Ultima VI: The False Prophet - All News
Wednesday - October 19, 2016
Ultima VI - Ultima 6 Remake Progress Report
After a long time between updates there has been an update submitted for the Ultima 6 Remake project which is remaking Ultima 6 using Ultima 7 graphics and the Exult engine.
The goal of this project is to update U6 using U7 graphics and Exult engine, for those of us who aren't into the 3D feel of the Ultimas. It has been something I always wished I could do, long before Exult came into being, but now it is possible. This conversion will stay true to the original game but update the storyline a bit to reflect the warlike atmosphere, new npcs to help tie in loose ends or create new sidequests, and elaborate on things in game that wasn't possible with the Ultima 6 engine.
Update on the project!!
Posted by Zygon Dragon on 4th October 2016 in Updates
It's been a while since we've updated things here! Rest assured, work on the mod has picked up quite a bit as of late. I've been working on getting an idea of where we're at in the mod via spreadsheet and what needs to be done, fixed, added, and so on. It's been a huge help in figuring out what to do next. For the past few days I've been doing map work, finishing both the Britain sewers and Buccaneer's Cave areas since they both connect. The overworld seems to be near complete, just needing some fine tuning and cleaning up here and there. NPCs in the overworld are mostly done, with a handful still needing to be done and many needing some fine tuning. Crowley is still working hard on the backlog of new sprites and things needed for the mod, and Pegbyter has been working on a sidequest that isn't crucial to the game, but will shed new light on some things from U5. A hint of what's to come: Have you ever wanted to get revenge on Chuckles that didn't involve shooting him with a cannon? Perhaps he's been hiding something all of these years... something that Lord British wouldn't find very virtuous...
Sorry for the long time in between updates, but we've been working sporadically and are determined to see this to the finish line! We're still looking for pixel artists who can finish the portraits and make them look nice, so let us know if you're willing and able!
Friday - October 10, 2014
Ultima VI - CRPG Player’s Handbook
The Ultima Codex posted their article for Felipe Pepe's CRPG Player’s Handbook.
I was debating whether to keep this under wraps until the cRPG Player’s Handbook was published (which, granted, is not going to happen for a while yet), but Felipe Pepe (the book’s editor) evidently liked the review of Ultima 6 I wrote for it enough that he decided to publicize the piece himself.
So there it is, above; a summary of as much of what makes Ultima 6 great as I could squeeze into 3700ish characters.
Tuesday - February 11, 2014
Ultima VI - Retrospective @ The CRPG Addict
The CRPG Addict has a new retrospective for Ultima VI: The False Prophet.
Origin System's motto was "we create worlds." It was a fitting motto for a company so dedicated to detailed back story and lore. Britannia is the most obvious example, but even the company's minor titles, like Times of Lore or Knights of Legend, have rich game manuals and complex histories. For years, I've thought of Origin as the paramount example of what became the first category in my GIMLET index: "game world."
Richard Garriott created the Ultima series in a time when hardly any games were paying attention to good stories--and even if they did, the technology of the times wasn't sufficient to justify much of the prose. In this era, Ultima IV comes along like a revelation, with a manual outlining Britannia's history, detailed descriptions of every town, monster, and item, a fully constructed virtue system--and, most importantly, a game that made full use of all the manual's lore. It's one of the few games of the era in which the manual and game seem like partners in the gameplay experience. It is, in fact, one of the few games of the era in which the manual and game feel like they were written by the same people.
But perhaps as notable as the effort and detail put into Britannia's history is how poorly Origin maintained it. The Ultima series is rightfully famous for re-inventing the game engine and magic system between numbered titles, but it also re-invented its stories, too. Hardly any aspect of the world holds up to scrutiny between any two games. IV and V are the closest, but in general, the game manuals engage in a rampage of retconning between titles.
Monday - July 08, 2013
Ultima VI - Retrospective @ FaultyPixel
FaultyPixel has a retrospective for Ultima VI: The False Prophet. Give it a look and share your opinions.
While the next game in the series, Ultima VII: The Black Gate, is probably the most well-known and well regarded of the main Ultima series, Ultima VI: The False Prophet deserves to be remembered as a significant and monumental entry in not just the series, but RPGs and gaming as a whole. It started the trend toward grander scale worlds, ushered the genre towards the now-popular isometric third-person perspective and told a nuanced and engaging story to boot. Today, Bioshock: Infinite draws widespread plaudits for its story, not least from me, but Ultima VI’s narrative is every bit as good.
The False Prophet may not be the most fondly remembered of the Ultima games and may be criticised for its design choices, but the simple fact is that this much-maligned title is a damn sight better than most other titles out there. While the design may not be polished or the finished article, it set the basis from which The Black Gate, the most technically refined of the series, could build.
The true merit of Ultima VI: The False Prophet is in its transformation of standard, clichéd oppression storyline into an odyssey of self-discovery, introspection and evolution. It doesn’t overtly preach and it certainly doesn’t patronise; what it does is deliver a revelatory narrative in the most engaging way possible and for that I can describe it as nothing less than one of the best games I have ever had the fortune to experience.
Friday - June 10, 2011
Ultima VI - Technical Documents @ Ultima Aiera
If you like digging through design material for classic games, Ultima Aiera has a bunch of original desgn and technical docs from Ultima 6, provided by Origin programmer Bill Randolph.
Friday - July 09, 2010
Ultima VI Online - Back Online
I must admit to being totally ignorant about this but Mark writes in to say Ultima VI Online is, well, back online. As I understand it, this is an MMORPG built using assets from Ultima VI (feel free to fill in details in the comments). Details can be found at Ultima: Aiera, an excellent Ultima projects news site.