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Ultima IX: Ascension

aka: Ultima 9, Ultima: Ascension
Moby ID: 779
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Description official descriptions

For the last time, the Avatar is being summoned to free Britannia from Guardian's curse. The eight Shrines of Virtues, the pride of Britannia, have been all desecrated by this evil and mysterious creature. The glyphs which protected them have been taken, and put into huge columns the Guardian built in Britannia, with their entrances hidden deep in dangerous dungeons. As a result, the people of Britannia have lost their virtues. The Avatar must now cleanse the shrines and let the virtues return to the people. His task becomes particularly difficult because he cannot trust the people he encounters any more. With the help of a few allies, the Avatar will have to help the inhabitants of Britannia, and learn about the true origin of the Guardian.

Ultima IX: Ascension is the last single-player installment of the Ultima series, and the conclusion of its overarching story. The game still contains role-playing elements such as the series' traditional character creation based on ethically ambiguous questions, a quest-based structure (including side quests), a large world to explore, heavy inventory management, financial system, as well as weapon and armor customization. However, the game has no experience points system; the protagonist's basic attributes are increased only after completing certain storyline events.

Similarly to the previous installment, the combat in the game is action-oriented, and the protagonist has no companions that would help him in battles. The Avatar can use melee and ranged weapons (bows) or magic spells to dispose of his foes. The puzzle-oriented structure of the dungeons further emphasizes the game's tendency towards action-adventure gameplay not dissimilar to Zelda games.

The game features support for EAX sound and a fully 3D world with an almost unrestricted freedom of movement: in addition to climbing and jumping, which the Avatar has "learned" in the previous game, he can also swim and dive; some well-hidden locations can only be accessed in this way. The physical interactivity with the game world has been preserved; almost every object can be moved from place to place or taken into the Avatar's inventory.

Spellings

  • ウルティマIX: アセンション - Japanese spelling
  • 創世紀 IX - Traditional Chinese spelling

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Credits (Windows version)

183 People (174 developers, 9 thanks) · View all

Reviews

Critics

Average score: 70% (based on 38 ratings)

Players

Average score: 3.7 out of 5 (based on 104 ratings with 12 reviews)

Nail in the coffin - but what a nail!

The Good
I'm a big admirer of Ultima. I love the open-ended worlds, the meticulous interaction, the flexible role-playing. However, the hardcore elements of the series have declined over its course. Already the seventh game was less of an RPG than the sixth; and the eighth decisively shifted towards more streamlined action. Ultima IX is even less of an RPG: it is an action-adventure game with RPG elements - in fact, something not dissimilar in concept to Zelda games.

But to me personally, the Ultima experience never really depended on what you'd call core RPG traits: leveling up, combat, etc. When I want more dedicated role-playing (and that's what I always want) , I turn to something like Might and Magic. For me, Ultima was (and is), above all, about having my own adventures in a detailed, lovingly crafted world. When I play an Ultima game I want to do things just because I feel like doing them, playing with items and visiting every corner. In that respect, Ultima IX does not disappoint: it is a rich playground full of stuff to fool around with - only this time, realized in marvelous 3D.

Much has been said about the reduction of the game world; but did anyone seriously expect the developers to render in 3D the same amount of terrain as in Ultima VII? It's a wonder they managed to create what they have created using such an advanced engine. At the time of its release, no other 3D game came close to the sheer scope and magnitude of the world of Ultima IX. It was the most detailed, awe-inspiring fully polygonal world ever created for a game.

Ultima IX is the realization of a dream: this is probably how Britannia looked in the imagination of Ultima players, when they were playing the first Ultimas with CGA graphics back in the early eighties. Houses, forests, dungeons, mountains, rivers, seas - everything is absolutely gorgeous. There is an internal clock in the game, so you will see how the sun rises in the morning, or how the first stars appear on the sky, and so on. It is wonderful to see how everything moves and breathes in this world; butterflies fly around, skeletons wander near a dungeon entrance, waiting for their victims; people walk around in towns, the night comes upon Britannia; it rains, and the Avatar, equipped with his sword, is resting on the bed in Lord British's castle, gathering the force for his new quest. I really didn't want to leave this world. It was a pleasure just to run around, listening to the sweet orchestral music, and looking at everything around you.

Following the great Ultima tradition, Ultima IX is wonderfully interactive. Everything that is not nailed down can be examined, pushed, removed, and taken. You can interact with pretty much everything you see, exactly like in the previous Ultimas; the difference is that it feels absolutely awesome when it's all done in 3D. In addition to that, you also have physical abilities: jumping, climbing, and (for the first time in Ultima series) swimming. Every part of the game's world is therefore open now, and you can explore it physically. In every corner there is something to find and try, and at any point during your quest, no matter how linear its design is, you can just wander around and explore, admiring the lovely graphics and enjoying the amazingly high level of interaction.

