Tuesday, December 31, 2024

Ultima IV: Won!


It turns out I entered the abyss just a bit prematurely. I was afraid I might have - the shrine at Cove told me I'd need to learn a Word of Passage and a Pure Axiom in order to enter the codex chamber, but at the time, it was pretty vague about what that even meant.

The rune visions spelled INFINITY, which is indeed a word, but not, it turns out, the Word of Passage, and my notes from Cove's conversations suggest that this is probably intended to be the Pure Axiom. But I have no clues at all regarding the Word of Passage!

For the second time, the first being instruction on how to harvest mandrake, I need spoilers. The thread of clues that I'm missing begins in Skara Brae.

 

Way back when I was first visiting Skara Brae, I had truthfully answered "no."

So teach me then!


Turns out that the game isn't checking for truthfulness, and you need to answer "yes" in order for the clue train to proceed.


This would not have been clear to me at the time, but you must ask him about "word" - he sends you to visit Zair in Paws to learn more.

I Blink to Paws and find him at the bar.


Back to Cove.


And one last tour around Britain's castles.

That's two syllables, buddy.


 

The secret word of passage is dog-Latin gibberish! Amor, Veritas, and, uh, Cor. The order isn't stated, but given that the principles have consistently been in the order of Truth, Love, and Courage, it seems logical that the word is VERAMOCOR.


I load my last quicksave - I've got one and there's no way I'm making myself go through the pirate fight and eight level dungeon again - and offer the word of passage.


Then there is a test - each correct answer draws a line on the screen.

Some questions are straightforward.

Some are unintuitive
And some philosophical.


Not quite done!

"Love" and "Courage" both make sense, though!


I give my answer.



That's the end! It's taken me two months and almost thirty posts to reach it - this is by far the longest game I've covered yet, and I suspect it would be even if I didn't exhaustively explore every corner of the world and each dungeon. As is, Ultima IV took twice as long as the next-longest game, Phantasie, and its overworld is the equivalent of being four Ultima III's wide and four Ultima III's tall.

I'm going to have to be a bit of a contrarian when it comes to my final evaluation - I'm not completely sold on the things it's often praised for. The iconic virtue system doesn't really color the moment-to-moment gameplay all that much, and while Ultima IV has been praised for advancing the genre past the murder and theft that its predecessors were rife with, that seems to be more of a quirk of Ultimas I-III than anything else! It's not as if Wizardry lets you attack Boltac and lift his gear, even if you play an "evil" party.

I suppose Ultima's actual legacy in this regard is in giving you the freedom to be a scoundrel. Earlier Ultimas required it to an extent, but IV maintains this freedom and then asks you to use it responsibly or face the consequences. And we see a lot more of this approach in the years to come.

None of that hurt my enjoyment of the game, per se, so before I get any more critical, let me get this out of the way.

GAB rating: Good


Ultima IV has, by far, the best open world design I've seen in any game yet, and it's no wonder that this is often seen as the template for so many open world CRPGs to come. The geography is diverse and interesting, feels logical and lived-in, and was fun to explore and map out even when I didn't discover anything useful. I enjoyed wandering from town to town, speaking to the citizens, gathering clues, and piecing together Ultima IV's puzzle. Progress is genuinely non-linear, and adventure narratives developed in an organic feeling way. Dialog is rather good, considering the game's scope and the system's limitations. A month in, I thought I might be awarding it a harpoon in the end.

Unfortunately, Ultima IV overstood its welcome by another month. This is partly on me for pushing myself to map out every corner of the map and every room of each dungeon, but it would have been overlong anyway. Combat is tedious and there's far too much of it, especially in dungeons, where I spent most of that second month. Fighting suffers from the worst user experience I've seen since Temple of Apshai (granted, both CRPG Addict and Wargaming Scribe have tolerated much worse). Characters are constantly getting in each others' way, bumping into a wall/monster/comrade or just entering an invalid keystroke costs you the turn, querying your own MP costs you the turn, and attempting to cast a spell you do not have the MP for wastes both the spell and your turn. Getting everyone to leave a room is always a pain, and in the dungeons, you enter and exit rooms so much.

This is offset by something that would otherwise be a major flaw in itself - combat is comically skewed in your favor, even without stat optimization. A level 4 mage, who would be a weak melee fighter in any other series, can fight off multiple dragons with a leather sling and then heal all of the burns and scratches with a few cheap spells. The engine allows for some interesting tactical options, but there's no need for any of it when any character can just tank any monster! There's almost no reason to use melee weapons either.

I'm sure much of this tedium is alleviated when, as multiple commenters suggested, I keep my party small, which can be done late in the game by allowing your dead weight characters (such as Katrina and Geoffrey) to die and not resurrecting them. But I dislike using strategies that make me feel like I'm doing the designer's job for them, at least on first-time playthroughs. On a similar note, much of the dungeons can be bypassed by simply using teleport magic and peering gems to find the colored stone, grabbing it, and teleporting out, but I also dislike strategies that bypass parts of the game that were meant to be played and experienced, and some of the dungeon layouts, set pieces, and puzzles are quite cleverly designed.

Were I to design a rebalance patch for Ultima IV, I'd make a few changes. I'd make the combat much more punishing, but also make the encounter rooms not reset when you leave, so that you don't have to keep fighting the same fights over and over again - and on the flipside, would make it less viable to farm gold in the same room over and over again. And whenever you have an encounter, whether it's in an encounter room or not, only the front four living party members would participate - others could be tagged in when someone falls.

