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We craved the day when that would change; when a company like Origin would announce Ultima Overworld to go along with its beloved, dungeon-exploring Underworld brand. This makes some sense. They were popular, but rolled out on a production line, featuring top-down worlds, menu-based combat and very similar graphics—despite whether the world was fantasy or, as with Buck Rogers: Matrix Cubed, 25th century sci-fi.

Still, the series was better received than many of the spin-offs that SSI published, like the side-scrolling Heroes of the Lance and its instant deathtraps.

The source material was much better picked through for ideas, rather than full conversions. Gold Box games were popular, but quickly outstayed their welcome and are now best remembered as a thing of their time, while most others around them are best forgotten.

Tabletop RPGs were taking a lot of flak from the moral minority at this point, up to and including being accused of promoting Satanism magic, demons, all that good stuff.

PC RPGs were no different. Fed up with this, or so the story goes, Garriott decided to make Ultima IV about something unquestionably positive—the quest to become a better person. This meant, for instance, not murdering peaceful creatures for their XP, or paying for goods with stolen gold.

This put Ultima on a fascinating path. Each new game not only offered a new engine, often stretching the limits of current PC power, but set about trying to tell a story that mattered.

If you do not compassionately give half your income to charity, then you lose all of it. Ultima VI is arguably the cleverest of the set.



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