KeighnMcDeath
RPG Codex Boomer
- Joined
- Nov 23, 2016
- Messages
- 15,422
Eh? Whatcha mean in SI?
The monks just bring you back to life right where you died. I died like 3 times in the Knight's Test dungeon but it didn't even matter. I'd just resume the fight right where I left off with full health.Eh? Whatcha mean in SI?
EA started getting its claws deep into Ultima during SI. So, expect a bit of a decline. However, the more linear path of the adventure means that the storyline is better. Just don't expect the random craziness that you get in BG like baking bread, making bandages from thread, etc.The monks just bring you back to life right where you died. I died like 3 times in the Knight's Test dungeon but it didn't even matter. I'd just resume the fight right where I left off with full health.Eh? Whatcha mean in SI?
That video showed me that there's no real point in playing any version other than DOS, patched to include the music. Even xu4 makes you use ugly-sounding MIDI music with no option to change the soundfont as you can in DOSBox Staging.Pity in some versions it disappears after 1 use.
You only get that if you try to sequence break. I don't recall that kind of thing ever being a problem when you are actually trying to follow the clues given to you instead of trying to shortcut it with prior knowledge... Then again, haven't played it in a very long time, so I may not forgotten things. I actually played BG more than SI as I liked the open world feel of BG.Serpent Isle feels so constrained by its keyword system. Its implementation is even worse than Black Gate's. I'm not even halfway through the game and there have already been so many times where I wanted to ask somebody about a particular topic, but I've just been unable to. I wanted to ask Mosh and Columna about the magic comb, but you can't without asking specific characters at specific times in the story. I wanted to offer the blood moss I collected to the Moonshade apothecary, but you can't until you talk to the provisioner and discover that he's Erstam's son, and then ask him about Erstam, at which point he will offer to give a password in exchange for the blood moss. I wanted to ask Stefano about the stockings he stole, or Columna's plans to kill him, but I couldn't. I wanted to ask any of the mages about where to find the serpent teeth, but I couldn't. This game isn't linear in a good way, where your goal and direction is always clear. Instead, you're dropped into a big map (to generate the illusion of non-linearity), but you have to go through such a specific chain of actions which are so unclear that the game is practically unplayable without consorting the cluebook or a walkthrough. I honestly don't see how Ultima 8 could be worse than this. The decline is fucking real.
The charm of Ultima is that there is NO apocalypse timer. You get to explore the open world as much as you want, as long as you want. Stop trying to make everything into that fucking decline that is Bloatfinder: BugmakerAre you using Exult for SI + TSS? Yeah, SI seems even more rigid in structure for when and what you can do. Just toss open world out the window. I haven't messed with it in ages though and never properly finishing the avatar saga first before this saga made me just sort of check out the engine and then shrug. 1/2 assed attempts by me. I get far more engrossed in the Age of Darkness and those games are just too damn simple.
Again, I would have loved a proper redone reboot of the series with many modern features.
I really think a countdown timer option would be keen before each games apocalypse endings and/or join the dark side. I guess that scope was/is too complex for Ultima.
Note that I'm currently on my first playthrough of SI, and any sequence breaking is unintentional. But even then, the previous Ultima games let you utilize prior knowledge all the time, and that was one of my favorite parts. I loved being able to carry over your knowledge of the mantras from 4 into 5 and 6. Those games even reward you for it. Characters will act impressed if you already know the mantras - there's a part in U6 where you can give someone a mantra for some gold. In Serpent Isle, you're going to read Erstam's memoirs before you even start playing. So before I even began, I knew that Erstam had the serpent's jaw. Yet I'm incapable of asking him about it - I have to ask him about teleportation, then ask his servant about teleportation, before I have the option of bringing up the jaw to Erstam. So why'd I even read the damn manual if me and my character aren't working with the same knowledge? Is this guy really my "avatar" if he doesn't know shit that I do?You only get that if you try to sequence break. I don't recall that kind of thing ever being a problem when you are actually trying to follow the clues given to you instead of trying to shortcut it with prior knowledge..
Playing through SI (the Serpent Isle Fixes version) as we speak so I can comment on this. Three witches are trying to end the world and are working for the Guardian - the Avatar doesn't have to be nice. That quote in the picture is right before they try to murder him.Why did they give the Avatar dialogue in this game? They did that in the Underworld games, but there, the Avatar's dialogue options were eloquent, articulate, and intelligent. Here he's a fucking clown.
U7 was when Garriot turned to the dark side. The relativism of U6 was the canary in the coal mine.Playing through SI (the Serpent Isle Fixes version) as we speak so I can comment on this. Three witches are trying to end the world and are working for the Guardian - the Avatar doesn't have to be nice. That quote in the picture is right before they try to murder him.Why did they give the Avatar dialogue in this game? They did that in the Underworld games, but there, the Avatar's dialogue options were eloquent, articulate, and intelligent. Here he's a fucking clown.
I did notice - most of the dialog in the Silver Seed was harsh, and fairly insulting towards the player. Not sure who wrote it, but it all had an angry tone which doesn't fit the overall narrative of U7 or SI. In a lot of ways, SI was a dark game, but having to click through dozens of lines that all say "I can't believe you don't know this already" and "Thou must be a fool to not know" is not fun. The dark monks do it, the commander does it, and the fiend does it. Ok, we get it. Stop already, but unfortunately there is no way to advance the story without clicking on these messages.
You know I have been thinking about something similar while playing SI. I show up in Monitor, I kill tattoo gal, knights test guy, innkeeper (about 20% of the town). Then I complete quests for and save a ton of people in Fawn, Sleeping Bull and Monitor - 90% of whom will be dead soon. Then i go to Moonshade and kill Rotoluncia, make a gal ugly, save a bunch of people who my companions kill, then I'm off back to other parts.The Guardian is his conscience and the writing is his rationalization for ignoring it.