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#ultima 4 quest of the avatar
lordfentongaming · 1 year
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Ultima IV Quest of the Avatar Walkthrough Part 22 Despise and Destard Du...
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oceanpiner · 2 years
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Ultima 4 quest of the avatar flute
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#Ultima 4 quest of the avatar flute professional
The Blades killed them all centuries ago.
Sven was supposed to have another dialogue option, "Do you know any old ballads about Dragons?" The option never shows up, however, so Sven's response will never be heard in-game: "There's the one about Tiber Septim and the dragon Nafaalilargus.
While attacking Riverwood, he will help fight the town's residents, but will refuse to attack his mother Hilde. He will not object if he is currently a follower, but will refuse to re-join after he is dismissed.
Sven can no longer be recruited if the Dragonborn attacks Riverwood.
And I've got better things to do than listen to your fantasies." Hilde "You'll see! It was a dragon! It'll kill us all and then you'll believe me!" Trivia It flew right over the Barrow!" Sven "Dragons, now, is it? You keep on like this and everyone in town will think you're crazy. Hilde "A dragon! I saw a dragon!" Sven "What? What is it now, mother?" Hilde " It was as big as the mountain and as black as night. Low level characters or those that rely on their followers in combat may find it difficult to use Sven, as he won't be as efficient in battle as other followers would. As a result, his health is somewhat lower than that of other followers, and his primary skills are non-combat related ones.
#Ultima 4 quest of the avatar flute professional
Additionally, along with Roggi Knot-Beard and Adelaisa Vendicci, Sven is one of only three followers who has a civilian job class instead of a professional combat-oriented one. Sven's level cap is 20, tying him with Roggi Knot-Beard for the lowest follower level cap in the game. Likewise, his skill in one-handed weapons, two-handed weapons, and archery are all roughly on par with each other, and all relatively low. He benefits from Light Armor slightly more than Heavy Armor, but the difference is not too significant as his skills with both are relatively low. His tertiary skills are Light Armor, Sneak, and Speechcraft. His secondary skills are Archery, One-Handed, and Two-Handed. Sven's primary skills are Alchemy, Enchanting, and Smithing. With the Hearthfire add-on installed, Sven can become a steward in one of the Dragonborn's homesteads. Tale of the Tongues (upon completion of the main questline).If Sven dies after siding with him during "A Lovely Letter," a Letter of Inheritance will be received.Īs a Bard, Sven will sing the following songs on request for no fee: He can also be recruited into the Blades when the Dragonborn needs to recruit followers for Delphine, provided the Dragonborn is already Sven's friend and if they have killed Paarthurnax during the quest " Paarthurnax." It is possible to recruit Sven as a follower if the quest "A Lovely Letter" is finished in his favor. Sven is competing with Faendal for the heart of Camilla Valerius and asks the Dragonborn to sway things in his favor. Sven can generally be found inside the Sleeping Giant Inn playing his lute, since he is a graduate from the Bards College.
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sellingjust · 2 years
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Ultima 4 quest of the avatar walkthrough
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Ultima 4 quest of the avatar walkthrough software#
Ultima 4 quest of the avatar walkthrough series#
And for everyone else, it looks like we’ll have to wait just a little bit longer for Ultima Forever: Quest for the Avatar to receive a worldwide release sometime this summer.
Ultima 4 quest of the avatar walkthrough software#
The video is hosted by Ken Hartsook, a software engineer at EA Mythic, who gives viewers a sneak peek at the epic RPG gameplay, and outlines the developmental process and the challenges that he and his team faced in bringing such a massive experience as an Ultima game to the mobile platform.įor all of our friends in Canada, you can download the game right now (and for free!) on its official App Store page.
