mountain hare
Scholar
- Joined
- Apr 18, 2008
- Messages
- 236
I've been a long time fan of the Ultima series. Like most fans, I used to think that that atrocity Ultima Ascension was the game which destroyed the series. But upon playing Ultima 8: Pagan, I've changed my mind.
That's right, I'm going to say it flat out, Ultima 8: Pagan sucks ass. It sucks ass hard, and in some aspects it is inferior to Ultima 9, which I think is just a fucking embarassment for any U8 fans out there. Ultima 7: Serpent Isle was the last truly innovative game in the Ultima series, a shining star before the two gaming holocausts that came after it.
Allow me to explain:
The biggest problem with Ultima 8 is that it's boring. I quickly lost interest in the game several years ago, and hid it away unnoticed till a couple of months ago. Upon rediscovering it, I decided I'd perserve and complete it. Thankfully this wasn't a complete waste of time, since now I'm capable of justifying why it's such a piece of shit, without uptight assholes whining 'That's not an argument, you haven't play the entire game so you can't comment, bla bla bla'.
But let's start on a positive note:
The Good:
I actually thought that Origin was quite innovative in departing from Brittania and placing the Avatar in an alien world, where he's often needed to compromise his virtues in order to return to home. To be honest, I was getting a little tired of Britannia and the Avatar's companions. It's a pity that Ultima Ascension reverted to the same old 'cleanse the shrines, save Britannia, bla bla bla' while conveniently neglecting to mention how the Avatar totally fucked up Pagan in order to return home.
The graphics and sound were actually quite good for their time as well, IMHO, and I never encountered any game stopping bugs, which is perhaps what sets this game apart from that buggy piece of garbage Ultima Ascension.
The Bad:
There were several things which annoyed me about this game but didn't think were game breaking. I quickly got sick of looking at my gimp of a PC, wearing his bucket helmet and clown like costume. I would much rather have had a scantily dressed chick as my PC (think the Empress of Time from Prince of Persia: Warrior Within...) The trapped chests were a total pain in the ass, especially since not one chest in the game held anything which was really worth salvaging. And why were there 'Trap Detection' and 'Trap Destruction' scrolls? I mean, why bother wasting time and money detecting a trap, when you can just go straight ahead and destroy it with Trap Destruction, which is a far more abundant scroll?
I also hated the voice acting. 98% of the game did not have voice acting, so why did they feel it was necessary to have unsubbed and incomprehensible voice acting for the remaining 2%? I had no idea whatsoever what Hydros was saying, and if it wasn't for a walkthrough, would have been stumped about how to proceed.
The Ugly (scroll to the end if you think my rant is too long... I've got a summary):
Boy, where do I start?
Well, as I mentioned earlier, the game is just minding numbingly boring, catatonia inducing boring, aneurism bursting boring. Why is this?
The most obvious culprit is the combat system. The combat system in Ultima 8 is the most unwieldly and dull I have seen in an RPG, ever. It consists of simply rapidly clicking the left mouse button, and hoping to God that eventually one of your hits will connect. Zombies can take 8-9 hits from even the strongest of the non-enchanted weapons, and that's not including the 8 or 9 hits which won't connect. I still find it unbelievable how you can hack away when the enemy is right on top of you, and continue missing while your life blood is draining away. And the block feature just doesn't work.
Moving around is combat is slow. If you want to run from an enemy, there is a huge delay where the Avatar continues moving in his 'combat (slow)' stance for a few seconds, then a couple of seconds where he sheathes his sword, and then finally starts accelarating to break into a full run. This clumsy movement system doesn't just apply to combat though, the camera angle and the shitty navigation mechanisms make it hell to navigate narrow, windy spaces. Especially when running from an enemy.
The 'projectile' weapons are just laughable. Oil flasks and those exploding gems do bugger all damage, a little cross keeps appearing when you attempt to throw them at many areas of the map, and they rarely hit their target when thrown. Death disks are the only missile weapon that come even close to be user friendly, but they are still as weak as piss and scattered few and far between. Ultima has consistently had kick ass missile weapons since Ultima 1, so why did Origin change this?
