Ultima IV: Quest of the Avatar (1985)

Origin Systems

Apple II

3.61 from 67 ratings

571 members have it in their collection · 4 playing now · 292 backlogged · 40 wish listed

How long? · 100% 50h (from 1 logged playthrough)

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 … Read 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. Read less
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Details

Developers
Origin Systems
Publishers
Origin Systems
Genres
Role-playing (RPG)
Themes
Fantasy, Open world
Franchises
Ultima
Series
Ultima

Release dates

  • Nov 01, 1985 (Full Release) (North_America) Apple II

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Rating distribution

5 stars
16
4 stars
20
3 stars
19
2 stars
7
1 star
3
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Community All Reviews Statuses

thegroove

Review thegroove 5/5 · Mar 13, 2025

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 …

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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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anarchistica

Review anarchistica 1/5 · 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. …

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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.

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