After proving his or her understanding in each of the Virtues, locating several artifacts and finally descending into the dungeon called the Stygian Abyss to gain access to the Codex of Ultimate Wisdom, the protagonist becomes an Avatar. The game follows the protagonist's struggle to understand and exercise the Eight Virtues. The object of the game is to focus on the main character's development in virtuous life-possible because the land is at peace-and become a spiritual leader and an example to the people of the world of Britannia. Unlike most other RPGs the game is not set in an "age of darkness" prosperous Britannia resembles Renaissance Italy, or King Arthur's Camelot. Lord British felt the people lacked purpose after their great struggles against the Triad were over, and he was concerned with their spiritual well-being in this unfamiliar new age of relative peace, so he proclaimed the Quest of the Avatar: He needed someone to step forth and become the shining example for others to follow. Eventually the world, now unified under Lord British's rule, was renamed Britannia. Īfter the defeat of each of the members of the Triad of Evil in the previous three Ultima games, the world of Sosaria underwent some radical changes in geography: Three quarters of the world disappeared, continents rose and sank, and new cities were built to replace the ones that were lost. Ultima IV is among the few role-playing games, and perhaps the first, in which the game's story does not center on asking a player to overcome a tangible ultimate evil.
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