Ultima 4 quest of the avatar walkthrough series#
In celebration of the launch, EA has released the first installment of a developer diary series which chronicles the making of the game, and has all of those hidden goodies and factoids that we questers love to find. In case you’ve never played an Ultima game before, you can take our word that this is one mobile release you’re going to want to watch out for. In the computer version you can press lots of different keyboard shortcuts, but on the Master System you end up scrolling through long lists of things which isn't too bad.Every day is a great day to live in Canada, but today is an especially great day to live in Canada, because Ultima Forever: Quest for the Avatar, the latest installment in the popular RPG series, has made its way onto the Canadian App Store this morning. You can save and load your game (status) which is pretty cool for a SEGA game. The very short, extremely repetitive songs will never go away. The music from this game is still burned into my brain 20 years later. Compared to other SEGA titles the game is a bit hard on the eye as there are a lot of tiles drawn to screen at one time and therefore detail of each tile isn't great. The Apple II version looks a bit better generally, but the SEGA version has 2D overhead dungeons, which are a huge improvement over the extremely confusing pseudo-3D dungeons found in the other versions - if you're going to play the whole game through then definitely play the SEGA version. The graphics on the SEGA master system are the best of all of the incarnations of Ultima IV. Most of the game involves moving a group of characters through a huge tile-based world, one square at a time, but on the way talking to various characters, buying and selling equipment, sailing ships, flying in balloons, riding horses, travelling through the mysterious 'gates', and trying to figure out what the main quest is all about. Ultima IV: Quest of the Avatar is the fourth in the series of Ultima computer role-playing games.It is the first in the 'Age of Enlightenment' trilogy, shifting the series from the hack and slash, dungeon crawl gameplay of its 'Age of Darkness' predecessors towards an ethically-nuanced, story-driven approach. For some reason only the 4th title in the series was converted to Master System, but it has the most well developed plot of the series (the Quest of the Avatar) which goes on to define the main character's role in all of the following titles.īattles are a turn-based affair which eventually become quite tedious (you find yourself doing your best to avoid random battles) but the mechanics work well. This makes it quite different to other SEGA RPGs, and would not appeal to everyone. Forget about the cutesy graphics and simplified gameplay of Japanese RPGs Ultima IV has a loads of statistics and attributes, an absolutely massive world to explore, loads of stuff to buy, and a complicated but interesting spell system involving a huge magical ingredients.
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wecujacibaw · 2 years
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Commodore c128 handbuch pdf file
  COMMODORE C128 HANDBUCH PDF FILE >> DOWNLOAD LINK vk.cc/c7jKeU
  COMMODORE C128 HANDBUCH PDF FILE >> READ ONLINE bit.do/fSmfG
           Seite 59 C128-Modus BASIC 7.0 4-19 BLOAD-Befehl Format: BLOAD Dateiname[,D Laufwerk][,U Gerät] [,ON BBank][,PAdr] Zweck: Es wird eine Datei mit binär codiertem Completely scanned Ultima IV: Quest of the Avatar set for Commodore 64 - including package and manual!A modern handbook for the C128! Vintage Commodore 128Heimo Ponnath hat freundlichweise die Verbreitung des PDFs unter der Creative Commons BY-NC-ND 3.0 Lizenz gestattet. Das Commodore 128 Handbuch. Commodore 128. Mein erster richtiger! Dazu gibt's wirklich nicht viel zu sagen. Ausser, dass es sich um den "Diesel" in Plastikausführung handelte. COMMODORE 128 (BASIC 7.0) ○ CP/M PLUS VERSION 3.0 2. Allgemeine Eigenschaften von BASIC 2.1 Betriebsarten von BASIC 2.2 BASIC-Zeilenformat und -
https://ponedixota.tumblr.com/post/693358607009529856/hager-elcom-5-1-handbuch-iphone, https://wecujacibaw.tumblr.com/post/693358823827718144/loewe-individual-32-selection-bedienungsanleitung, https://ponedixota.tumblr.com/post/693358784837550080/benq-w1000-bedienungsanleitung-galaxy, https://ponedixota.tumblr.com/post/693358422307028992/samsung-qe55q6fn-bedienungsanleitung, https://ponedixota.tumblr.com/post/693358727248658432/brother-innovis-v3-bedienungsanleitung-hd.
