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Ultima II: The Revenge of the Enchantress...

aka: Ultima 2, Ultima II: Revenge of Enchantress
Moby ID: 880

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Critic Reviews add missing review

Average score: 74% (based on 5 ratings)

Player Reviews

Average score: 3.8 out of 5 (based on 111 ratings with 7 reviews)

Has trouble keeping the player motivated

The Good
After Ultima became a big success for Richard Garriott, the logical thing to try was creating a sequel in which everything was bigger, better, and cooler. Ultima II achieved that. The improvements are many, and not just minor ones, too.

The game world is a couple of times the size of the original Ultima. You don't only travel through different kingdoms anymore, you also travel through time. Not only do you once more venture into outer space, but now you can even land on other planets of our solar system, and explore them. Towns are now themselves multi-screen environments, each with a unique structure. And there many other peaceful inhabitants wandering around, although they don't have much to say yet. Along with dungeons, there are also towers, and both of them have over a dozen uniquely designed levels each, with improved monster graphics.

The list goes on. The scope of the game is absolutely amazing, even more so when comparing it to that of other titles of the time.

The Bad
The game's biggest problem is ultimately (pun intended) that it forgets about the players. While providing a great world to toy around in, it fails at giving players a lasting incentive to do so. This is not the fault of the story, which is basically a clone of the first Ultima - getting strong enough to battle an evil wizard. The whole journey to get there is just not gripping enough.

For a large part, this is due to obvious balancing issues. In the beginning, players have a hard time keeping their injuries and travels at a minimum, in order to not run out of food or hit points early on. A while later, difficulty gives way to dullness. The remaining part of the game now mostly consists of cruising around in a battleship and firing at enemies, over and over again. That in itself wouldn't have to be completely bad, Diablo for example was just as repetitive. What made Diablo entertaining, however, was that it always kept patting the players head. An interesting item after every dozen of enemies, increasing amounts of gold, and a change in scenery every few levels.

Ultima II does have nothing of the sort. The amounts of gold and experience the player gets from fights is increasing extremely slow, and there is a general lack of enemies. This means literally hours of cruising around the world with the hero, killing hundreds and hundreds of the same types of enemies. All for a slow progression in experience levels, and a small stack of gold to increase hit points and equipment to finally be ready for the endgame. It is no rewarding experience by any standard. At most times, Ultima II more resembles work than play. To make matters worse, increasing stats can only be done through bribing a hotel clerk, which then might increase a character value, and if he does, a randomly chosen one.

But what about all the nice features I mentioned? They don't really matter. The dungeons are nice, but there is no reason to visit them, as the enemies are much stronger than those on the surface, yet the rewards are just as puny. And in contrast to the first Ultima, there are no quests, so why care about the other inhabitants of the world?

The Bottom Line
The only reason why I played and completed Ultima II was because of my determination to finish every Ultima game in existence. If you don't feel that urge, there's no real reason to force yourself to finish it. And believe me, you will reach a point where you would have to force yourself. Apart from the background texts in the manual, you're not missing out on a great, surprising story.

It is an interesting fact that for later releases of the DOS version in compilations, files from all the game's disks were copied to one folder, overwriting several files with identical file names. This eventually got rid of all the outer-space game maps, rendering space travel useless and the game unwinnable without applying a fan patch. The real problem is however that the game itself is so demotivating that most players probably never even got far enough to notice.

It is fun to walk around in Ultima II for a while, experience the new features it has over the first part in the series, explore the worlds and time travelling. But it is not fun enough to work towards completing the game's objectives. In the end, you will find that all the game's interesting features and elements are pointless, while the necessary ones are boring. This is a fatal combination for a game, especially after its novelty has worn off.

DOS · by Daniel Saner (3503) · 2008

Bigger but ultimately a worse game than the previous Ultima, and probably the lowest point of the series.

