Review Taffer 4/5 · Dec 29, 2024
As someone who has always placed great value in the importance of history, antecedence, seniority and seriation in media and culture, my recent first-time forays into the Ultima series have honestly left me quite baffled by how long I managed to put it off— seeing how hugely influential it is.
Funnily enough, what drew me to want to check out …
As someone who has always placed great value in the importance of history, antecedence, seniority and seriation in media and culture, my recent first-time forays into the Ultima series have honestly left me quite baffled by how long I managed to put it off— seeing how hugely influential it is.
Funnily enough, what drew me to want to check out at least a little of the series at this time was my past experiences with the number of successors to this game, and my desire to experience the game that is often lauded as their great-granddaddy. Sure enough, while Ultima 1 through 4 (admittedly, I only had the patience to finish the first of these, though I may return to the others at some point) quickly made me realize the extent of the influence they'd had on titles like Dragon Quest and Final Fantasy, playing through this game led me to quite a few realizations of how much it was echoed in titles like its immediate successor System Shock, Arx Fatalis (which probably qualifies as a soft remake of this, I suppose I'll find out to what degree once I go back to try and finish it as part of this cycle), Dark Messiah of Might & Magic, and even games like Thief and Dishonored which have branched off into their own subgenre of stealth focus.
From what I've seen, a good few people who play this game today will be quick to complain about how 'dated' the game feels; while I can agree to an extent, it's definitely not so to the point where it can't be greatly engaging and enjoyable by someone who has played a lot of newer titles. I played through it with the aid of the Ultima Underworld Portable mod, which affords toggleable mouselook, increased base brightness, and an array of handy hotkeys— advantages I most certainly do not regret having (a protip: it took me a while to notice that said hotkeys are case sensitive so accidentally turning caps lock on will disable them; I ended up restarting the game a few times before I realized this). Gameplay wise, my most negative takeaway is probably that I am very glad that we have moved past the era of videogames where you can swing a weapon at an enemy in a realtime 3D environment and there is a very high chance that the collision will simply not register not because you aimed it poorly, but because of stat-based calculations (though Elder Scrolls seems to be the high-profile series that held onto this unfortunate mechanic the longest).
After going through this experience, my self from several years ago that hesitated to go through very many rooms in Arx Fatalis without consulting a guide feels very silly. One thing you will quickly notice about this game is that as you come to discover more and more details about how it works, you'll be kicking yourself for not considering it as an option a few hours ago, even though most of it is information that the game does not spoon-feed you by any means. For instance, the ever-present hunger mechanic in the older mainline Ultima games is little more than a footnote in this game, even though it had me paranoid due to my early-game propensity to heal via sleeping because I hadn't found any of the hidden healing fountains yet, nor looked in the game manual to discover the readily provided list of basic spells you can do (something you cannot find anywhere within the game itself), which includes a light heal (or replanted the silver sapling, which effectively makes you unkillable in the same manner as BioShock's vita-chambers, with no penalty for reviving other than being sent back to the sapling's location). I also ended up carrying a lot of unnecessary items with me early on, because I had no indication whatsoever of whether I would eventually need them, while actually neglecting more useful ones (shoutouts to
One thing I must comment on is how this game is frequently lauded as something you can dive right into without prior knowledge of the Ultima series, which is true to an extent, but as someone who took the time to at least get a cursory rundown of the mainline Ultima titles that preceded it, there is definitely a lot of those games that ended up getting a significant echo in this one. Someone coming into this game from those is far more likely to be familiar with how to assemble and cast the rune-based magic spells, the fact that you don't gain significant stat increases automatically by leveling up but have to manually acquire them by praying at shrines, and have an overall easier time understanding the specifics and details of the setting and the plot, not the least of which being the creatures and monsters that make a reappearance and the whole thing with the eight virtues. Admittedly, because I did not finish Ultima IV (though I did like what little I played) I cannot make any particular comment on how this game's depiction of the Stygian Abyss measures up to the original, though from my very cursory understanding some parts of the story do not gel very well with previously established Ultima canon, and it wouldn't be too hard to imagine that being one of them.
With some of the gameplay and plot details having been discussed, another big aspect of the game that ended up leaving me with mixed feelings was the crux of how you progress through the story, with a variety of quests and puzzles of varying nature. These are quite simple at the beginning, being of the order of "fetch me this distant item" or "go kill this unfriendly beast/evil rogue", and will often get you not just concrete rewards, but clues that you will need later on— and quite fittingly for an older game with adventure/puzzle aspects, you better get into the habit of writing those down as you come across them real quick, because a lot of them are both vital to letting you reach the end of the game and will not be clearly repeated to you even if you go back and ask nicely. And honestly, even though as a lover of a lot of genuine vintage CRPG experiences that I missed out on due to this game being a year and a half older than me I was fully on board with this Myst/Riven style of game-spanning puzzles that the game expects you to keep track of yourself because it's not gonna do it for you, some aspects of said puzzles feel a little too prohibitively obtuse, which is not helped by the aforementioned permanent loss of access to vital clues. Though I solved a good few of these quests on my own, I never would have figured out how to
On the flipside, some of these puzzles were quite unique and engaging, with the highlight for me easily being the one where you have to
At the end of the day, I definitely feel glad to have experienced and completed this game, both as a unique experience and a piece of history. I will say though that even though I fully intend to play Ultima Underworld II as well, I'll probably have to give myself a little break between this playthrough and that one (not least of which because everyone seems to agree that I shouldn't play it before completing the first part of Ultima VII first). Perhaps in this time I will reacquaint myself with a comfier game like Thief which allows you to carry around as many scrolls as you want without issue and is pretty good about registering every swing of your sword, even when that 's not necessarily the most efficient path to success.