newtmonkey
Arcane
Ultima: Exodus (NES)
I spent a couple hours last night making my party (Dwarf Fighter, Elf Lark, Elf Thief, Bobbit Cleric), exploring, gathering information, and upgrading my equipment. I've purposely avoided leveling up as staying at level one ensures that overworld encounters will be limited to the easiest of enemies, which can all be killed for 0 MP with the Repel/Undead spells. This is the quickest way to make money early on outside of stealing or exploring dungeons, as a single combat can only give you a single treasure chest, which can only contain a maximum of 99 gold coins regardless of enemy level/difficulty.
So far, I'd rank it above Ultima: Quest of the Avatar in terms of how close of a port it is to the original computer versions. Of course, Exodus is a much simpler game than QotA, so less stuff had to be removed to make it playable on a gamepad.
It's really interesting to see how clearly influenced Garriott was by Wizardry in designing Exodus, even down to a party selected from a registry of characters who can be permanently killed. The only thing stopping it from being a total blobber is the top-down "tactical" combat and the fact that the overworld and towns are explored from a third-person perspective; since exploration is step-based, a fun project might be to turn Exodus into a full blobber (maybe something to do when I retire!).
I spent a couple hours last night making my party (Dwarf Fighter, Elf Lark, Elf Thief, Bobbit Cleric), exploring, gathering information, and upgrading my equipment. I've purposely avoided leveling up as staying at level one ensures that overworld encounters will be limited to the easiest of enemies, which can all be killed for 0 MP with the Repel/Undead spells. This is the quickest way to make money early on outside of stealing or exploring dungeons, as a single combat can only give you a single treasure chest, which can only contain a maximum of 99 gold coins regardless of enemy level/difficulty.
So far, I'd rank it above Ultima: Quest of the Avatar in terms of how close of a port it is to the original computer versions. Of course, Exodus is a much simpler game than QotA, so less stuff had to be removed to make it playable on a gamepad.
It's really interesting to see how clearly influenced Garriott was by Wizardry in designing Exodus, even down to a party selected from a registry of characters who can be permanently killed. The only thing stopping it from being a total blobber is the top-down "tactical" combat and the fact that the overworld and towns are explored from a third-person perspective; since exploration is step-based, a fun project might be to turn Exodus into a full blobber (maybe something to do when I retire!).