The Good
This is a much larger game than its predecessor. This time, towns are on scrolling maps, instead of the one screen, and there are numerous world maps to represent each time zone. Its also the first Ultima to feature moon-gates, although this time they take you through time as well as space. You can now talk to people in the towns, although you will just get a brief (and usually meaningless) one line response.

It was also the first Ultima to come in decent packaging with the obligatory cloth map. The over-sized box, map and manual are seriously impressive and a lot better than anything that comes with today's games.

The Bad
The game took place on Earth, which seems very out of place to an Ultima fan. It was necessary to give the time travel context but it doesn't fit in with the rest of the games.

The game was also extremely open ended, the quests of the last game have gone altogether. This can be a good thing but here it just made the game less fun. 95% of the time to complete this game was spent gathering experience and sailing round and round the time of legends island shooting monsters with my ships cannon. This sort of mindless grinding is something I dislike in RPG's. Getting a blue tassel (required to get a ship) also takes forever.

The dungeons in this game were basically pointless, I never went into one during the whole game. Its far easier to gain experience with a ship.

There's no story, and some very strange gameplay elements. Stats are raised by offering gold to a clerk at the Hotel California. Getting to key characters means butchering your way through innocent guards - this is definitely not the behaviour of the avatar of later games.

The Bottom Line
I couldn't honestly recommend to anyone that they bother playing this game. Its part of the Ultima series so I had to play it, but the game is a bit of a mess, doesn't advance the plot beyond what is in the manual and requires a reasonable amount of time to finish (maybe 5-6 hours).

DOS · by Pix (1172) · 2008

A piece of Ultima history... literally.

The Good
The concept of the Time Doors was fabulous - travelling through different eras to do battle was a wonderful idea. (Though it caused some gripes that I'll reveal below). And, of course, I love it because its part of Ultima.

The Bad
The above being said, it is my LEAST favourite Ultima.

The space motif remains present here. That just plain bites. And the victory requires you to travel to the mysterious "Planet X", though if its co-ordinates are revealed in the game, I couldn't find them. I just took a lucky guess and ended up there.

The use of the Time Doors required a world where we could relate to the passage of time. I.e. ours. That's right, Ultima II takes place on Earth. Interesting twist, but since I've never heard of rampaging orcs in Earth history, a little hard to swallow.

Although the Time Doors in concept were quite cool, each time was basically just a new map where you fought the same old monsters.

Finally - it has been all but impossible to find a working copy of this game. I own many copies of Ultima games for many reasons - stand alones on the Commodore, stand alones on the IBM and copies in the Ultima I - VI series and the Utlima Collection. In all these, the only functioning copy I have ever found of this game was in the most recent, Ultima Collection.

The Bottom Line
For those who are die hard Ultima fanatics like myself, the game is a must play. The Avatar killed Minax, and I think you should too, or you ain't no Avatar. But unless fictional titles for fictional deeds weigh as insanely heavily on you as they seem to me, Ultima II is the one I would most advocate steering clear of.

DOS · by Jeff Sinasac (391) · 2000

A Better Game for its Time

The Good
A lot of reviewers tend to look down on Ultima II as the black sheep of the series. But when you consider what was available at the time, its actually a pretty good advancement over the previous game. Improvements from the previous Ultima include :

Gigantic World - The game world is huge, the towns and dungeons are huge, and there are several time zones and planets to explore. Getting to those planets and some places in the time zones is a real challenge.

Faster Gameplay - Akalabeth and Ultima used Applesoft BASIC and Atari BASIC (for Ultima's 8-bit port to the Atari computers) for most, if not all of the games. Travel in Ultima was ridiculously slow, as you can literally see the screen refresh itself with every step. Dungeoneering is an exercise in frustration as the slow refresh rate leads to lost keystrokes and extra hits from the monsters. Everything feels faster.

More Detailed Graphics - While many of the tiles in this game were reused from the last one, the graphical level of quality has improved. Water is now animated, each character class has a unique icon, and overworld enemies have real shapes. Dungeon enemies now are shown in color instead of wireframe. The towns no longer are in a smaller perspective than the overworld.