You can jump whenever and wherever you want to. You can swim and dive everywhere there is water. You can climb on anything which can be climbed on. Most of the game is entirely physical; the dungeons are full of jumping or diving puzzles, but they are not nearly as frustrating as in some other games of this genre. Each time you are facing a puzzle you have to solve, like "how do I enter this dungeon if the entrance is sealed?", you can try many things, look for secret passages, underwater areas, try to cast spells, or anything else that comes to your mind. The new engine makes the game world physically immersive like no other game before it.

It is true that the gameplay is not as non-linear and open-ended as in earlier Ultimas; but it is still very much so for an action-adventure. There is plenty of ground to cover, and if you wish to see everything the game has to offer, expect to dedicate some time to it. The difference between its world and the much bigger playing area of, say, Daggerfall, is the fact everything in Ultima IX is hand-crafted. Every area in the game feels different, and you can feel how much love was put into details such as character animation, beautiful art decorating many rooms, atmosphere-enhancing objects in dungeons, and so on. Even in terms of quantity, the game trumps most of the competition. You'll be restricted at first, but once you get your ship, it's off to explore and have fun like before.

Combat is simple, yet dynamic and more rewarding thanks to the new engine: it doesn't have the intelligent elegance of earlier Ultimas, but I'd take it over the chaotic skirmishes of the seventh game and the frustrating clicking of the eighth any time of the day. The enemies look impressive and range from goblins and spiders to dragons and lyches, as well as cool creatures such as hellhounds and skeletons that fall apart and combine their bones again if you don't take some into your inventory.

There are lots of weapons in the game, also many secret ones, and most of them look cool and are worth looking for. In addition, you can cast spells using the complex system reminiscent of earlier Ultimas. You can memorize spells you find using the classic Ultima system of combining various ingredients scattered throughout the game. There will be surely many things you still haven't tried out after you have finished the game for the first time. In each town there are sub-quests to perform. Each location is full of unexplored areas, which you can search for some items, spells, or other things. Since the game offers you full contact with its world, there is always plenty of things to try.

The Bad
It is quite clear that the most glaring flaws of Ultima IX are, for the most part, a result of the unfortunate rushed release of the game. Given the proper time, its problems could - and should - have been ironed out.

Interaction with NPCs has been greatly reduced, sometimes to the level of rather pointless information-hunting reminiscent of much earlier installments. While there are still a few interesting dialogues and books in the game, most of the writing lacks the depth and the refinement of the conversations in previous Ultimas. The dialogues in Pagan weren't better, but there, the writers had the excuse of setting the game in a hostile world. Back in Britannia, it looks like most characters have lost any charisma they might have had before. The poor voice acting didn't help, either. The formulaic, thoroughly old-school storytelling harks back to trite fantasy cliches, neglecting the clever touches of the Age of Enlightenment Ultimas.

The realistic character behavior of Ultima VII is gone: characters often don't move at all and don't seem to depend on the game's internal clock. Britannia is also severely underpopulated; combined with the lack of AI routines, it almost looks like the Guardian has not only deprived the inhabitants of Britannia of their virtues, but also reduced them to the "signpost" status they have enjoyed in Ultima IV. It's not even the smaller size of the world that hurts the hearts of fans, but the coldness and indifference of the characters populating it. I'm sure that, with a little more time in development, those issues would have been addressed.

The initial release of the game was infamously buggy, to the point of refusing to run on many machines. Subsequent patches helped greatly: but even with the latest patches installed, sudden freezes, collision detection problems, awkward movement, and an occasional corrupted saved game are not too uncommon. Be sure to install the community patch as well as fan-made enhancements to the poor dialogue.

The Bottom Line
Ultima IX fails to reach the level of its predecessors in gameplay depth, losing many essential design elements in transition. And yet, it blows every other 3D game of its generation out of the water in terms of interactivity and physical immersion. That says a lot about the incredibly high standards Ultimas had us accustomed to; but it also speaks for a game that was ahead of its time, breaking its own legacy to pave the way for modern 3D game design.

Windows · by Unicorn Lynx (181780) · 2017

Once again, we see the genius of Lord British, the master storyteller.

The Good
Chances are pretty good that many of you have never played an Ultima game before. So, I will attempt to concentrate on this game’s good and bad points as if it were a stand alone game rather than comparing it with those before it.