The enemies in U8 are generic and boring. Zombies, skeletons (which keep reforming despite me killing them with an enchanted weapon, meaning that I have to waste time fighting them again. *sigh*), ghosts which might as well have just have continued on their journey to the afterlife. It's nice to see that they continued the tradition of having the player fight boring enemies in U9.
So to summarise, combat simply involves about a minute of clicky clicky, and praying that you kill the generic guy before he kills you. And it's a totally worthless endeavour, you have nothing to show for it at the end but cuts and bruises. Enemies never have anything of worth, and you never gain any levels.
And I can hear you saying "Yeah, well hare, what about augmenting yourself with spells?"
Good call Schatner, but I'm well ahead of you, as that brings me to the next observation. Despite all the praise rimming fans give the 'imaginative' spell system, I find it to be a huge time waster, and an overall pain in the ass.
For necromancy, you need to have a bag set apart for your spell making. So you hunt through your pack (which is in a total shambles by the way, something which Ultima 9 improved on, thank god) to find the reagants for the spell you need, if you can remember them (or have written them down somewhere, hence wasting more time).
You then drag them to the bag. You then use the key of the caretaker to create the spell. You then use the little icon to cast the spell. Meanwhile, enemies continue hacking at you as you bumble around in your pack like a Down Syndrome sufferer.
Fuck! How the hell is that practical in any sense of the word? By the time you've constructed a 'Grant Peace' spell to blast a skeleton piece of shit into oblivion, your ass is grass. Now I have a new appreciation for Ultima 9's spell system, where you could actually place spells in your quick slots for an instant casting.
And yeah, yeah, you could prepare the spells prior to the encounter, but how would you know which spells you need? 90% of the necromancy spells are friggen useless, and you really have no idea when or if you'll need a grant peace or rock skin spell. I guess you could prepare heaps of each spell prior to an encounter, but I don't want to waste my time with that menial garbage, especially when I probably won't need it. I mean, I'm not friggen clairvoyant.
And don't even get me started on Sorcery. They not only ask you to place the correct coloured candles, but also the reagants. And even when you place the reagants in the correct spot, the game doesn't recognise them as correctly placed. Gee, why didn't they also get you to the draw the pentagram in an MSPaint like program, it would have been just as appropriate, just as exciting, and wasted just as much of my precious time.
And as I mentioned earlier, most of the spells are redundant. Why on earth would you cast Explosion or Flame Bolt in a combat situation? Withstand Death? Summon Daemon? Confusion Blast? Summon Creature? Summon Undead? Aura of Flames? I mean, sure, there are redundant spells in every RPG, including the previous Ultimas, but not this many, and at least you don't have to spend literally minutes of your time preparing and casting them.
The fact that combat is so boring and unrewarding, and spell casting such an utter pain in the ass, resulted in me taking the quick and clean route. Running. The AI in Pagan is retarded beyond belief (that includes the golem, which never goes where I tell it to), and there is nothing I can't beat with my two clown like feet. I only fought in melee with one enemy throughout the whole game, the Master Sorcerer, and it was easy as 'Click click click click click' (I had flame sting by then, which shortened combat time significantly).
But do you know what's the worst thing about the spell-combat aspect? After acquiring a decent weapon, after gaining a full complement of spells, after leveling up and getting a hang of the combat system, you go to encounter the Titans.
"All right, it's time to kick ass in 4 totally cataclysmic battles with 4 demi-gods!" you're silently hoping, although your faith in this shit game has been shaken.
You realize that your blind faith in Origin was foolish. You don't need to fight the Titans. They don't have kickass powers. In fact, you exert more effort reaching them than actually fighting them. All that's required to destroy the Titans is to drain them with their respective blackrock piece.
How anticlimatic is that? No, seriously, that's the worst end boss battle in existence. I've taken dumps which were more exciting, and produced better results, than facing those stuttering morons, and I'm not talking about data dumps. They should have just shown the Titans taking a huge crap and had you scoop it into a Titan sized doggy bag after them, it would have been just as fulfilling.