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self-loving-vampire · 3 years
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Ultima IV: Quest of the Avatar (1985)
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Ultima 4 is a very historically-significant game, as well as being where the Ultima series cemented itself as something truly unique. Where the previous games in the series (as well as the RPG genre in general) often dealt with defeating some kind of evil overlord, Ultima 4 has no antagonist and instead calls on you to perfect yourself and embody a set of eight moral virtues.
Summary
You start the game by answering several moral dilemmas to determine your class and starting location. You are then transported to the fantasy land of Britannia to embark on a spiritual quest to become the Avatar of virtue and read the Codex of Ultimate Wisdom in the Abyss.
To do this, you must master eight virtues and understand the three principles involved in them.
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The game has been widely ported but I will be reviewing the free version available from GOG.
Freedom
Ultima 4 is an extremely open game in many ways. There are eight possible classes and each is rather different, with a unique starting location. Most importantly, all of the many tasks the game asks you to complete prior to the final descent into the Abyss can be done in any order you desire.
You can maximize your virtues in any order, explore dungeons in any order, travel the world as you wish, find the runes in any order, and etc.
So all in all, this game is very non-linear when it comes to exploration and objective order.
Note, however, that due to the way this game is designed it is not actually very replayable. Even if the initial experience is different for each class and you can complete the game’s many objectives in any order, those objectives are still the same and they all do need to be completed by the end. There are no alternate ways to complete any objectives.
By the end of the game, you will be playing largely the same way regardless of what your initial class was or what order you did things in.
This is made worse by the fact that ranged weapons completely dominate the game. There is little reason to use melee if you have the option to use ranged weapons.
Character Creation/Customization
Besides your name, gender, and choice of class, you cannot really decide anything about your character. Once in-game, you also don’t have that many options for upgrading your party besides obtaining better equipment and finding magical orbs in dungeons.
That said, the game does get some points for the variety of classes and for how radically some of them can affect your experience, particularly in the early game. 
The most striking example is the Shepherd class, which you get for having humility as your favored virtue during the character creation questions. Shepherds are terrible at everything. They can’t use magic at all (most other classes can to varying degrees) and are awful at combat, having a very limited selection of weapons and armor available. They also start in a ruined island populated by monsters. It is basically the game’s “hard mode.”
You can answer these same questions and find your class here (the link says Ultima VI but it’s really the same ones as far as I can tell, or at least close).
Story/Setting
The game world is reasonably large and memorable, but to be honest the setting of the Ultima games has always been on the more generic side, even if some of the games in the series are pretty immersive. The virtues introduced in this game are really the primary spice on the game world.
It is a medieval fantasy setting with all the staples: Fireballs, orcs, dragons, liches, skeletons, and so on. It does have a few less common creatures as well (like balrons and zorns).
A generic fantasy setting is not necessarily bad, but it is not particularly good either. It is just the baseline as far as I am concerned, and can be boring on its own if you are not drawn in by anything else a game offers.
In this case, the setting is not really the game’s selling point so much as its unique objective. It is also still a massive improvement over some of the earlier games in the series, which feature things like space travel and time travel.
Another point in favor is that the towns scattered throughout the land are not just generic fantasy towns, they are dedicated to specific virtues. Those virtues seem to be particularly alive in the minds of their inhabitants in this game as well. The virtues are so embedded in the setting for the rest of the series that it does give it more of an identity.
The story itself is, as previously mentioned, unique among all RPGs I know of. While there is a lot of combat and dungeons to explore, there is no big antagonist for you to defeat.
Your behavior is tracked from beginning to end. You will need to do things like donating money to the needy, donating blood at the healer, and letting non-evil creatures (generally animals) flee in order to become the avatar. I also do not recommend “grinding” out these virtues unless you really need to, as I found that as long as you know how to raise them you can easily achieve avatarhood in several of them just by playing the game normally, talking to everyone and visiting Hawkwind every time you’re in the castle.
