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Ultima 4 is a very historically-significant game, as well as being where the Ultima series cemented itself as something truly unique. Where the previous games in the series (as well as the RPG genre in general) often dealt with defeating some kind of evil overlord, Ultima 4 has no antagonist and instead calls on you to perfect yourself and embody a set of eight moral virtues.
Summary
You start the game by answering several moral dilemmas to determine your class and starting location. You are then transported to the fantasy land of Britannia to embark on a spiritual quest to become the Avatar of virtue and read the Codex of Ultimate Wisdom in the Abyss.
To do this, you must master eight virtues and understand the three principles involved in them.
The game has been widely ported but I will be reviewing the free version available from GOG.
Freedom
Ultima 4 is an extremely open game in many ways. There are eight possible classes and each is rather different, with a unique starting location. Most importantly, all of the many tasks the game asks you to complete prior to the final descent into the Abyss can be done in any order you desire.
You can maximize your virtues in any order, explore dungeons in any order, travel the world as you wish, find the runes in any order, and etc.
So all in all, this game is very non-linear when it comes to exploration and objective order.
Note, however, that due to the way this game is designed it is not actually very replayable. Even if the initial experience is different for each class and you can complete the game’s many objectives in any order, those objectives are still the same and they all do need to be completed by the end. There are no alternate ways to complete any objectives.
By the end of the game, you will be playing largely the same way regardless of what your initial class was or what order you did things in.
This is made worse by the fact that ranged weapons completely dominate the game. There is little reason to use melee if you have the option to use ranged weapons.
Character Creation/Customization
Besides your name, gender, and choice of class, you cannot really decide anything about your character. Once in-game, you also don’t have that many options for upgrading your party besides obtaining better equipment and finding magical orbs in dungeons.
That said, the game does get some points for the variety of classes and for how radically some of them can affect your experience, particularly in the early game.Â
The most striking example is the Shepherd class, which you get for having humility as your favored virtue during the character creation questions. Shepherds are terrible at everything. They can’t use magic at all (most other classes can to varying degrees) and are awful at combat, having a very limited selection of weapons and armor available. They also start in a ruined island populated by monsters. It is basically the game’s “hard mode.”
You can answer these same questions and find your class here (the link says Ultima VI but it’s really the same ones as far as I can tell, or at least close).
Story/Setting
The game world is reasonably large and memorable, but to be honest the setting of the Ultima games has always been on the more generic side, even if some of the games in the series are pretty immersive. The virtues introduced in this game are really the primary spice on the game world.
It is a medieval fantasy setting with all the staples: Fireballs, orcs, dragons, liches, skeletons, and so on. It does have a few less common creatures as well (like balrons and zorns).
A generic fantasy setting is not necessarily bad, but it is not particularly good either. It is just the baseline as far as I am concerned, and can be boring on its own if you are not drawn in by anything else a game offers.
In this case, the setting is not really the game’s selling point so much as its unique objective. It is also still a massive improvement over some of the earlier games in the series, which feature things like space travel and time travel.
Another point in favor is that the towns scattered throughout the land are not just generic fantasy towns, they are dedicated to specific virtues. Those virtues seem to be particularly alive in the minds of their inhabitants in this game as well. The virtues are so embedded in the setting for the rest of the series that it does give it more of an identity.
The story itself is, as previously mentioned, unique among all RPGs I know of. While there is a lot of combat and dungeons to explore, there is no big antagonist for you to defeat.
Your behavior is tracked from beginning to end. You will need to do things like donating money to the needy, donating blood at the healer, and letting non-evil creatures (generally animals) flee in order to become the avatar. I also do not recommend “grinding” out these virtues unless you really need to, as I found that as long as you know how to raise them you can easily achieve avatarhood in several of them just by playing the game normally, talking to everyone and visiting Hawkwind every time you’re in the castle.
In addition to maximizing your virtues and then meditating at the proper shrines, your quest will see you travel throughout the entire world to collect the artifacts you will need for your descent into the abyss.Â
You will need the eight stones of virtue (most of which are within dungeons), the Key of Three Parts, the three artifacts of the principles, the word of power, and more. You will also need to recruit seven party members to aid you in your quest, each representing one of the virtues (you are the representative of the eighth).
Immersion
I know it’s probably not that bad by the standards of its time, but I can’t say the game’s immersion is all that good. It does gain some points in some areas such as the way the manuals work and how you need to actually do things like keep track of the phases of the world’s two moons (clearly not something you’d see in our world!) to make proper use of moongates, but overall it is definitely not on the same level as other RPGs I have played. As was sadly the case for the technically-limited time period the game was made in, the world does not really react very much to your actions even though your virtues are tracked.
I do like the initial character creation questions, however. Trying to answer them honestly based on your own moral principles can be a good way to get started. It is also good that the whole virtue angle requires you to actually roleplay the quest of the avatar in order to win.
