Melan
Arcane
Great:
Ultima VII: The Black Gate: The beginning town investigation is well realised, and provides good hooks for followup arcs. This is notable because a bunch of Ultimas (including Worlds of Ultima) start on an unassuming note, and only reveal themselves over a lot of play. As tutorials go, this is a good one.
Ultima Underworld: Level one is a memorable combination of abandoned dungeon sections, faction lairs, secrets, water areas and great heights. It has a little bit of everything that makes UW so interesting.
Grimoire: Heralds of the Winged Exemplar: The starting area has a good wilderness segment and two excellent dungeons (Aquavia is a brilliant combination of newbie puzzles, combat and exploration), culminating in a boss fight and a brigand gang to weed out the week. After that, you arrive in town and the game starts to branch out.
Morrowind: It does the whole "dropped into a strange world, now do whatever" in an elegant way. There is a lot to do right from the start and a lot of places to go to. Caius Cosades? He can wait.
Not-so-great:
Fallout 2: A stupid test that has no bearing on the rest of the game, and doesn't even feel like part of a post-apocalyptic adventure. It is doable, but it is a chore.
System Shock 2: I like the game. The beginning area is rather underwhelming.
Arx Fatalis: The same. Interesting to compare it to UW1's magnificence. Which brings us to...
Ultima Underworld 2: This game is a colossal bore at the start. You wander around the none-too-interesting Castle Britannia, and then descend into a baddish intro dungeon that has very little of the organic 3D landscapes and complexity of the first game. It is not just a meh start, it is a roadblock.
The Legend of Grimrock 2: The starting coastal section is fairly meh, and doesn't draw me into the action. It lacks the survival feel and iconic environment of the first installment.
Ultima VII: The Black Gate: The beginning town investigation is well realised, and provides good hooks for followup arcs. This is notable because a bunch of Ultimas (including Worlds of Ultima) start on an unassuming note, and only reveal themselves over a lot of play. As tutorials go, this is a good one.
Ultima Underworld: Level one is a memorable combination of abandoned dungeon sections, faction lairs, secrets, water areas and great heights. It has a little bit of everything that makes UW so interesting.
Grimoire: Heralds of the Winged Exemplar: The starting area has a good wilderness segment and two excellent dungeons (Aquavia is a brilliant combination of newbie puzzles, combat and exploration), culminating in a boss fight and a brigand gang to weed out the week. After that, you arrive in town and the game starts to branch out.
Morrowind: It does the whole "dropped into a strange world, now do whatever" in an elegant way. There is a lot to do right from the start and a lot of places to go to. Caius Cosades? He can wait.
Not-so-great:
Fallout 2: A stupid test that has no bearing on the rest of the game, and doesn't even feel like part of a post-apocalyptic adventure. It is doable, but it is a chore.
System Shock 2: I like the game. The beginning area is rather underwhelming.
Arx Fatalis: The same. Interesting to compare it to UW1's magnificence. Which brings us to...
Ultima Underworld 2: This game is a colossal bore at the start. You wander around the none-too-interesting Castle Britannia, and then descend into a baddish intro dungeon that has very little of the organic 3D landscapes and complexity of the first game. It is not just a meh start, it is a roadblock.
The Legend of Grimrock 2: The starting coastal section is fairly meh, and doesn't draw me into the action. It lacks the survival feel and iconic environment of the first installment.