Ultima IV: Quest of the Avatar

Ultima IV: Quest of the Avatar

released on Nov 01, 1985
by FCI

Ultima IV: Quest of the Avatar

released on Nov 01, 1985
by FCI

Following the defeat of the evil triad in the previous three Ultima games, the world of Sosaria changed beyond recognition: continents rose and sank, and new cities were built, heralding the advent of a different civilization. Unified by the reign of the benevolent monarch Lord British, the new world was renamed Britannia. Lord British wished to base people's well-being on the ethical principles of Truth, Love, and Courage, proclaiming the Eight Virtues (Honesty, Compassion, Valor, Justice, Sacrifice, Honor, Spirituality, and Humility) as the ideal everyone should strive for. The person who could accomplish full understanding and realization of these virtues would serve as a spiritual leader and a moral example for the inhabitants of Britannia; he alone would be able to obtain holy artifacts, descend into the Stygian Abyss, and access the Codex of Ultimate Wisdom. This person is the Avatar. The fourth game in the Ultima series features an improved game engine, with color graphics and enhanced character interaction: the player can have conversations with non-playable characters by typing names of various topics. However, the main difference between Ultima IV and its predecessors in the series (as well as other role-playing games) lies in the game's objectives and the ways to fulfill them. Instead of building up a character by any means possible in order to face a villain in the end of the game, in Ultima IV the player is trying to become the Avatar, a role model for people. This means upholding the Eight Virtues, basically trying to become a better person. Making morally conscious decisions and helping other people is not done expecting a material reward, but because it is the actual goal of the game and the main focus of its gameplay. The game frowns on behavior typical of most other RPGs, such as backstabbing fleeing enemies or picking up everything that isn't nailed down even if it does not belong to the protagonist. This different approach established the game's reputation as the first "true" Ultima, influencing the design philosophy of later installments and the overall spirit of the series. Character creation is done by choosing responses to morally ambiguous questions. Each of the Eight Virtues corresponds to a character class; by determining the player's personal priorities in the virtues, the game assigns a class and a starting location for the Avatar. After emerging in Britannia, the player is free to explore it in various ways (on foot, moongate teleportation, on horseback, by ship, etc.). Certain items must be collected in any order to enter the Stygian Abyss and complete the game. The Avatar also has to reach the highest level in all virtues. This is achieved by various means: donating blood increases Sacrifice, not fleeing from combat increases Valor, etc. The process, however, is not irreversible: should the Avatar overpay a blind seller, he gains Compassion points; should he, on the other hand, cheat the seller by underpaying, his level in several virtues would decrease. These unorthodox features of the game co-exist with plenty of traditional RPG elements, such as dungeons to explore and hostile monsters to kill. Enemies are encountered on the world map as well as in dungeons; combat takes place on separate top-down screens, allowing player-controlled and enemy parties freely move on them. Characters accumulate experience points and level up, gaining higher amount of hit points and access to stronger magic spells. Like in the previous installments of the series, world map, town exploration and combat are presented from a top-down view, while the dungeons are pseudo-3D and are explored from first-person perspective. Ultima IV also introduces several new gameplay features to the series and role-playing games in general. A number of initially non-playable characters living in various areas of the game world are able to to join the party and fight alongside the hero, replacing traditional player-generated characters or mercenaries and adventurers available only in special locations. Additional new elements include buying and combining reagents in order to cast spells, puzzle rooms in dungeons, and others. The FM Towns version, while identical to the others in gameplay, introduces upgraded graphics similar to those used in next installment of the series.


Reviews View More

The Blowhard's Ambition is Still Pretty Good

Almost Perfect. Also one of the only Sealed games I own. I respect this game for it's influence on the franchise and the medium of RPGs as a whole, this is the game that crafts the Ultima formula, set standards for what an RPG should be and the first RPG of this era to really "immerse" me. A must play.

It gets plaudits for recognizing how tiresome saving the world from the big bad evil can get and sending you on an open-ended quest of self improvement instead. These additional game systems of attribute and reputation management, as well as the character creation questions would obviously be hugely influential on future games. Beyond that, it's still the same Ultima formula from the first three games with some of the same warts carrying over. It was definitely the most refined game in the series at its release, but I think the exploration and combat were more tedious than adventurous.

Breathtakingly ambitious and essentially took wargames and made them actual legendary stories...all comes back to this series and until BG3 I rated this the greatest for how it changed gaming completely

It's a bit harder to player nowadays due to the text parser and our short attention spans. The game requires having maps and taking notes so everything makes sense. Reading the manual is also a must. What is here is an amazing world full of life (as much as it was possible to have in a 1985 hardware) and with more focus on the player choices, such as giving money to a beggar or stealing from a blind shop keeper. Ultima IV is far ahead of everything from its time, but it's better appreciated if you put yourself in the shoes of someone in 1985 or play the Master System version with some quality of life features added in.

I played this on NES, and it had better artwork than the original. Intro'ed me to the open world RPG, damage caps were frustrating.