(Note: I played using the official Origin patch (v1.18f) and several “unofficial” patches from fansforultima.com. I elected not to use any cheat codes, but did consult walkthroughs for help in finding some of the special weapons and armour and finishing side quests.)

Story
I thought the story was wonderfully engaging. Basically, huge magical columns erupted from the earth and the 8 Shrines of Virtue were destroyed. Thus the beliefs and thinking of the people of Britannia reversed over time. They became uncompassionate, greedy, dishonest, unjust, and totally disagreeable. To make them see the error of their ways, the 8 shrines must be “cleansed” by reuniting the Sigil and the Rune (glyph) and speaking the proper Mantra. Naturally, those three things are scattered, and finding them is your primary goal. In between, numerous other situations occur to diversify the plot (such as saving the Gargoyle race and restoring the Moongates).

The linearity of U9 didn’t bother me in the least. Sure, certain things must be done before other things happen, but that leads the plot towards the proper direction. There is plenty to do, loads of places to explore, numerous people to meet, and hundreds of monsters to fight so I was never bored. Whenever I got stuck, reading the Avatar’s Journal helped with the adventure aspects of the game.

One of the coolest things brought out in the plot was love. At least 2 women told the Avatar they loved him (one from his past and one from his present). Although he never really reciprocated, it was an interesting twist to an already great story. (The cut scenes of him with Raven sizzled … literally.)

Gameplay
The gameplay as a whole reminded me very much of Redguard and even Sierra’s King’s Quest 8: Mask of Eternity, although your character cannot perform as many actions. He can walk, run, swim, strafe, climb and jump, but he cannot crouch, sneak or hang from ledges. I liked the beginning in-game tutorial which I thought was an innovative way to get familiar with the game controls.

When saving a game, there is plenty of room to type your own description and a picture appears at the top showing where you were when you saved. Assumingly, the number of saved games is only limited by your hard disk space as I had no problems saving anytime and anywhere I wanted. You always restart the game from your last save.

Graphics
The world as a whole was creatively drawn and lovely. The many islands and cities all have their own unique settings, terrain and building types. Nice as the graphics are, they are no more detailed or groundbreaking than, say, those in Outcast. They did a good job inside the dungeons and caves, which looked more realistic to me than some of the other areas. I would have liked a change of view to “top down” for the dungeons, since I was continually getting lost. Even a self-mapping feature would have been a nice addition.

When day turns to night, the sunsets are beautiful. The night skies are filled with stars and a big, bright moon. A rain storm can happen at any given moment during the day, turning the whole area appropriately dark. The storms are complete with lightning, thunder, raindrops and puddles. (I have never been fond of weather in games, but I admit that the effects were done very well in Ascension.)

However, monster and character graphics were only so-so, in my opinion, and appeared blocky and unrealistic. The Avatar’s face looks different in the video cut scenes than he does while you are actually playing him. (I thought he was more handsome, albeit angled, within the game than in the cut scenes.)

Music and Sound
The music was nicely orchestrated and different for each locale. The songs even changed after you had “cleansed” each shrine. I never got tired of it, and it did not interfere with sound effects or voices. All of those can be adjusted in the options menu.

Sound effects were appropriate for various actions and environments. When the Avatar walks on a wooden floor or a sandy beach, for instance, his footsteps sound correct. When you hurt an opponent, he/she/it will grunt, whine, groan or gasp. Sounds inside the dungeons were especially spooky and mood enhancing.

The character scripts were really good, and I liked the way they handled each of the virtues before and after the shrines had been fixed. The majority of the actors did a great job with their speech, incorporating the proper inflections and tones, and most of the voices were appropriate to the character you were looking at. I thought that some of the children were a bit stupidly portrayed though.

The Bad
Most of these things involve actual gameplay aspects. Some of them were merely irritating and just required getting used to.

  • Opening up the Journal every time I wanted to save was tedious. A single slot automatically named “Quick Save” would have helped tremendously to speed up saving and loading.
  • Not being able to escape out of long conversations or cut-scenes. This can be annoying if you are replaying a segment.
  • No description for inventory objects. Try to sell something at a shop and then you know what the item is.
  • Not enough room to hold your inventory. This means you are constantly looking for places to stash items or having to decide what to keep and what to throw away. I prefer combination inventory slots with a number count.
  • Fighting is simply “hack and slash” with very little strategy other than your approach and weapon. Odd viewing angles can make it harder than it needs to be.
  • Spellcasting takes too long to be useful in battle. Open book, turn pages, select spell, aim and fire. You must unarm your weapon before casting anything but healing spells, so offensive spells worked best for long range attacks.
  • Swimming is awkward at best. The waters can be dangerous, but the Avatar cannot fight while in the water. Nor can he swim any faster.
  • You can easily get stuck in the graphics. Fall behind a rock and you may find it impossible to get out of there.
  • Crashes to my desktop were common occurrences but I was always able to restart immediately from my last saved game.