A Sense of Direction - In the original Ultima, the player practically figure out what to do by spending hard earned gold at the taverns and figuring out to do quests from the Kings. The manual was very sparse, it did not even inform the player that there were multiple continents that needed to be explored. Nor did it identify that the object of the game was to defeat a bad guy. Ultima II gives the player a backstory and a cloth map with the time gates delineated.

More Lively World - In Ultima, you could only transact with Kings and Merchants. In Ultima II, you can actually talk to townspeople. While most can only spout a canned line, there are some in each town which can provide you a clue or some amusement. They also move around, except for guards (unless you kill someone in town).

Lack of Disk Swapping - In this game, you will not need to swap disks often. After the initial Program / Player swap, you will not swap again until you lift off from Earth.

Packaging - This is the first Ultima game to come in a box and a cloth map. The previous Ultima had come in a ziplock bag without a map. Unlike today's games which may include a cloth map, Ultima's maps are actually useful and necessary for gameplay.

The Bad
Bugs - This game has two very nasty bugs. One of which is that, in the original release versions for the Apple II, Atari 8-bit and IBM PC, it is impossible to raise your strength level. The second one is that your stats, like HP, Food and Gold, can "roll-over" if you earn more than 9999 in a stat. So if you have 9950 food and buy 50 more, you are dead.

Unforgiving Death - If you die in this game, the game will force you to restart. It writes your death to your player disk, forcing you to make another. You can die from lack of food, bad luck or failing to land your ship properly.

Lucky Items and Thieves - You can buy weapons and armor in this game, but all items, including useful ones, are randomly acquired upon defeating enemies in the overland. For example, one special item is a Blue Tassel, which you can use to board any pirate ship. You need to board pirate ships in this game. But if a thief randomly steals your Tassel, you cannot board another pirate ship unless you find one again.

Combat Inequality - It seems like, no matter what kind of weapons and armor you acquire, you can never really carve your way through even the weaker monsters like Orcs and Thieves.

Inability to Reset the Player Disk - On the Apple, Atari 8-bit and IBM versions, you had to create a new Player Disk each time you began a new game. There was no utility to reset the maps or the character, so if you mistakenly used your original Player Disk, you were out of luck if you saved to disk. The C64 version does include a reset utility.

The Bottom Line
Ultima II is quite an improvement over its predecessor, and it is only fair to judge the game against what else was available in 1982-1983 and its predecessor. To judge it against the Ultima I: The First Age of Darkness 1986 remake is not appropriate. It had little competition, as the second Wizardry scenario did not drastically improve on the first and the rest were Rogue-like games.

Apple II · by Great Hierophant (559) · 2011

More like Time Bandit fanfiction than Ultima

The Good
This game is… interesting, to say the least. The whole concept behind it is unique to this very day, and given this game came out in 1982, that’s saying a lot. Time travel combined with a villainess unleashing a horde of mythical monsters on the real world and throwing all the timelines of the world out of whack sounds like it has a lot of potential, and if this game were remade today it would probably kick ass.

On top of that, you’re not just restricted to our world, but can visit every single planet in our solar system, including the ex-planet Pluto and the mysterious planet X. Like I said, the concept behind this game is very imaginative, but that’s all that’s really good about it.

The Bad
The bad… Ok, this going to be a two parter, the first part being the first time I actually played and completed it, and the second time after I saw the movie that inspired it and the whole moongate concept: Time Bandits.

The game is very large, but also very confusing. There’s very little in terms of direction for the player, when I first played it way back in the day (back in 1998 when I first got the Ultima Collection CD), I had not the faintest idea what to do. Even after reading the manual (which was very, very well written and definitely thought provoking) I still found it very hard to navigate my way through the world and just survive, let alone follow the plot to complete the game.