In addition to maximizing your virtues and then meditating at the proper shrines, your quest will see you travel throughout the entire world to collect the artifacts you will need for your descent into the abyss. 
You will need the eight stones of virtue (most of which are within dungeons), the Key of Three Parts, the three artifacts of the principles, the word of power, and more. You will also need to recruit seven party members to aid you in your quest, each representing one of the virtues (you are the representative of the eighth).
Immersion
I know it’s probably not that bad by the standards of its time, but I can’t say the game’s immersion is all that good. It does gain some points in some areas such as the way the manuals work and how you need to actually do things like keep track of the phases of the world’s two moons (clearly not something you’d see in our world!) to make proper use of moongates, but overall it is definitely not on the same level as other RPGs I have played. As was sadly the case for the technically-limited time period the game was made in, the world does not really react very much to your actions even though your virtues are tracked.
I do like the initial character creation questions, however. Trying to answer them honestly based on your own moral principles can be a good way to get started. It is also good that the whole virtue angle requires you to actually roleplay the quest of the avatar in order to win.
Gameplay
Playing the game is extremely simple as long as you reference your keys as needed and read the manuals (perhaps it is even too simple, with only one type of non-spell attack action and relatively few and uninteresting equipment options). Talking to every NPC you meet is also recommended, as they not only have a lot of advice but also several vital clues that you will need if you plan to complete the game without a walkthrough, as the whole thing is rather obscure about certain aspects of your quest.
The magic system is a mixed bag. You have to gather and mix reagents to cast spells. The reagents must be mixed ahead of time and are consumed. You must also know which reagents to mix. The spell manual that comes with the game explains most of the combinations, but there are some that you must discover on your own within the game, and they are for some of the most potent spells too (such as Resurrect).
On one hand, I like how the game invites you to actually learn its magic system in order to make use of it, with many reagents having consistent qualities that can let you guess what kinds of spells they may be used for. On the other, it can be a bit time-consuming to manually mix these reagents every single time you want to prepare a spell.
However, the thing that really kills the second half of the game is the combat.
The combat is initially a bit simple but functional. You can press one of the arrow keys to move in one of four directions, you can press A followed by a direction to attack in that direction, or you can press C to cast one of your prepared spells.
With such simplicity, combat in the early game doesn’t take very long, especially since as far as I can tell there are less/weaker enemies early on (though there’s enough encounters to make it a bit of a pain still). However, as you gather more companions (and you must have a party of 8 before venturing into the final dungeon and completing the game) combat starts to drag on as you have to manually command each of your eight party members.
It’s especially bad in that one party member in particular (Katrina the Shepherd) is, to put it bluntly, a complete burden on the party as you might expect from a shepherd. She will be missing every single attack against the stronger enemies that populate the late game, and not hitting very hard when she does hit due to the awful weapon selection shepherds get. I wish you did not need to recruit everyone.
This would have been a bit of a pain on its own, but not that bad. No, the real problem is one single spell: Sleep.
A handful of late game enemies (such as gazers, but especially reapers, and balrons) will spam this one spell without mercy, even if your entire party is already sleeping.
This is a spell that can incapacitate multiple characters, potentially half your party or more, for several turns. The Awaken spell is pointless as a counter to it, as it affects a single target and the enemy can spam Sleep every round while you will quickly run out of Awaken even if your spellcasters somehow manage to avoid the sleep themselves.
Your characters do not wake up if they take damage, and there seems to be no limit to how often the enemy can use Sleep.
This is still manageable when fighting only one or two of these enemies in reasonably open ground, but in tight spaces where sleeping characters can block the way for the rest of the party or in dungeons where you face half a dozen or more of these enemies in a single room it can make for an experience that is just painful.
It is not even that this makes the game difficult either, the enemies do very little damage even when they are not spending all their turns casting Sleep over and over again, but it does make some dungeon rooms feel like they exist merely to waste your time.
The single worst offender was this room at the bottom of the Abyss.