    **The Bottom Line**
    Overall I enjoyed Ascension very much. I’m actually sad that there will not be any more of them since this one was up to par with other games having similar gameplay aspects.

    If you liked other 3rd person, single-player action/adventure/rpgs, and you have the proper system configuration, this game is worth playing (but be sure to install the latest official patch). It is not perfect and has its share of glitches, but none of those really hindered me. First and foremost, it is fun and will provide many weeks (maybe even months) of entertainment.

    For those of you who have played previous Ultima games, don’t expect it to look or feel like any of them. Consider the game as a separate entity and try not to compare it to its predecessors. You may be surprised at how much you like it too.

  • Windows · by Jeanne (75945) · 2002

    Ahead of it's time, for good and bad.

    The Good
    An ambitious, quantum leap in scope; free-form movement indoors and out to an extent not attempted before. Next-generation graphics including spacious outdoor scenes, highly interactive, beautifully rich textures. Rich story, as with all Ultima's.

    The Bad
    Buggy and unplayable on systems at the time due to impossible system requirements. This game was released under pressure, full of bugs including (from memory) frequent crashes. But that hardly mattered, as virtually nobody could play this game on release due to absurdly high system specs. I had a reasonably high-end PC and it was virtually impossible just to move around. A workmate had a very high-end PC and it was hardly any better.

    The Bottom Line
    Beautiful, free-form role-playing game light-years ahead of its time (in 1999), but it's own ambitiousness was its ultimate downfall.

    Windows · by tino rossi (1) · 2006

    [ View all 12 player reviews ]

    Discussion

    Subject By Date
    XP? MasterMegid (723) Sep 27, 2007
    the game phoenix fire Aug 27, 2007

    Trivia

    Cover

    In an interview with Richard Garriott in the mid-1990's, he stated that the original idea for the Ultima IX cover art was to show the standard Ultima logo in crystalline letters against a cloud/sky background. Another prototype cover, published as a poster in 1996, was done in a stained-glass window style and showed the Avatar rising (ascending) with the Guardian's huge red hand attempting to pull him back down.

    Development

    The creation of Ultima IX has a very entertaining history.

    After the completion of Ultima VIII in 1994, Origin started work on the ninth episode -- the finale of the third trilogy. It was supposed to be a bitmap game like Ultima VIII; 3D graphic was no issue back then. However, another project was soon deemed more important: Ultima Online. Ultima IX was put on ice, the complete staff was sent to create the online game. When it was finished in 1997, work on Ultima IX continued; as the graphics were hopelessly out of date by now, a 3D engine had to be programmed.

    In 1997, there was only one major manufacturer of 3D chipsets: 3Dfx with its Voodoo technology. So Ultima IX was streamlined to exactly that hardware. After all, the game’s release date was supposed to by not too far away, by the end of 1998. Not surprisingly, the creation process took much longer. One particular reason for this delay was a series of ugly staff changes during 1998.

    With Dan Rubenfield and Marshall Andrews, two of the designers for Ultima IX left Origin in May 1998. The departure was not a peaceful one. The two ex-employees blamed Origin to sacrifice gameplay for the sake of a fast buck. Richard Garriott, the father of the Ultima series, reacted equally harsh: both renegades hadn’t got a clue about game design and would have been thrown out anyway. Rubenfield and Andrews went to Ion Storm to work on Deus Ex.

    Only one month later, lead designer Bob White followed the two to Ion Storm, although this time there was no bad blood.

    The big bang came in July: project leader Ed del Castillo had to resign. Castillo was considered a whiz kid after his work on Westwood’s Command & Conquer series, and had been enticed away by Origin only a year before. He was responsible for some controversial design decisions for Ultima IX, like giving up on the party. After some serious arguments with Richard Garriott, Castillo took his leave due to “philosophical differences”. He went on to found his own software company, Liquid Entertainment, in 1999.

    With most of his design team gone, Garriott, who had been acting as a supervisor up to that time, decided to take charge once again. He became executive designer for Ultima IX in Fall 1998.

    Development for the game continued. By 1999, the situation on the market for 3D accelerator boards had changed considerably. 3Dfx had lost its supremacy, the Nvidia Riva TNT chip was the new darling of the gamers. Ultima IX was not prepared for this situation. The game ran perfectly well on a Voodoo board under Glide, but was hardly playable under Direct3D. The problem needed fixing urgently. However, there was no time for that. When winter 1999 came closer, Origin decided that it was time to publish Ultima IX to take advantage of the Christmas business.

