Posted June 12, 2015
Okay, so I've had this morbid curiosity about Ultima IX ever since watching SpoonyOne's review of the game: is it only awful from the perspective of a longtime fan who would take offense to all of the story incongruity with the previous games (BETRAYAL!) or is it also an objectively terrible game when standing up on its own two legs? I can definitely understand hating the game as a finale, but Ultima IX was clearly designed with the first-time Ultima player in mind (WHAT'S A PALADIN?!). So since I'm relatively new to the series (I've only played a small chunk of Ultima 7 and a handful of hours of Ultima IV), I figure I'll play through Ultima IX before I go the distance with any of the others, and record my thoughts in this thread after each play session, whenever I find myself in the mood for a break from Eldevin (my current MMORPG addiction) or The Witcher 2 (which I may need a break from now and then because of how hard it kicks your butt when you make a mistake in combat).
I had a devil of a time trying to get the game to run properly on my Windows 8.1 machine, as although the game seems to play without any real hiccups, it initially would not display special effects such as fire, moongates, or magic spells being hurled at the Avatar's face. Now that I've worked that out, I can at least offer thoughts on the tutorial and on the control scheme.
Barring the obvious objection that it makes no sense for the Avatar to have returned home before going to Britannia and lost all powers/equipment since the previous game, I found this first segment relatively inoffensive. My main gripes are that this section throws gold and arrows and a few weapons at you and then takes them all away the moment you arrive in Britannia. Given the plotholey nature of this segment and the fact that you lose all your stuff, I can't help but think it would have been better treated as a dream sequence rather than an actual transition from Realityland to Britannia; this would have allowed the game to explain away the oddities of the training sequence, and the only thing that would have been lost is the ominous realization that creatures from Britannia have been leaking out into the real-world park next to the Avatar's house.
Side note: this game has a really nice look/feel, counting both the HUD elements, book-reading effect, and graphics/scenery. While the game has clearly aged like nobody's business, it's also still pretty nice to look at.
The controls are wonky as hell, though; this game very obviously predates modern conventions of how a keyboard-based control setup should be arranged, with a bunch of necessary buttons all scattered around the keyboard. I'm considering busting out my SplitFish controller and using Xpadder or something to arrange a custom layout for more comfortable movement and environment traversal (fortunately the game doesn't use THAT many buttons; they're just organized in a really wacky way all across the keyboard with Tab for switching to combat stance, arrow keys for movement (no WASD), shift/capslock for running, C for climbing, J for using your journal, Q for freeing up the mouse cursor to do stuff... yeah, it's about as intuitive and ergonomic as a boot to the head.
I don't have time tonight to dive headfirst into Stonegate, so I'll end this here. Whether I end up liking it or hating it, though, it's already a really interesting game to analyze and critique. A real gem of gaming history, albeit probably of the kind the developers would like to forget about.
I had a devil of a time trying to get the game to run properly on my Windows 8.1 machine, as although the game seems to play without any real hiccups, it initially would not display special effects such as fire, moongates, or magic spells being hurled at the Avatar's face. Now that I've worked that out, I can at least offer thoughts on the tutorial and on the control scheme.
Barring the obvious objection that it makes no sense for the Avatar to have returned home before going to Britannia and lost all powers/equipment since the previous game, I found this first segment relatively inoffensive. My main gripes are that this section throws gold and arrows and a few weapons at you and then takes them all away the moment you arrive in Britannia. Given the plotholey nature of this segment and the fact that you lose all your stuff, I can't help but think it would have been better treated as a dream sequence rather than an actual transition from Realityland to Britannia; this would have allowed the game to explain away the oddities of the training sequence, and the only thing that would have been lost is the ominous realization that creatures from Britannia have been leaking out into the real-world park next to the Avatar's house.
Side note: this game has a really nice look/feel, counting both the HUD elements, book-reading effect, and graphics/scenery. While the game has clearly aged like nobody's business, it's also still pretty nice to look at.
The controls are wonky as hell, though; this game very obviously predates modern conventions of how a keyboard-based control setup should be arranged, with a bunch of necessary buttons all scattered around the keyboard. I'm considering busting out my SplitFish controller and using Xpadder or something to arrange a custom layout for more comfortable movement and environment traversal (fortunately the game doesn't use THAT many buttons; they're just organized in a really wacky way all across the keyboard with Tab for switching to combat stance, arrow keys for movement (no WASD), shift/capslock for running, C for climbing, J for using your journal, Q for freeing up the mouse cursor to do stuff... yeah, it's about as intuitive and ergonomic as a boot to the head.
I don't have time tonight to dive headfirst into Stonegate, so I'll end this here. Whether I end up liking it or hating it, though, it's already a really interesting game to analyze and critique. A real gem of gaming history, albeit probably of the kind the developers would like to forget about.