Ultima II: The Revenge of the Enchantress...
Description official descriptions
The sequel to Ultima featured several improvements over the original, such as larger town maps, and the concept of traveling through time gates into different eras on Earth. Other than that the gameplay is pretty much the same as in Ultima I, with your single character roaming the land fighting monsters and looking for key items.
In the original Ultima a hero from a certain third rate blue planet orbiting an insignificant yellow sun came to the world of Sosaria and slew the evil wizard Mondain before he could fulfill his dreams of universal domination. Thus peace was brought to Sosaria, and the hero hailed as a champion of the people of all time.
Unfortunately, Mondain happened to have a young apprentice/lover named Minax who is understandably upset over his death. Using her considerable powers, Minax travels through time and space to the hero's homeworld of Earth and instigates a nuclear war, thus serving the dual purpose of working out her frustration as well as erasing the hero from history. Of course, as the hero, this works out rather badly for you, and so with the help of Lord British you must travel through time and somehow find Minax and prevent the events which culminate in the destruction of Earth.
Spellings
- ウルティマ2 女魔法使いの復讐 - Japanese spelling
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Screenshots
Promos
Credits (Apple II version)
13 People (12 developers, 1 thanks)
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Game Design | |
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Reviews
Critics
Average score: 74% (based on 5 ratings)
Players
Average score: 3.8 out of 5 (based on 112 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 (3509) · 2008
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
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
Discussion
Subject | By | Date |
---|---|---|
Screenshots: Double and I'm not sure if this should be like this | Edwin Drost (9740) | Nov 5, 2017 |
Resolution? | Edwin Drost (9740) | Feb 9, 2017 |
Ultima 2: hotel raising stats | And Wan | Jan 19, 2017 |
Trivia
Development
While designing the game Richard Garriott went to see the movie Time Bandits repeatedly just to copy down the map seen in the film and incorporate it into his game. He eventually decided that the map didn't actually make much sense but still wanted to include a cloth map with every copy of the game. Every publisher in the industry turned him down because of the cost, except Sierra.
DOS version
Little known is the fact that the IBM PC port is supposed to be played on an IBM CGA with a *composite* color monitor (EGA/VGA cards only emulate the display of an RGB monitor). Using that configuration, the pink-striped water becomes blue, the pink-speckled street tiles become red, and the cyan trees become green (see DOS screenshots).
Fanpatch
There exist a freeware EGA graphics patch, which adds some colors to replace that original CGA graphics.
References
- The weapon needed to defeat the villain(ess) in the game is a sword called Enilno. Spelled backward, it becomes Online. Sierra Online was the game's publisher.
- Richard Garriot in general and the various Ultima development teams in particular have something of a reputation for hiding various inserted oddness into the series. For example, in the map of the solar system in this game Earth is at coordinates (6,6,6). Make of that what you will.
Release history
In its original release this game was published by Sierra Online. For one reason or another, this didn't work out, and Richard Garriot left and published Exodus: Ultima III under his own outfit. It was never re-released by Origin as a single game. They had trouble getting the publishing rights back from Sierra, and it wasn't until Electronic Arts published the Ultima Collection almost 15 years later that the game was commonly available for purchase again.
Unofficial Port for the Apple IIGS
Rebecca Heineman and Brutal Deluxe Software were working in 2011 on an unofficial port for the Apple IIGS port of Ultima II, whose code was based on the one that was used to create Ultima I in 1994. Unfortunately, this version was for 50% completed before being cancelled due to the fact that she could only sell about 500 copies at the time and the steep licensing fees from current copyright holders Electronic Arts. If the port would have been completed, it would have been released on two disks.
Information also contributed by Eisentel, NewRisingSun, Pix, Terry Callahan and Ye Olde Infocomme Shoppe
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RPG Classics - Ultima II Shrine
Complete information on the game with dungeon maps, and utilities that can be downloaded.
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Contributors to this Entry
Game added by Alan Chan.
FM-7, Macintosh, PC-88, Atari 8-bit, MSX added by Terok Nor. PC-98 added by Unicorn Lynx. Atari ST, Commodore 64, Apple II added by Jeanne. Windows added by eWarrior.
Additional contributors: Rebound Boy, Unicorn Lynx, jlebel, Patrick Bregger, Infernos, Edwin Drost.
Game added February 21, 2000. Last modified July 1, 2024.