Then there's a host of smaller but still significant complaints. Mixing reagents is boring and unnecessary. Some of the crucial clues needed to finish the game are unfairly obscure (and in a few cases bugged). The virtue of Compassion really doesn't feel like it can be elevated in an organic way - I think it would have been better if allowing "evil" enemies like orcs and rogues to flee raised it a little since neutral enemies are so rare. The codex quiz at the end of the final dungeon cruelly sends you back to its very beginning if you get anything wrong and some of the questions have a very tenuous connection to the correct answers, but then the correct answers are merely the list of virtues and principles in their canonical order. Poison is very annoying at any part of the game. Power scaling, though free of the mechanical weirdness that characterized the series since Akalabeth, is too gradual; the only difference I could tell between a level 2 character and a level 8 character is the amount of HP, which doesn't matter that much with healing being as cheap as it is.

Ultima IV is indeed a visionary title, a landmark not just of the series, but to computer games at large. All of its faults can't keep it out of my ivory deck - a first for Ultima - but they do keep me from giving it a harpoon too.

8 comments:

  1. I never finished this game because I dealt with the combat tedium by simply not recruiting most of the characters. So I did the whole Stygian Abyss with a party of 3 or 4, and then found out at the end I needed to recruit all the characters and go through the Abyss again. I was so mad I never played the game again.

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  2. Congratulations!

    I may have tolerated much worse UX, but here and with rescue raiders you’ve proven to be more patient than I am: I had started U4 two ago but did not progress very far due to how tedious combats were, as you note. This stopped my attempt to play all Ultima in order!

    I was happy to follow vicariously your adventures and see them to their end.

    Happy New Year!

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  3. Well done!

    The remake of Ultima IV on the Nintendo Entertainment System, while mostly a very faithful rendition of the original, pulls an interesting inversion with the Abyss - it requires you to *solo* it. Instead of the original PC version game requiring you to assemble a full party before you can enter the Abyss, the NES version instead allows *only* the Avatar to enter.

    There's also a special "Flute of Sheep" item that only a Shepherd can use (either Katrina or an Avatar who chose Humility at the game's outset) which can put all enemies in a combat to sleep, and is repeatedly reusable.

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    1. That's an interesting inversion! I'm not certain it's a good inversion - seems counterthematic, and lots of luck to the poor fighter avatar who gets stuck soloing the abyss without magic or a decent ranged weapon - but it's interesting. Could be seen as anticipating the "singularity" virtue of later Ultimas.

      Flute of Sheep sounds game breaking, but then the combat aspect was hardly solid to begin with. I suppose one non-obvious advantage to a shepherd avatar is that you alone gain XP from quest completion, and so you can reach level 8 this way and leave all of the killing-based XP to your more capable partners.

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  4. Congratulations! When I played through the first 5 Ultimas during covid, I chose to make a Fighter for a challenge and also not having to need a key to get Geoffrey. I moongated to pick up Mariah for an early balance in fighting and magic. Personally, I think Ultima V is the peak of the series, but I feel more rate VI or VII higher. The combat in the series has always seemed to be an important foundational block for strategic RPGs, like Final Fantasy Tactics or the Disgaea series.

    You were much more diligent in leveling the rest of the party, as I think I went into the Abyss with some characters only at level 4. You had a lot of patience with farming gold that I would not (I used the Magic Arms and Magic Armor cheat to get 8 extra of each to sell off the spares).

    I was wondering about your thoughts on the evolution of the dungeons in the series up to this point. I have thought that the fact that there was no reason to go into dungeons in Ultima II ended up bothering LB, so that's why they became mandatory in later games. I think he went overboard in this game, as they are all intended to be mandatory (by using Blink, you avoided needed to use the balloon to reach the white stone in the mountain).

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    1. Since the white stone is now in Serpent's Spine and reachable via Blink, it's technically possible to win the game without ever stepping foot in Hythloth, but it's highly suboptimal to do so. LB's dungeon is by far the easiest way to reach all three altar rooms and the balron treasure chest room is an easy way to farm gold. The easiest way to get gold, however, is to become an 8-parts avatar and then sell the mystics over and over for tons of cash.

      Compassion is easy to level up. Just give beggars 1 gold each every time you see one (say "give" in conversation with a beggar).

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    2. I can see the link to SRPGs! Also to Fallout, which has SRPG-ish combat on a hex grid. It's too bad that Ultima never really figured out how to make combat balance work, because the building blocks for solid SRPG-style tactical combat are already here and present. But in the end it winds up being less tactical and more mindless than Wizardry or even Final Fantasy.

      Ultima IV is the first time that the dungeons are memorable to me in any way at all, which is certainly an evolution. Akalabeth and Ultima just had procedurally generated dungeons based on a pretty bare-bones template. Ultima II's had some actual design, but as you say, there's no reason to visit them. U3's dungeons work kind of like Wizardry's, though there is more interplay and interconnection between floors - in the end I didn't spend all that much time in them and don't remember the designs of them too well, but the random encounter rates did get pretty annoying. Wizardry works better by having a fairly low encounter rate as long as you are in corridors or previously-explored rooms.

      Eugene - on gold & compassion, you're correct that these are easy to farm when you know how, but knowing how is privileged information. Once I got the mystics and saw that they could be sold, it did occur to me that the might be infinitely resellable, but by then I was near the game's end and didn't need any more money. And I still think that you do not encounter beggars often enough to elevate compassion unless you go out of your way to make repeat visits, and even then you still need to know that donating 1 gold per visit over many visits is optimal. More optimal still is to donate 1 gold, then wait 15 turns before donating again, and repeat 20-25 times. The other virtues are attainable without working the system, so I have to gripe about compassion.

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  5. Congratulations on your hard-won victory! Aside from a few save states, a real "virtue" of this series was showing how someone who was playing the game blind would try to win it, without using any cheap strategies or tricks aside from the ones you discover throigh experimentation - just like it was back in 1985 when we had no money and no time, so it was better to not rush through games anyways.

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