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![]() ![]() The player again plays the Stranger, but this time the ultimate goal is not to defeat an evil villain – instead a path of Virtue has to be followed and a virtuous life led. The people need this paragon of virtue called the Avatar. However, there is one thing still missing: a role-model to be an example of the Eight Virtues. In the now united kingdom, the people search for spiritual enlightenment now that they are enjoying an age of prosperity. With the end of the Triad of Evil and, therefore the Ages of Darkness, a new age has begun for Sosaria, which now is Britannia – the " Age of Enlightenment". Spoiler warning: Plot and/or ending details follow. Instead, the player must prove to be a "good guy." The whole system of virtues in this game changes the RPG experience. The killing and thievery of the three earlier games is now strongly discouraged. The most significant improvement for the game's creator is the plot, where the player has to follow a path of Virtue to win. The number of items to be found has risen, and the total party size is expanded to eight. Cities, castles and dungeons are much more detailed, as is the wilderness. The puzzles are more complex, and more information has to be gathered to solve the game. The people of Britannia can talk interactively. ![]() The game became much more complex and deep with this installment, compared to Ultima III.
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