Hello all! I've just now gotten a chance to read through the last few pages, in particular I enjoyed reading
blakdeth 's final impressions and the conversation about how U7 kind of "fits" in the context of gaming as a whole nowadays, when you factor in both its strengths and its weaknesses.
For instance - in a modern era where vast, AAA RPG productions like The Witcher 3 exist, does Ultima 7 still serve a unique function? Or is it essentially just a historical piece? Especially factoring in some of its issues in terms of combat and party mechanics, which admittedly aren't great and also
weren't considered great even much closer to when it initially released.
Rather than just write a wall of text, I'd like to pick at a few quotes from the conversation:
For good or ill, the Ultima series has never been afraid to push the boundaries of CRPGs technologically and narratively. Ultima VII: The Black Gate is no different. I found Britannia larger, more immersive, and more colorful than ever. NPCs go about their daily lives, each with their own unique script and dialogue. The field of view encompasses the entire screen, eschewing the myriad of status screens found in older entries to the series. Nearly every object in the game can be intuitively manipulated in some way. Now, more than ever, Britannia feels like a living world in which I could sit back and watch the lives of its citizens play out.
I think most people would agree that, in a nutshell, this is Ultima 7's biggest merit. Though technology inevitably marches on (and has marched on quite a bit considering the game is now more than 25 years old), the fact that U7's world
still impresses, to this day, is a testament to how ambitious a project it was in terms of scope and game design. If there is any takeaway here, it's that from a
historical perspective, there is absolutely no question that U7 is a landmark title both for RPGs and for the industry as a whole. Anyone feel free to disagree, but I'd argue that up to the point where U7 released, there simply was not anything comparable in terms of scope, worldbuilding, or world simulation, and I'd even argue that an entire decade passed before this kind of scope in world design was matched again (Morrowind - and by the way, I think Morrowind would be a good choice to play through at some point, it's very underappreciated nowadays considering it's the best entry in arguably the most "flagship" WRPG series in the industry).
But setting aside that kind of historical merit that U7 has, I'd argue that there are ways in which U7's world remains top-of-the-line compared to its modern successors, even to this day:
World-building that is both persistent and thematically meaningful. This is something that modern WRPGs have also become increasingly adept at, but I think Ultima is still, to this day, the best example of creating a static, unchanging game world and then developing that world gradually over the course of many games, according to the specific thematic ambitions of those games. Part of what makes the Ultima series so exceptional in this respect is that Britannia doesn't just serve as a consistent setting; it serves as a "character" of its own that changes in meaningful ways as the series progresses, reflecting the changing ideals or philosophical beliefs of its inhabitants.
Coming from Ultima 4-6 to Ultima 7, for instance, we get a real sense that Britannia has "modernized" to an extent; it's one thing to say that the Avatar has been gone hundreds of years, but its another thing to see how the world has grown and advanced, even purely in terms of the graphics and the simulation tech that powers it (representation of a developing society through progressively more advanced graphics and technology is something pretty much only the Ultima series has done, though it's largely just a consequence of how much of a long-runner the series is).
The way that the Brotherhood has spread throughout Britannian society at large is also particularly meaningful for people coming directly from the previous Ultima games. There is something mildly unsettling, or perhaps even melancholy, about returning to a world in which you were essentially the prophet of a traditional religion, only to find that that faith has been replaced with pervasive, new-age fluff that ostensibly serves as worldwide communal glue, but is really a corrupted, insidious front for a foreign tyrant. When one considers the very strong implications in the game that the Brotherhood should be read as an allegory for Electronic Arts and its corporate power-mongering at the industry's expense, Ultima 7's Britannia becomes a very strange place to explore; it is a vast, functional society in which people abide by their daily schedules, and in which there is a prevailing atmosphere of peace - but beneath that veneer is a distinct sense of dread, if only because we know that the home-grown religion of the Avatar has been replaced with a cheap, manipulative cult that is actively scheming to oppress and subjugate the world with a smile and a shepherd's cane.
Despite the still vaguely-medieval setting, the Britannia of U7 thus feels very modern in that respect; it is a world in which, rather than dictators tyrannizing society like in Ultima 5, evil has instead been institutionalized as what is effectively a "mega corporation" that pervades every aspect of Britannian life, and espouses peace, love, and "connecting" society together while being literally cartoonishly greedy and self-serving once that veneer of respectability is stripped off. I think the parallels to modern society, and even to events occurring in just the last month or so, are quite clear. And for someone playing U7 in the context of the Ultima series as a whole, there is a real sense of how the game conveys those themes through depicting Britannia in this way - impressively complex, vast and interconnected, with people milling about their daily business, but ultimately teetering right on the edge of disaster. I'd argue that one of the biggest reasons the game can convey that atmosphere and those themes so effectively is precisely because there
is the context of what Britannia was like in the earlier games, particularly 4-6.
It really does feel more like a walk and talk adventure a lot of the time, rather than a CRPG with all elements in equal tune.
This is definitely true as well. For all its complexity in world simulation, it is very barebones in terms of combat mechanics and character progression. Like
CrichtonKicks and several others have noted, the game was kind of underwhelming in that respect even when it first released, let alone in 2018.
I can't excuse those flaws, and really I don't have any desire to since they're also my biggest complaints about the game. Maybe even about the series as a whole. Frankly I don't think any of them had particularly compelling combat, though the grid-based combat in the earlier games could be fun in its own way.
I think with Ultima though - including Ultima 7 - it's important to keep in mind that, despite how it seems nowadays, there were always different
kinds of CRPGs, rooted in the fact that there were different kinds of Dungeon Masters who ran vastly different D&D campaigns depending on their personal preferences. Nowadays I think there is a tendency to think of CRPGs as ideally mechanics-heavy, especially in terms of combat, when that's really just one option. The other is the "walk and talk adventure," which seems reductive at first, but ultimately can end up being beneficial because it allows you to focus on
the world rather than
on yourself. It's true that the character progression in U7 is lacking, but personally I think it
kind of works because it discourages you from doing things like micromanaging builds (like you would in Wizardry for instance) and instead put your attention elsewhere. I think of it as the kind of tabletop campaign where the DM is more focused on worldbuilding and developing the story, where an entire session goes by and not a single die was rolled. It's mechanics-lite in order to focus on being atmosphere- and theme-rich.
Again, that's not really a justification for what's admittedly quite poor moment-to-moment gameplay compared to many other landmark RPGs. But I think it is a mitigating perspective that gives U7 the proper deference to what its trying to accomplish, even if it overall bungles the execution somewhat by requiring too much combat given the limited tools you have available (I agree with
the_wart that, at the very least, more automation would've been appreciated).
Anyway, this post is long enough so I'll stop there, but I hope the decent chunk of people still playing through it like
MoonFrog and
Morfeo continue to post impressions/questions. The next post will cover more of the logistics side of things.