The characterisations in Ultima 8 are one dimensional and weak, the plot just falls down after 30 minutes of play. The dungeons all look the same, and don't continue any characters or items which make them worth exploring. Every magical weapon is a glowing piece of shit which has no noticable 'special' effect, except for perhaps the Protector and Flame Sting. Pack rats will find this game a grave disappointment, the items in general are garbage.
What also makes my blood boil is that in order to reach Argentrock Isle and Daemon's Cove, you need to stumble around blindly in the Catacombs/Stone Cove with NO guidance whatsoever. Wandering about is bad enough, but when the environment you are wandering about in is generic and stale, it gets tiresome quickly. A map for the Catacombs would have been nice, although a walkthrough sufficed for me. And why the hell do you need to Key of Scion to access those two places? That hardly makes sense.
The jumping also had me gritting my teeth. Why include a jump feature in the game, when you can't access most places within reach anyway? Also, why doesn't the Avatar JUMP WHERE I TELL HIM TO? Is he a fucking retard?! I've lost count of the number of times the Avatar jumped, missed (despite my perfect targeting) and fell into lava or water, meaning I have to endure the excessive reload time. If you're going to include jumping puzzles in the game, the least you could do is ensure that the jump feature is user friendly, right? My stomach literally churned when I was told to make 'The leap of faith' at Argentrock. I don't even trust the Avatar to make a simple jump from two platforms a couple of feet apart, and you want me to jump OFF THE SCREEN?!
It's nice to see that they actually fixed this in Ultima 9, where you can jump everywhere and anywhere with perfect precision. Hell, they fixed it so well, you can jump over the mountains separating Britain and Yew, hence breaking the game plot *clap clap*.
But to summarize my main gripes with this game:
- Boring, repetitive and clumsy combat system.
- User unfriendly movement system.
- Boring generic enemies which yield nothing worthwhile in the way of experience or treasure.
- Boring dungeons which yield nothing in the way of decent treasure.
- Lack of decent projectile weapons.
- Finicky, time consuming and impractical spell system.
- Numerous spells are redundant.
- NPCs in the game lack depth.
- Confrontation with the Titans at the end of the game is anti-climatic.
So I do so boldly assert that the Ultima franchise peaked at U7: Serpent Isle, and took a massive turn for the worse come U8. Ultima 8 was what ensured that when U9 hit the stage and was a complete flop, nobody was really that surprised/
That's right, I'm going to say it flat out, Ultima 8: Pagan sucks ass. It sucks ass hard, and in some aspects it is inferior to Ultima 9, which I think is just a fucking embarassment for any U8 fans out there. Ultima 7: Serpent Isle was the last truly innovative game in the Ultima series, a shining star before the two gaming holocausts that came after it.
Allow me to explain:
The biggest problem with Ultima 8 is that it's boring. I quickly lost interest in the game several years ago, and hid it away unnoticed till a couple of months ago. Upon rediscovering it, I decided I'd perserve and complete it. Thankfully this wasn't a complete waste of time, since now I'm capable of justifying why it's such a piece of shit, without uptight assholes whining 'That's not an argument, you haven't play the entire game so you can't comment, bla bla bla'.
But let's start on a positive note:
The Good:
I actually thought that Origin was quite innovative in departing from Brittania and placing the Avatar in an alien world, where he's often needed to compromise his virtues in order to return to home. To be honest, I was getting a little tired of Britannia and the Avatar's companions. It's a pity that Ultima Ascension reverted to the same old 'cleanse the shrines, save Britannia, bla bla bla' while conveniently neglecting to mention how the Avatar totally fucked up Pagan in order to return home.
The graphics and sound were actually quite good for their time as well, IMHO, and I never encountered any game stopping bugs, which is perhaps what sets this game apart from that buggy piece of garbage Ultima Ascension.
The Bad:
There were several things which annoyed me about this game but didn't think were game breaking. I quickly got sick of looking at my gimp of a PC, wearing his bucket helmet and clown like costume. I would much rather have had a scantily dressed chick as my PC (think the Empress of Time from Prince of Persia: Warrior Within...) The trapped chests were a total pain in the ass, especially since not one chest in the game held anything which was really worth salvaging. And why were there 'Trap Detection' and 'Trap Destruction' scrolls? I mean, why bother wasting time and money detecting a trap, when you can just go straight ahead and destroy it with Trap Destruction, which is a far more abundant scroll?