Speaking of which, there just didn’t seem to be much of a plot as there was an objective to defeat Minax. The clues are far and few between amid the mindless one-liners of the denizens of the world, and most everything is based on luck instead of skill, such as the only person who can increase your stats, and he does this when given a large amount of gold. Speaking of gold, it seems that a majority of the game is focused on just that, getting money. Even the walkthrough on the Ultima collection CD outright says that 80% of the game is just gathering gold, so you’re going to spending a lot of time just attacking monsters to get some gold, and to try to get those items that you need in the game, which brings me to another negative point about it.

There’s no indication as to what the many items in the game are! And there’s a lot of them, coins, tassels, brass buttons, ankhs. Hell, I still don’t know what some of them do, and the manual doesn’t tell anything about them. I was a complete loss as to what they did until I went through the walkthrough on the CD and the guides online, and by then I was basically fed up with the game and on the verge of quitting, but being an Ultima fan, I felt the need to complete this game at least once.

The other problem is the massive dead space found in the game. It’s a big game, with many maps and many dungeons and towers, but most of them are useless. The only reason why they’re there is to provide the player with yet another way of gathering money, which can also be obtained in the outside world. It would have helped if perhaps some of those towers contained items at the end of them, like blue tassels or brass buttons or keys, but no, they’re just for decoration and needless busy work. The planets are also equally useless, as you only need to go on one planet in the entire game.

That’s the first part of my criticism, the game on its own. Now comes part 2. I heard that many concepts of this game were taken from the movie Time Bandits, a 1981 sci-fi movie. I watched it recently and it was a good movie, and it completely changed my perspective on Ultima 2. The game was always the odd one out since it involved such bizarre concepts as taking place on earth, landing on planets in our solar systems, and time travel to as far back as the dinosaur era.

I didn’t understand why, I don’t think anyone really would understand until you watch Time Bandits (seriously you should, if not only to put this game into context), and realize that this game was basically Time Bandit fanfiction with the whole Ultima angle tossed in because Richard Garriott wanted it to be a part of his game series. The game takes not only the concept of the time portals (which work the same in the movie as they do the game. Little black gates that pop in and out of existence and take people to a different time and place) but also the of the solar system map (featured prominently in the movie and in the game’s manual), and even the Time of Legends (where you defeat the evil Minax) is explicitly mentioned both in the movie and in the game. The game wasn’t so much Ultima as it was Time Bandits with a twist… you’re a time bandit running from a supreme being, but a time traveler using those moongates to defeat Evil… oops, I mean Minax (watch the movie, you’ll understand). The only thing that makes it from being a complete Time Bandits remix is that Lord British is in the game, and the manual explicitly states that Minax is Mondain’s ex-lover.

The Bottom Line
This game is the odd one out, it isn't the worst Ultima game (that dubious honor goes to Ultima 9) largely because because in 1982, the Ultima series had yet to find its direction and purpose (don't forget that Richard Garriott made Ultima 1 to 3 almost completely single handed, with Akalabeth programmed on a computer in Richard's high school for Pete's sake! This was the stone age of computer gaming and there was plenty of space of experimentation and trial and error.

That being said, should people play Ultima 2? I would say only if you consider yourself an Ultima fan, because there really isn't that much else to it, or if you've watched Time Bandits and you want to see how it might have been if it was turned into a game.

In fact, if you want to play this game, I would strongly recommend watching Time Bandits anyway, at least you'll be in the mindset as to where this game came from and the concept of the moongates which play such a vital role in the remainder of the series.

DOS · by Salim Farhat (69) · 2013

(Don't) Sing That Ole Blue Tassel Blues (Never Again)

The Good
Hm... good question... Let me think...

Well one nice thing is that it's got a BIG game world. Not only have you got 15 large outdoor maps, you've also got about 30 indoor maps. Each map is 64x64, so you've got a lot to explore... and I usually like games which give the possibility to explore. However... well, see below.

Then, the timegates' concept and implementation is nice, and also nicely confusing, at first. It was fun to figure out all those connections between the different eras and where they lead to, and to explore the different cities in the different time zones is fun.

