Ultima II: The Revenge of the Enchantress

Ultima II: The Revenge of the Enchantress

released on Aug 24, 1982

Ultima II: The Revenge of the Enchantress

released on Aug 24, 1982

After obtaining aid from the lords of the realm in Ultima I, your character travels back in time, locates the mad wizard Mondain, slays him, and ends his reign of terror. In Ultima II: Revenge of the Enchantress, Mondain's protégé, Minax, who studied the mad wizard's teachings and writings, returns to wreak vengeance on the person who slew her teacher and lover -- you. And, instead of waiting for you to return to her native land of Sosaria, she wreaks havoc on your own Earth. Throughout Ultima II: Revenge of the Enchantress, your quest is quite different in scope from its predecessor. Earth is turned into a half-modern, half-fantasy world by the forces of magic and, as a result, things are much stranger than one might expect. As explained in the introduction, your tasks in the game are to "Battle strange creatures across the face of the Earth, search for clues in careless words spoken at the local pub, traverse deep, dark, deadly dungeons and tall, terrifying towers...and conquer Time itself to battle Minax the Enchantress."


Also in series

Ultima IV: Quest of the Avatar
Ultima IV: Quest of the Avatar
Ultima: Escape from Mt. Drash
Ultima: Escape from Mt. Drash
Ultima III: Exodus
Ultima III: Exodus
Ultima
Ultima
Akalabeth: World of Doom
Akalabeth: World of Doom

Released on

Genres

RPG


More Info on IGDB


Reviews View More

A year later and Garriott basically just released the same game again. It's bigger, and duller, and possibly more frustrating at the start, with uneven progression as you approach the mid and late game. On top of that, the story and the world gets even dumber.

Eugh, no. If "Ultima 1" offered some semblances of questing and dungeon crawling to serve as a diversion, Ultima II doesn't even give you the courtesy of a goal. It is deservingly the black sheep of the franchise.

Richard Garriott was a bit too inspired by the film Time Bandits, and he placed the setting in our own planet Earth where you can travel through different time periods utilising time gates(think of them as predecessors to moon gates), to hop from one time frame to the next, including pangea time, medieval time, modern time, post-apocalyptic time, and a time-beyond-time which contains the stronghold of Minax the Enchantress, a disciple of Mondain from the first game and this game's antagonist. The time gates mechanic could have easily made for a game that's interesting at least as a framework, but the core gameplay of Ultima 1 has been additionally tampered with to make a depressing experience.

Now, here are all the things the game does wrong:
1. Grinding is not rewarding. The enemy dodge mechanics are way too good for what they represent at the lowest character level, and you'll waste a lot of time missing your shots at enemies. Upon beating them too, their drop of experience and loot is quite miniscule, and the entire game boils down to hacking enemies in the overworld to gain gold, items, and experience.
2. The dungeons are made obsolete. Any item you could possibly get from the dungeons is transfered to random overworld drops, and there are no quests that demand diving into dungeons anymore. Even as archaic as they were in "Ultima 1" and "Akalabeth", they were certainly the most interesting part of the game, but in here they were demoted to an optional quest that any player with common sense skips entirely.
3. Over-reliance on one-use-only items. There are many random drops that the game specifically demands you build a stock of for many sequences, including depletable keys(you'd need a stock of at least 50), magical time-stopping coins which are necessary to get past the final stretch of enemies, exotic items that allow you to travel through space in a rocket(yes, that's still a thing), and a whole slew of little, critical items you just can't get enough of.
4. Lack of NPC communication. The NPCs rarely dispense you hints that are revelant or clue you in to story details, and nevermind that the world is uncreatively populated by depraved stock characters that utter one-liners long before Skyrim turned it into a meme. When you're walking into the world, you don't get the sense you're talking to characters rather than visiting a post-apocalyptic world of cardboard cut-outs. The universe in Ultima II feels empty and dead.

"Ultima II" is like a fascinating, but nauseating fever dream that is the product of what teenage fantasy and high hormones would make as an awkwardly diced-up program, which you can either consider a true purveyor of punk ideals, or an incoherent mess of adolescent world views: The game is rife with pop-cultural references of the zeitgeist, from cameos by various pop stars to the corny Cold War subjects and the villification of the Soviets. Fortunately, from this nadir Ultima would be going on a steady climb of high points where every game would be better than the last, at least to "Ultima VIII". The lore of Ultima really only begins at the 3rd game and playability at 4th, but this one is best left under a drawer in Richard Garriott's bedroom and we'd best forget this confusing mess of a game that wasn't sure what it wanted to be does not necessitate an Ultima marathoner's playthrough. Ideally someone could take Ultima II's plot frame, and tailor it to the much more fairer mechanics of Ultima IV or V.

Folks, I really need you to understand this. I marked what was going to be a “I’ll just watch a let’s play of this because it’s not available anywhere else” game as “abandoned.” This is the worst game I never played

Boring and feels unfinished.

The first 3 ultimas are rough, but ultima 2 is honestly not worth playing. Extremely rough, extremely ugly, even compared to 1.