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10 Balrons that you can’t even reach due to a wall of force (central blue square) in the way. They can Sleep half your party despite this, regardless of where anyone is in the room. I timed it and it literally took me about 20 minutes just to walk everyone east at this one turn. There are other rooms that have this same issue as well.
While there’s annoying things like that, the game is actually extremely easy in terms of combat, at least once you get over the initial hump.
Aesthetics
As noted in the setting section, the game is on the more generic side aesthetically. That said, the simple graphics are at least readable for the most part (magical fields and the like aside) and the unique main quest gives the game a very distinct feel.
Accessibility
Surprisingly high due to its simplicity. Combat is about as mindless as you could ask for in an RPG other than making it completely automatic like Ultima 7 did, and there are not actually that many keys to remember.
However, there are still a couple of things that modern players will have to adapt to. Chief among them are consulting the manuals throughout the game and taking notes.
The game has no quest log to record all the clues the game’s many, many NPCs provide you with. You have to actually write those things down together with things like the mantras for meditating at the shrines, the visions you get as you achieve partial avatarhoods, and etc.
Your knowledge of the virtues will be tested at the very end.
Conclusion
I would not blame anyone for jumping ship once the late game begins, as things become slow and repetitive at that point. However, I believe that this game is worth trying regardless (especially now that it is given out for free).
This is an RPG unlike any other I have seen, demanding its players to not only live up to heroic (and largely secular) moral principles but also encouraging them bring them out of the game and applying them to their lives and become better people.
While its combat can become a bit of a pain later on, the game’s ideas remain interesting at the very least. It is also possible to import one’s Ultima 4 save into Ultima 5, and then from that game to Ultima 6. Both of those games also have rather interesting premises that I will talk about in time.
In the end, I think you should at least try it if you are interested in the history of RPGs. This is the point where Ultima really “gets good” and ditches the nonsense that plagued the early games, though Ultima 7 is still likely a much better starting point for modern players.
The game ends with a call to action. The Quest of the Avatar is a lifelong journey that does not end with the game. You are told to return to your own world and put the virtues you have learned into practice and live as an example to your people, to truly be the avatar.
In the future, other games in the series will challenge and twist these ideals in various ways, but I like the heroic idealism on display here.
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game-levels · 7 years
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Posted the cover here as it would not fit in the last entry.
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twistedsinews · 3 years
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Tagged by @hunnybadgerv & @chyrstis to share 5 WiP.
Tagging: @faejilly, @gatticus, @corpsebrigadier, @hunnybadgerv, @chyrstis, also anyone who wants to really
tagged twice, therefore i present to you
Five WiP (x2)
1. C77: The story of how V met T-Bug: a saga of glitches, daring exploits, and a cute little bunny rabbit that only V can see.
2. C77: Something about the NCPD getting inside information on the Valentinos at long last, the Valentinos not being happy about this, and having their suspicions because there are all of two men who have ever left the gang and survived long enough to tell about it, and only one of them couldn't use the extra money and isn't running around the city with a total unknown for a partner in crime he's trying to impress.
3. C77: V's habit of scavenging anything and everything that might be useful getting her framed for some kind of corpo murder deal. (Might get rolled into the above, if only I get mildly annoyed when ideas feel too similar but both are good.)
4. C77: V and Jackie sign on to a gig with about a dozen other mercenaries to bodyguard a rising starlet. Easiest job in the world. Things go haywire.
5. C77: Something about how V sets up Misty and Jackie to go out on their first date. And a lot of pining was had by all.
6. C77: One post-game concept that splits into multiple versions, because apparently I need a reunion fic for every ending. Earn your happy ending, indeed!
7. C77: How V met Vik, a glorious exercise in technobabble as I try to figure out exactly how V's cybernetics evolved.
8. SR: A plot against the Saints involving Faith getting abducted by an insurgent but kept alive for Reasons that include luring Johnny out to play, and a look over Johnny's shoulder as to why that is the singular worst idea anyone could have come up with in the history of ever.