A third thing I liked was this silly, zany humor. Meeting the creators of Wizardry shouting "Copy protect! Copy protect!" is genuinely funny... However, after a while, it gets somewhat tiresome, and in the end, it kind of got on my nerves. Again, see the next section.

Finally, the playability is good, as with all Ultimas I've played. Lots of keyboard commands, which are pretty easy to remember, especially if you played other old Ultimas before.

Now let's see what's wrong with this game.

The Bad
Well, there mainly are two things:

  1. BIG, EMPTY, UNINTERESTING GAME WORLD

I said the game world is BIG. And it is. In fact, it is even bigger (in pure map-cell-count terms) than Ultima 3. However, it is also quite BORING. Yes, boring. On most of the maps, nothing much happens. Overworld has monsters, towns have shops, but that's it. Of course, there's some NPCs walking around, but after a while, I realized that most of them really had nothing useful to say. Some chuckles here and there, of course, but it wasn't really enough to keep me motivated. In the end, I started hating running around these great big maps and had to force myself talking to each NPC, so that I wouldn't miss one of those rare hints. In fact, pretty much every important thing is in a single city.

In fact, many party of the game are completely uninteresting. For example, you don't EVER need to enter a single dungeon. So the whold 1st person 3D part of the game is unnecessary. I just hate this kind of waste. If it's not necessary, why is it there? It's superfluous. sigh

And it gets even worse in space. There are ten planets to explore, about half of them are completely empty, and all but one have nothing interesting whatsoever. No interesting locations, no hints, just silly NPCs telling silly jokes. And the worst thing is that you can not save in space, and that landing on some of the planets takes very good timing and luck.

  1. LUCK INSTEAD OF GAME DESIGN

Oh yes, luck... That's the absolutely worst part of this game. Richard Garriott though he could do without game design and just rely on the bloody random number generator. Let me tell you...

When I started my first game, I ran around, bought some equipment and food, talked to NPCs, and began slaying monsters. (Actually, I didn't buy food, I stole about 6000 food in the second town I went to and NEVER had to care about this problem anymore. Call that game design? I don't!) I quickly realized that the rewards you get for fighting monsters (gold and XP) are totally random. You get the same XP for fighting a guard that does 200 hits and for fighting a measly orc. Call that game design? I don't.

Anyway, after about one hour of running around and fighting, I started to feel bored. Running from Afrika to South America and back for the n-th time isn't that much fun, and the "bash, get bashed, bash, get bashed"-style combat isn't exactly exiting neither. It doesn't help that monsters randomly spawn on islands which you cannot reach. However, you'll need LOTS of money for healing, then you need LOTS of money buying good equipment, and then you'll need even MORE money for improving your stats so that you can USE this equipment. This doesn't have to be bad, but really -- after an hour of running around and hitting monsters, I felt I hadn't advanced one bit. I started getting annoyed.

Then, a friendly bartender make me realize that I probably needed a "Blue Tassel" to get on board a ship, whose cannons make grinding more fun and less tiresome. So how do you get this thing? Well, you need to be lucky, punk! You need to kill a thief and hope that he drops a Blue Tassel! Of course, you may get it after the first battle. However, in my game, I took me about two bloody hours of running around until I had this bloody Tassel. Then, run around some more and start looking for a ship. After a mere hour, I found one. Try boarding it... WTF? They don't let me? What about my Blue... Huh? WHERE THE FUCK IS MY BLUE TASSEL?!!! Well, another thief must have stolen it from me in a later battle, without me noticing. Haha!

I stared blankly at the screen for a while. I cursed Garriott and his breed up to the fifth generation. Then I saved the game, exited, started my trusty hex editor, and played god. I hex'ed me loads of Blue Tassels, just to be sure. And then, I also hex'ed me a nice supply of gold. Because, frankly, I was PISSED of running around through the empty worlds of Ultima II, going nowhere for hours. I usually enjoy hard games (I've been playing Rogue for nearly 20 years now and have never won, see), but Ultima II isn't hard. It's just tiresome. In the end, it's a game of chance -- in fact, in another game I started later for checking stuff out, I had a pirate ship after 10 minutes.