    The game that reached the public was a technical catastrophe. Despite the enormous hardware requirements, it wouldn’t run fluently on any but the most advanced computers. Many owners of TNT-cards didn’t even manage to get the game working. A serious bug in the storyline made it impossible to finish the adventure without cheating. As the complaints poured down on Origin, the company published a series of patches to address the most urgent of problems.

    Although these updates gradually eliminated most bugs, Origins reputation had suffered strongly by then.

    Glitches

    There is a design flaw in the game where, if you know where to try, you can climb / jump up the side of the mountains in the park at the beginning of the game (it's all trial and error). Once you crest the mountains and descend the other side, you are now outside the game world looking back in. It's a big floating island where you can walk underneath it. The ground is transparent from your point of view like a one-way mirror. Weird / creepy!

    Joshua

    If you perform a side-quest and save Joshua in Moonglow, a book will appear on a table in his house. Read this book. It is called: "Everything an Avatar needs to know about sex".

    Message board

    One controversial move by Origin that was the final slap in the face for many gamers was its decision to shut down its message boards. Quite simply at the height of the tech-support madness surrounding Ascension's bugs, Origin decided to shut down Ultima Ascension's official Bulletin Boards, leaving them as read-only versions for a while while they re-directed traffic towards fan-managed sites such as The Wayward Avatar and Ultima Horizons.

    Patches

    Because Electronic Arts pushed Origin to get the game out for Christmas, the game was notorious for its technical problems and bugs. After numerous complaints, EA responded by mailing a remastered cd with the latest patch plus a bonus copy of Ultima Online to the registered owners of the Ultima IX. Unregistered owners had to download the very large patch from their website. This has to be one of the few known cases where it actually paid to register the game!

    Soundtrack

    After all that Ultima sequels, it was to expect as the music level was progressing, that there can easily be soundtrack expected. It was released in 1999. Soundtrack can be bought at http://www.synsoniq.com.

    Tracklist: 1. Stones (chamber) - Britain (positive) - Introduction - Valoria Ships - Paws - Gargoyles - Minoc (negative) - Moongate - Terfin - Undead (intense) - Moonglow (negative) - Good vs. Evil - Moonglow (positive) - New Magencia - Rats & Spiders - Samhayne - Walking Theme - Humanoids - Pyros - Ambush - Good End Game - Stones (electro) - Ambrosia - Yew (positive)

    References

    • North-West of Britain there is a hidden mountain shrine to the late Phyllis Jones, mother of Scott Jones, the lead artist.
    • When playing the game, if you go to the jailhouse of Castle Britannia, you will see a character in prison . This character is Richard Garriot screaming "Release me, I am the real Lord British!"
    • A lot of the textures used for the paintings found in the game are really just recycled box covers from the previous Ultimas, including Richard Garriot's first game Akalabeth: World of Doom (often referenced as Ultima 0). The Tapestry of Ages however, is a completely original illustration done by the famed Hildebrandt brothers, fantasy artists known for their trading card and poster illustrations of several comic books heroes.

    Awards

    • Computer Gaming World
      • March 2000 (Issue #188) – The Outpost Memorial Award
    • GameStar (Germany)
      • Issue 03/2000 - Best Game World in 1999
      • Issue 03/2000 - Hardware Devourer Nr. 1 in 1999
    • PC Player (Germany)
      • Issue 01/2001 - Biggest Disappointment in 2000
    • PC Powerplay (Germany)
      • Issue 03/2005 - #9 Biggest Disappointment

    Information also contributed by -Chris, cpc64, Dan Homerick, Henry Aloni, MAT, Unicorn Lynx, woods01, Ye Olde Infocomme Shoppe and Zovni

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    Related Sites +

    • Ascension Fan Site
      Ultima 9 fan site affiliated with RPG Planet
    • Hacki's Ultima Page
      A site listing various inconsistencies within the Ultima series. The majority of the content focuses on Ultima IX: Ascension. (English/German)
    • Hints for Ascension
      Get the solutions you need with this question and answer type file.
    • Review List
      Reading all of the many reviews on this game is easier with this extensive list
    • The wayward avatar
      Newssite on Ultima, Origin and related subjects The wayward avatar had the best walkthrough on Ultima IX available

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    Contributors to this Entry

    Game added by JubalHarshaw.

    Additional contributors: Trixter, Terok Nor, Unicorn Lynx, frank rieter, Jeanne, Paulus18950, Patrick Bregger, Rik Hideto, Robin Adams.

    Game added January 23, 2000. Last modified April 2, 2024.