Ludography
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Where to get it

Ultima VI cover

1990 · Origin Systems · Role-playing · Turn-based strategy

Ultima VI

Nintendo console exclusive

Ultima VI sees the player return to Britannia, at war with a race of gargoyles from another land, struggling to stop a prophecy from ending their race. The player must help defend Britannia against these gargoyles, and ultimately discover the secrets about both lands and its peoples.

Released
1990
Platforms
AmigaApple IIGSAtari STAtari ST/STECommodore 64Commodore C64/128/MAXFM TownsMS-DOSNEC PC-9800 seriesPC-9800 SeriesSNESSharp X68000Windows
Genres
Role-playingTurn-based strategy
Developers
Origin Systems
Publishers
Origin Systems
Series
Ultima
Modes
Single-player
Perspective
Bird view / Isometric
Themes
FantasyOpen world
Country
United KingdomUnited States
Languages
English
Time to beat
90hcompletionist
Composers
Todd Porter

About

Ultima VI: The False Prophet, released by Origin Systems in 1990, is the sixth part in the role-playing video game series of Ultima. It is the third and final game in the "Age of Enlightenment" trilogy. Ultima VI sees the player return to Britannia, at war with a race of gargoyles from another land, struggling to stop a prophecy from ending their race. The player must help defend Britannia against these gargoyles, and ultimately discover the secrets about both lands and its peoples.

Ultima VI continues to advance the technology of the Ultima series. The game world is larger, with a 1024x1024 tile map seamlessly connected and to scale. World interactivity is further increased with object manipulation, movement, and crafting. Graphics and sound are likewise advanced with the use of new sound card technology and VGA graphics cards, and the user interface is streamlined with the use of point-and-click icons.

›Story

Though believed to be mythological creatures the existence of Gargoyles was discovered shortly after the first expedition into the geologically unstable underworld. At first, they seemed content to remain in their subterranean domain, but recently they began appearing in our world, seemingly bent on doing us great harm. These diabolical nemeses have begun to seize our holy shrines and places of enlightenment. Scores of homes and villages in our land have been destroyed during nocturnal raids mounted by the daemonic fiends, while countless others stand empty and deserted.

Local and government militias have organized in opposition to the calamitous invasion from below. Whole brigades of skilled warriors from Serpent's Hold have clashed with these tireless foes on the field of battle, but to no avail. The Gargoyles' methods suggest that they are searching for something of great value. It is even rumored that they may seek your destruction, though why this should be is not known to us.

Keywords

  • overworld
  • grid-based movement
  • sequel
  • leveling up
  • voice acting
  • developer voice acting
  • party system
  • developer cameo
  • british accent
  • old-fashioned english
  • pc to console port
  • scummvm compatible

Media

The articlegameplay, story, development, reception

Gameplay

This game ended the use of multiple scales; in earlier games a town, castle, or dungeon would be represented as a single symbol on the world map, which then expanded into a full sub-map when entering the structure. In Ultima VI, the whole game uses a single scale, with towns and other places seamlessly integrated into the main map; dungeons are now also viewed from the same perspective as the rest of the game, rather than the first-person perspective used by Ultima I-V. The game retained the basic tile system and screen layout of the three preceding games, but utilized a much more colourful and detailed oblique map view and displayed NPC portraits during conversations. These changes took full advantage of the recently released VGA graphics cards for PCs.

Story

Some years after Lord British has returned to power, the Avatar is captured and tied on a sacrificial altar, about to be sacrificed by red demon-like creatures, the gargoyles. Three of the Avatar's companions, Shamino, Dupre and Iolo, suddenly appear, save the Avatar and collect the sacred text the gargoyle priest was holding.

The Avatar's party flees through a moongate to Castle Britannia, and three of the gargoyles follow. The game begins with the player fighting the gargoyles in Lord British's throne room. After the battle, the Avatar learns that the shrines of Virtue were captured by the gargoyles and he embarks on a quest to rescue Britannia from the invaders.

Development

The development of the Ultima series originated on the Apple II and every prior game had been developed primarily on that platform. By 1990 the market for 8-bit computers in the US had nearly evaporated, so there was no Apple II version for the first time. A version for the 16-bit Apple IIGS had been planned, and rumored to have been started, but was never released (despite mentions of the machine on the box packaging and manual). The game was ported to the Commodore 64, although not without trimming considerable trimming of aesthetics (no portraits) and gameplay (no horses, no working gems, reduced NPC dialogs, simplified quests, etc.).

Major changes were made that distinguished Ultima VI from earlier Ultima games. Several of these changes were influenced by Origin's 1988 action role-playing game, Times of Lore, created by Chris Roberts, and FTL Games's 1987 RPG Dungeon Master. One such change was the world design, where no longer would towns and castles be represented by icons on the overworld map, but where everything in the game world is represented on the same 1024 × 1024 tile map, except for dungeons and smaller outdoor maps. The caverns and dungeons beneath the land were also no longer represented in first-person view, but changed to an overhead, oblique isometric view, like the rest of the game.

Reception

In 1990, the game had sold under 100,000 copies in the United States.

Scorpia of Computer Gaming World in 1990 stated that she "had some profound, mixed feelings about" Ultima VI because of the changes to the user interface, graphics, and gameplay. The change to a single scale for the world, for example, greatly increased travel and exploration time; long quests had small rewards; and performance became sluggish with many characters on screen. She liked, however, the "solid story" that elegantly concluded the second trilogy, lack of pointless outdoor encounters, and improved NPC dialogues, and concluded that Ultima VI "is a very good game". In 1993, Scorpia criticized the middle of the game and the hunt for the pirate map, but stated that it was "definitely worth your time".

Legacy

A fan-made recreation of Ultima VI using the Dungeon Siege engine, The U6 Project (aka Archon), was released on 5 July 2010. Another remake project uses the Exult engine, using graphics from Ultima VII. Ultima 6 Online is an MMO version of Ultima VI.

Releases by platformdates and regions as published

PlatformReleasedRegions
MS-DOS1 June 1990Europe · North America 1 June 1990
PC-9800 Series21 November 1991Japan
Commodore C64/128/MAX31 December 1991Europe
FM Towns31 December 1991Japan
SNES3 April 1992Japan · North America 31 December 1993
Sharp X6800019 June 1992Japan
Atari ST/STE31 December 1992Europe
Amiga31 December 1992Europe · North America 31 December 1992
Windows1 June 2014Worldwide

Editions and related releases

Included in
Ultima 4+5+6The Ultima Collection
Followed by
Ultima VII: The Black GateUltima VII
Follows
Ultima V: Warriors of DestinyUltima V

In the same series

Games like this

Collections2 collections

Platform libraries

Description adapted from its source, CC BY-SA 4.0.