Gameplay
Playing the game is extremely simple as long as you reference your keys as needed and read the manuals (perhaps it is even too simple, with only one type of non-spell attack action and relatively few and uninteresting equipment options). Talking to every NPC you meet is also recommended, as they not only have a lot of advice but also several vital clues that you will need if you plan to complete the game without a walkthrough, as the whole thing is rather obscure about certain aspects of your quest.
The magic system is a mixed bag. You have to gather and mix reagents to cast spells. The reagents must be mixed ahead of time and are consumed. You must also know which reagents to mix. The spell manual that comes with the game explains most of the combinations, but there are some that you must discover on your own within the game, and they are for some of the most potent spells too (such as Resurrect).
On one hand, I like how the game invites you to actually learn its magic system in order to make use of it, with many reagents having consistent qualities that can let you guess what kinds of spells they may be used for. On the other, it can be a bit time-consuming to manually mix these reagents every single time you want to prepare a spell.
However, the thing that really kills the second half of the game is the combat.
The combat is initially a bit simple but functional. You can press one of the arrow keys to move in one of four directions, you can press A followed by a direction to attack in that direction, or you can press C to cast one of your prepared spells.
With such simplicity, combat in the early game doesn’t take very long, especially since as far as I can tell there are less/weaker enemies early on (though there’s enough encounters to make it a bit of a pain still). However, as you gather more companions (and you must have a party of 8 before venturing into the final dungeon and completing the game) combat starts to drag on as you have to manually command each of your eight party members.
It’s especially bad in that one party member in particular (Katrina the Shepherd) is, to put it bluntly, a complete burden on the party as you might expect from a shepherd. She will be missing every single attack against the stronger enemies that populate the late game, and not hitting very hard when she does hit due to the awful weapon selection shepherds get. I wish you did not need to recruit everyone.
This would have been a bit of a pain on its own, but not that bad. No, the real problem is one single spell: Sleep.
A handful of late game enemies (such as gazers, but especially reapers, and balrons) will spam this one spell without mercy, even if your entire party is already sleeping.
This is a spell that can incapacitate multiple characters, potentially half your party or more, for several turns. The Awaken spell is pointless as a counter to it, as it affects a single target and the enemy can spam Sleep every round while you will quickly run out of Awaken even if your spellcasters somehow manage to avoid the sleep themselves.
Your characters do not wake up if they take damage, and there seems to be no limit to how often the enemy can use Sleep.
This is still manageable when fighting only one or two of these enemies in reasonably open ground, but in tight spaces where sleeping characters can block the way for the rest of the party or in dungeons where you face half a dozen or more of these enemies in a single room it can make for an experience that is just painful.
It is not even that this makes the game difficult either, the enemies do very little damage even when they are not spending all their turns casting Sleep over and over again, but it does make some dungeon rooms feel like they exist merely to waste your time.
The single worst offender was this room at the bottom of the Abyss.
10 Balrons that you can’t even reach due to a wall of force (central blue square) in the way. They can Sleep half your party despite this, regardless of where anyone is in the room. I timed it and it literally took me about 20 minutes just to walk everyone east at this one turn. There are other rooms that have this same issue as well.
While there’s annoying things like that, the game is actually extremely easy in terms of combat, at least once you get over the initial hump.
Aesthetics
As noted in the setting section, the game is on the more generic side aesthetically. That said, the simple graphics are at least readable for the most part (magical fields and the like aside) and the unique main quest gives the game a very distinct feel.
Accessibility
Surprisingly high due to its simplicity. Combat is about as mindless as you could ask for in an RPG other than making it completely automatic like Ultima 7 did, and there are not actually that many keys to remember.
However, there are still a couple of things that modern players will have to adapt to. Chief among them are consulting the manuals throughout the game and taking notes.
The game has no quest log to record all the clues the game’s many, many NPCs provide you with. You have to actually write those things down together with things like the mantras for meditating at the shrines, the visions you get as you achieve partial avatarhoods, and etc.
Your knowledge of the virtues will be tested at the very end.
Conclusion
I would not blame anyone for jumping ship once the late game begins, as things become slow and repetitive at that point. However, I believe that this game is worth trying regardless (especially now that it is given out for free).
This is an RPG unlike any other I have seen, demanding its players to not only live up to heroic (and largely secular) moral principles but also encouraging them bring them out of the game and applying them to their lives and become better people.
While its combat can become a bit of a pain later on, the game’s ideas remain interesting at the very least. It is also possible to import one’s Ultima 4 save into Ultima 5, and then from that game to Ultima 6. Both of those games also have rather interesting premises that I will talk about in time.
In the end, I think you should at least try it if you are interested in the history of RPGs. This is the point where Ultima really “gets good” and ditches the nonsense that plagued the early games, though Ultima 7 is still likely a much better starting point for modern players.
The game ends with a call to action. The Quest of the Avatar is a lifelong journey that does not end with the game. You are told to return to your own world and put the virtues you have learned into practice and live as an example to your people, to truly be the avatar.
In the future, other games in the series will challenge and twist these ideals in various ways, but I like the heroic idealism on display here.