I also read a walkthrough to make sure I didn't miss anything. No, it's pure luck.

If I hadn't cheated, I would have had to grind away for hours. It IS somewhat easier and more fun with the pirate ship, but it still takes HOURS of boring grinding to get the money needed to get good enough to finish this game.

Ah yes. One more thing I just remembered. There's one place in the game where you can increase your stats. And you need to do it, because otherwise, you won't be able to use this better equipment. So you go to that place, pay you're hard-earned 100 gold (the equivalent of 10 boring fights), and then... well, if you're lucky, a random attribute is raised, if not -- 10 minutes of your time wasted. And even if you're lucky, you may well have your wisdom raised which doesn't help you a single bit. You may spend 1000 gold and NEVER have your dexterity or strength increased. God, this game really PISSES me off! I like SOME randomness, I like SOME frustration, but Ultima II just isn't so rewarding that I can take this.

The Bottom Line
Easy. It was an incredibly disappointment. Ultima II is by far the worst Ultima I've played yet (U1-4). It's MUCH worse than Ultima III, it's even much worse than Ultima I. It's probably the worst Ultima ever, and it also belongs to one of the worst role-playing games I've ever played. I'd even prefer Telengard or Dunjonquest to this. It's repetitive, tiresome, boring and frustrating, it replaces player skill and game design with pure chance, and it's big, big game world is essentially empty and boring, full of unhelpful and uninteresting NPCs that are just there to tell you silly jokes.

Garriott obviously was experimenting with his RPG formula developed in Akalabeth and Ultima I. He obviously wanted to make it epic -- but he primarily made it BIG, and forgot pretty much everything else. The game design is horrible, the atmosphere is pretty much non-existent, and the game soon begins to be just tiresome.

I really enjoyed both Ultima I and Ultima III, and Ultima II clearly is the missing link between both, having some of both games' elements, but the whole game feels so unfocused and patchy that I strongly suspect that Richard Garriott was on drugs when he created this game. The computer gaming world can be glad that Garriott obviously learned from his errors here, and pulled himself together for the wonderful Ultima III but one year later, not to mention the justly famous Ultima IV.

I really had to force myself to finish this game. In many respects, this game tortures the player. Right down to the big boss fight at the end. The Enchantress is not too hard to kill -- but you'll have to do it not once, not twice, no -- all in all it's six times. And every time, you'll have to run through her whole castle again. Then again, I didn't expect otherwise. I'm glad to be through with this game, and I'll never touch it ever again. Just thinking of it makes me angry. Blue Tassel. AARRRGH!!

After having played both U2 and U3, I'm really wondering why the hell does U2 get a score of 3.93 on Moby, while U3 which is MUCH closer to U4 than to U2 gets only 3.71?! At least the U2 reviews all say this game sucks, more or less.

DOS · by General Error (4329) · 2012

To Be Honest...This Isn't My Favorite Ultima Game

The Good
The manual was an interesting read. I liked the overall concept. Space and/or time travel could have been really cool if they pulled it off...

The Bad
It took me forever to get a complete copy of this game. And then to acquire the neccessary patches. When the game finally got running...I had all these expectations. And I was sourly let down. I could have endured this game...if the food management would have been more realistic and all the tiles for seperate time periods didn't look exactly the same. I guess there wasn't enough story in U2 to enthrall me.

The Bottom Line
If you're a die-hard Ultima afficionado, it's worth a look. A short one.

DOS · by rs2000 (13) · 2001

Contributors to this Entry

Critic reviews added by S Olafsson, vileyn0id_8088, Ritchardo, Alsy, RetroArchives.fr, Patrick Bregger.