I also hated the voice acting. 98% of the game did not have voice acting, so why did they feel it was necessary to have unsubbed and incomprehensible voice acting for the remaining 2%? I had no idea whatsoever what Hydros was saying, and if it wasn't for a walkthrough, would have been stumped about how to proceed.
The Ugly (scroll to the end if you think my rant is too long... I've got a summary):
Boy, where do I start?
Well, as I mentioned earlier, the game is just minding numbingly boring, catatonia inducing boring, aneurism bursting boring. Why is this?
The most obvious culprit is the combat system. The combat system in Ultima 8 is the most unwieldly and dull I have seen in an RPG, ever. It consists of simply rapidly clicking the left mouse button, and hoping to God that eventually one of your hits will connect. Zombies can take 8-9 hits from even the strongest of the non-enchanted weapons, and that's not including the 8 or 9 hits which won't connect. I still find it unbelievable how you can hack away when the enemy is right on top of you, and continue missing while your life blood is draining away. And the block feature just doesn't work.
Moving around is combat is slow. If you want to run from an enemy, there is a huge delay where the Avatar continues moving in his 'combat (slow)' stance for a few seconds, then a couple of seconds where he sheathes his sword, and then finally starts accelarating to break into a full run. This clumsy movement system doesn't just apply to combat though, the camera angle and the shitty navigation mechanisms make it hell to navigate narrow, windy spaces. Especially when running from an enemy.
The 'projectile' weapons are just laughable. Oil flasks and those exploding gems do bugger all damage, a little cross keeps appearing when you attempt to throw them at many areas of the map, and they rarely hit their target when thrown. Death disks are the only missile weapon that come even close to be user friendly, but they are still as weak as piss and scattered few and far between. Ultima has consistently had kick ass missile weapons since Ultima 1, so why did Origin change this?
The enemies in U8 are generic and boring. Zombies, skeletons (which keep reforming despite me killing them with an enchanted weapon, meaning that I have to waste time fighting them again. *sigh*), ghosts which might as well have just have continued on their journey to the afterlife. It's nice to see that they continued the tradition of having the player fight boring enemies in U9.
So to summarise, combat simply involves about a minute of clicky clicky, and praying that you kill the generic guy before he kills you. And it's a totally worthless endeavour, you have nothing to show for it at the end but cuts and bruises. Enemies never have anything of worth, and you never gain any levels.
And I can hear you saying "Yeah, well hare, what about augmenting yourself with spells?"
Good call Schatner, but I'm well ahead of you, as that brings me to the next observation. Despite all the praise rimming fans give the 'imaginative' spell system, I find it to be a huge time waster, and an overall pain in the ass.
For necromancy, you need to have a bag set apart for your spell making. So you hunt through your pack (which is in a total shambles by the way, something which Ultima 9 improved on, thank god) to find the reagants for the spell you need, if you can remember them (or have written them down somewhere, hence wasting more time).
You then drag them to the bag. You then use the key of the caretaker to create the spell. You then use the little icon to cast the spell. Meanwhile, enemies continue hacking at you as you bumble around in your pack like a Down Syndrome sufferer.
Fuck! How the hell is that practical in any sense of the word? By the time you've constructed a 'Grant Peace' spell to blast a skeleton piece of shit into oblivion, your ass is grass. Now I have a new appreciation for Ultima 9's spell system, where you could actually place spells in your quick slots for an instant casting.
And yeah, yeah, you could prepare the spells prior to the encounter, but how would you know which spells you need? 90% of the necromancy spells are friggen useless, and you really have no idea when or if you'll need a grant peace or rock skin spell. I guess you could prepare heaps of each spell prior to an encounter, but I don't want to waste my time with that menial garbage, especially when I probably won't need it. I mean, I'm not friggen clairvoyant.
And don't even get me started on Sorcery. They not only ask you to place the correct coloured candles, but also the reagants. And even when you place the reagants in the correct spot, the game doesn't recognise them as correctly placed. Gee, why didn't they also get you to the draw the pentagram in an MSPaint like program, it would have been just as appropriate, just as exciting, and wasted just as much of my precious time.
