After
a PC RPG legacy that has spanned almost twenty years, much longer if
you count the online offshoots, the Ultima series finally comes to an
end. Yes it’s true, Ultima: Ascension is the very last single
player Ultima game that Origin intends to release. This sad revelation
is even further reinforced when you consider that the creator behind
the series, Richard Garriott has left Origin to pursue other projects.
As if things couldn’t get worse, the final Ultima is plagued
with bugs and performance issues that threaten to ruin an otherwise
great game.
The game opens with a
well-directed intro involving giant black columns that erupt from the
ground. The Guardian, the always-faithful antagonist is up to his old
schemes again, planning to destroy Britannia. The columns have somehow corrupted the shrines of virtue,
causing all of Britannia’s inhabitants to act strangely. Compassion is replaced by selfishness and honor is replaced by
shame. As if to add
insult to injury, the columns are also interfering with the moon
gates, magic use, and they’re affecting the orbit of the two moons
above Britannia. What’s
Lord British, the king of Britannia, to do when things look so glum? Call
upon the Avatar of course. After
the player is granted control of the Avatar, you must get dressed
(literally), get equipped, travel to Britannia via a moon gate,
restore the shrines of virtue, and defeat the Guardian once and for
all.
The graphics can be
described in a single word: awesome. Walking around Britannia
you can make out small children playing in the center square, a street
sweeper calmly cleaning the walkways, guards parading around their
posts, and other activity. Origin
also added other environmental details such as fog floating around
cemeteries, time passage (with a setting sun and rising moon) and
rainstorms that begin with the buildup of clouds in the sky. Unfortunately,
these effects come at a cost, as it seems that this title is heavily
optimized for Glide based 3D accelerators. Running
on relatively newer D3D hardware, such as a GeForce, is an exercise in
frustration. Ultima: Ascension runs extremely choppy with D3D and,
even with Glide, it can be similar to a slide show at times. One
can’t help but wonder if a few more months were spent optimizing the
3D engine, the game would run much better with any D3D and Glide
hardware. Alas, this is only the first sign that this game was
hurried.
Control
in this game seems to teeter along a fence between greatness and pure
sloppiness. The interface in which you control your inventory and
spells is quite nice. You have a tool belt that is basically a
shortcut system to objects in your inventory. Each tool belt slot corresponds with one of the function keys
-- an ingenious design. Spells
can be placed in your tool belt too.
Instead of opening the spell book every time you want to toss a
fireball, you can place it in your tool belt for easy spell casting. Of course in the big world of Britannia, you’re expected to
get in a few sword battles. This is where the controls take a
nosedive. Ultima:
Ascension was designed for exploration and problem solving, but
there is a ton of fighting in this game. Unfortunately, the control
scheme doesn’t make hand-to-hand combat very easy. Control is
so stiff that more often than not, battles consist of you standing
next to your enemy throwing blows while he/she’s doing the same. If
you try to move or run you’ll most likely get stuck on something
only to be an easy target for your enemy. This
is a serious oversight as the controls are very good for exploring but
absolutely atrocious for fighting. If they just added a second, more
efficient fighting control scheme things would be better.
Unfortunately, they don’t even give the option to customize the
current control scheme.
There isn’t much to
complain about in the sound and music department. The
music generally has a depressive tone when you enter a town that has
been corrupted, but after the local shrine is cleansed the music picks
up and is lively and joyous. The music is also dynamic to the
situation as more tense, “fighting” music comes up when an enemy
spots you and attacks. The
sound effects are unremarkable although, much like the graphics, the
difference is in the details. Walk
next to a talking couple and you can actually hear the discussion.
Walking next to guards will usually warrant a shout of “Hello
Avatar!” Birds and
people whistling near a rocky canyon will have a noticeable echo to
them. One thing to note
is that the voice acting is quite good compared to other similar
titles. Unlike games such as Omikron, the actors do a fine job
of portraying the characters and don’t sound like they’re reading
a script.
Ultima:
Ascension seems to be a mixed bag between good and bad. That’s
quite possibly the best way to describe this title really. It’s pretty close to being one of the most ambitious titles
to come out in years but it has some serious flaws that keep it from
achieving excellence. This
title is a joy to play when you’re not falling through floors,
getting stuck inside rocks, dying because the control is inadequate,
and squinting because the frame rate drops below 10. One
can’t help but wonder if this could have been a candidate for
“game of the year” if it wasn’t so loaded with bugs and flaws.
If only Electronic Arts and Origin had spent a few more months
spit-shining this game, they could have had a real winner. However,
even with the most recent patch (v1.18), this game still comes with a
wide assortment of flaws. Only the most patient players as well as
long-standing Ultima fans should play Ultima: Ascension. If
you’re new to the Ultima series then perhaps this isn’t the ideal
title to begin with. This last adventure just might turn you off from
the previous games. If you do find the courage to play this game, I
only have one tip for you. Save
and save often. There’s just no telling when the game might crash,
run into a plot line error or somehow get the Avatar stuck inside an
object.
System Requirements:
MINIMUM:
Windows 95
or 98, 266 MHz or faster Intel Pentium II
processor, 64 MB RAM, 8x CD-ROM drive
(1200K/second transfer rate) using 32-bit Windows 95/98 CD-ROM driver,
8 MB 3D graphics Accelerator with DirectDraw and Direct 3D or Glide
compatible driver, 640 x 480 screen resolution, DirectX 7 compatible
sound card, 600 MB free hard disk space, plus space for saved games
(additional space required for DirectX 7 installation), Keyboard,
mouse
RECOMMENDED:
400 MHz or faster Pentium II processor, 128
MB RAM, 1 GB free hard disk space plus space for saved games, 16 MB 3D
graphics accelerator using the Voodoo3 chipset, DirectX 7 compatible
sound card with EAX and DirecSound3D support.
Reviewer's System:
Celeron 450A MHz processor, 128
MB RAM, Canopus Spectra TNT, Voodoo2 SLI, Sound
Blaster Live! Value sound card.
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