so I took a pirate ship and sailed everywhere. I did Deceit first, then Destard and Despise. I gave up on buying a wand for the druid and instead got 2 magic bows for myself and the bard. I then sailed counter clockwise to hit the rest of the dungeons; Covetous, Wrong and finally Shame. Then I got the last 2 stones, trying out the balloon for the first time. It was nice to not be constantly assailed by random battles, but the gold cost for steering the balloon was not helping me afford new stuff. I made sure to talk to everyone, donate to beggars, and give blood at the healer every chance I had. Valor and honor were mastered very quickly from combat. Compassion and humility were mastered by the time I finished getting the stones, and sacrifice soon after by grinding the healer at Britain. I tried to max honesty and justice by paying slightly more for reagents, getting 99 for all the common ones. But it was not working. I had to read through another guide to find that I had to move 16 steps on the overworld between each purchase for it to improve Virtue. Spent some reagents on heals and grinded that. Last was spirit, so I went to its shrine and meditated a couple times. Like the reagent shop, it took considerable time moving around the overworld to reset the timer on being able to meditate, and not just standing there letting time pass. Finally I was the avatar and got the best sword and armor, then went off to the abyss to finish the game. I was not expecting there to be a fight against all of the classes. Even though it was the 2nd last battle, I considered it the closest thing the game had to a final boss.

I bought a few gems to reveal the map, and used save states to never lose them. I only needed that on the overworld to check my position since I was using online maps. The dungeons were surprisingly small and simple and it was interesting how the game switched between top down jrpg style view and 1st person Wizardry style. Combat was tactical and I found it absurd that every character and enemy could only move 1 space per turn, or take an action. No move and attack, no speedy cavalry and no terrain effects; walls didn't even block arrows. All this led to ranged attacks being vastly over powered, and the only time melee was used was when the enemy ambushed the party. Combat was more tedious than fun as I had to manually tell each character to focus on a particular enemy; auto mode had them waste time moving in for melee! Enemies were more a nuisance than real threat because of the 100hp per level (up to max level 8) and the most damage I ever seen an enemy do was around 30. So there was only risk after extensive fighting and running low on healing reagents, especially when fooling around with the stat up orbs that inflicted damage. I pretty much only used the cure poison and heal spells. I bought some manroot but never bothered to get any fungus so the view spell was completely out. Near the end when I was getting sick of random overworld battles against a dozen of the strongest enemies, I tried out tremor (did 200 damage to several enemies, easily one shotting them), blink to flee from battle without valor loss, and fire to bypass reflect (which only worked against arrows). I used exit to get out of dungeons, and gate to get around. My guy ended up with max str, which was the only stat anyone had maxed. Several other stats among the party were near max but I did not see the point to go back into the dungeons to farm stat orbs. I had about 2000g at the end. It was funny that I never bought any armor, doing the entire game with the front line fighter in only leather, and the druid and bard in cloth. Bard didn't even have a melee weapon until late when I got the ultimate axe for the fighter.

This game did have some impressive features that made it stand out from other NES rpgs; virtue system, auto battle, not targeting dead enemies, world building etc, but it was more tedious than fun to play. Great concept but the execution needed improvement. The biggest problems were around travel. I would fix them by having moon gates always open and allowing you to teleport to any previously visited town. That way you get some adventure to discover each. Change the balloon to be fully controllable for a limited duration for each casting of wind, rather than casting every time to change direction. And reduce the random encounter rate at sea while allowing those battles to drop treasure so they were not as annoying. Enemies should have a chance to drop gear, reagents, and items to make looting more exciting. Same with dungeon chests, and there should be 1 time high end gear in the dungeons. New items like potions and spell scrolls. Make combat more challenging (especially in dungeons) by not increasing character hp past 100 or so, and allow moving + attacking in the same turn; even better with higher movement based on dex stat. More dynamic ways to increase virtues to avoid tediously grinding them. You definitely should have maxed all virtues just from completing all objectives without doing anything wrong. Max spirit just from getting partial avatar in every other virtue. Gain sacrifice for taking damage in battle instead of party members, compassion for healing others, honesty and justice from treating npcs and party members well (like not forcing the fighter to wear dingy leather armor for the entire game while I saved up for a sweet bow). Even some sidequests with interesting trade offs. I do like the concept of having to spend extra effort and giving up things like power, wealth and privilege in order to gain in virtues, but this game didn't implement that as well as it could have.

7.0/10

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