And as I mentioned earlier, most of the spells are redundant. Why on earth would you cast Explosion or Flame Bolt in a combat situation? Withstand Death? Summon Daemon? Confusion Blast? Summon Creature? Summon Undead? Aura of Flames? I mean, sure, there are redundant spells in every RPG, including the previous Ultimas, but not this many, and at least you don't have to spend literally minutes of your time preparing and casting them.
The fact that combat is so boring and unrewarding, and spell casting such an utter pain in the ass, resulted in me taking the quick and clean route. Running. The AI in Pagan is retarded beyond belief (that includes the golem, which never goes where I tell it to), and there is nothing I can't beat with my two clown like feet. I only fought in melee with one enemy throughout the whole game, the Master Sorcerer, and it was easy as 'Click click click click click' (I had flame sting by then, which shortened combat time significantly).
But do you know what's the worst thing about the spell-combat aspect? After acquiring a decent weapon, after gaining a full complement of spells, after leveling up and getting a hang of the combat system, you go to encounter the Titans.
"All right, it's time to kick ass in 4 totally cataclysmic battles with 4 demi-gods!" you're silently hoping, although your faith in this shit game has been shaken.
You realize that your blind faith in Origin was foolish. You don't need to fight the Titans. They don't have kickass powers. In fact, you exert more effort reaching them than actually fighting them. All that's required to destroy the Titans is to drain them with their respective blackrock piece.
How anticlimatic is that? No, seriously, that's the worst end boss battle in existence. I've taken dumps which were more exciting, and produced better results, than facing those stuttering morons, and I'm not talking about data dumps. They should have just shown the Titans taking a huge crap and had you scoop it into a Titan sized doggy bag after them, it would have been just as fulfilling.
The characterisations in Ultima 8 are one dimensional and weak, the plot just falls down after 30 minutes of play. The dungeons all look the same, and don't continue any characters or items which make them worth exploring. Every magical weapon is a glowing piece of shit which has no noticable 'special' effect, except for perhaps the Protector and Flame Sting. Pack rats will find this game a grave disappointment, the items in general are garbage.
What also makes my blood boil is that in order to reach Argentrock Isle and Daemon's Cove, you need to stumble around blindly in the Catacombs/Stone Cove with NO guidance whatsoever. Wandering about is bad enough, but when the environment you are wandering about in is generic and stale, it gets tiresome quickly. A map for the Catacombs would have been nice, although a walkthrough sufficed for me. And why the hell do you need to Key of Scion to access those two places? That hardly makes sense.
The jumping also had me gritting my teeth. Why include a jump feature in the game, when you can't access most places within reach anyway? Also, why doesn't the Avatar JUMP WHERE I TELL HIM TO? Is he a fucking retard?! I've lost count of the number of times the Avatar jumped, missed (despite my perfect targeting) and fell into lava or water, meaning I have to endure the excessive reload time. If you're going to include jumping puzzles in the game, the least you could do is ensure that the jump feature is user friendly, right? My stomach literally churned when I was told to make 'The leap of faith' at Argentrock. I don't even trust the Avatar to make a simple jump from two platforms a couple of feet apart, and you want me to jump OFF THE SCREEN?!
It's nice to see that they actually fixed this in Ultima 9, where you can jump everywhere and anywhere with perfect precision. Hell, they fixed it so well, you can jump over the mountains separating Britain and Yew, hence breaking the game plot *clap clap*.
But to summarize my main gripes with this game:
- Boring, repetitive and clumsy combat system.
- User unfriendly movement system.
- Boring generic enemies which yield nothing worthwhile in the way of experience or treasure.
- Boring dungeons which yield nothing in the way of decent treasure.
- Lack of decent projectile weapons.
- Finicky, time consuming and impractical spell system.
- Numerous spells are redundant.
- NPCs in the game lack depth.
- Confrontation with the Titans at the end of the game is anti-climatic.
So I do so boldly assert that the Ultima franchise peaked at U7: Serpent Isle, and took a massive turn for the worse come U8. Ultima 8 was what ensured that when U9 hit the stage and was a complete flop, nobody was really that surprised/