9. SR: Halloween prompt fic of the dreamy nightmare variety involving an underworld challenger to the Saints who taps into dark sorcery for an advantage.
10. Ultima: I talk a lot about writing up Quest of the Avatar 'cause I need to get that one done first because continuity and there really is a lot of track laid down for what comes later, but I have an absurd amount of character development set in Warriors of Destiny that I need to get down on paper because damn. This is where Virtue is first tested to the breaking point, shatters, and the Avatar rises up to hit her stride.
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nidhoggssoultrap · 4 years
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Headcanon Part 3
Dress up game...one character...inspired all this...wow. But, I was able to dig up some old “flames” because of this, so it’s all good.
Previous “Headcanons”:
https://nidhoggssoultrap.tumblr.com/post/190472389157/my-headcanon-nidhogg-louie-and-yvette-mostly
https://nidhoggssoultrap.tumblr.com/post/190581277697/headcanonsvingettessnippets-part-2
1. Since I have a special fondness for Camaros, I decided that Nidhogg will be driving that. A powerful black one that is a blast to drive. >:) My biases are showing, I know.
2. My "adaptation" is a cross over with Ultima. This is a very old series that has been an inspiration for years. Want an old school RPG to play? Try the Ultima series. The NES port of Ultima IV, Quest of the Avatar is excellent. But, the PC versions are better with Ultima 7 being considered the best and unfortunately going downhill from there. Still, it is an amazing old school series that is worth checking out and they are either free or low cost. Anyway, the Blood Curse problem is solved by instituting a "Virtue System" with Louie as one of the "Avatars", a shining example of virtue. Yvette will be one too as will quite a few others. The "True King" used to be like this, but because of his curse, he lost all virtue and is no longer an Avatar.
Nidhogg had NO idea that Louie was such a thing. No one did until he revealed it after the fight. Nidhogg had been trying for another power and as stated in the second batch of headcanon, he failed. Because of this, he is hit with a second curse, one that is not only painful, but scarring. Unlike the Blood Curse, only an Avatar can alleviate the pain once it flares up and there is no way to free someone from such a curse.
The "Fail Curse" basically means that you must follow the path of the Avatar and live in service to them. Failure to do so means being burned alive. Since Nidhogg isn't stupid or interested in killing himself(he did, however, consider it), he follows that path. The scarring goes from the heart and covers the upper left side of the body, except for the neck, face, and private parts(think heart attack area and that's generally where the scarring is). Still, having such scarring puts someone at a disadvantage in styling contests. The "Scarring" is the term I will be using in my "headcanon".
3. Remember the "He can't keep getting away with this!" Yvette says about Nidhogg? She tells Louie this and he point blank says, "he's not going to." This one came up recently, but I'm going to roll with it. It's based on something that apparently happens in a new Yvette Dreamweaver. After the death of Lunar,  Louie decides to pay her a visit in Lillith due to their mutual connection to Nidhogg. She's seen Louie before in Apple(first while he was on his motorcycle and second at a restaurant bar)  and thought he was "gorgeous." She considered the woman he loved "a very lucky woman". Nidhogg was NOT happy with this, but he acted like it was "no big deal". Anyway, Yvette and Louie tell each other about themselves a bit and he reveals that not everything about the Prime Minister is false, but does confirm that the Colonel is the "genuine article".  Yvette is sorry about Lunar's death and, of course, so is Louie. They agree to work together to stop Nidhogg. This would happen while Nikki and Kimi are in Apple dealing with Reid.
4. Speaking of beach theme in the last headcanon, Nidhogg's idea of "beach theme" is a t-short and boxer shorts. That's it. He's the same way with the Pajama theme.
5. I have another bunny involving Louie taking advantage of Nidhogg's love for him. It's basically a plot to steal back the White Blossom. It's a "date" that ends in "bedtime" and well, Louie succeeds in stealing the White Blossom. Needless to say, Nidhogg is well...displeased at being so used. It does not end for either one of them as they fight at the grave of Louie's father. Yea, mean bunny. I get those sometimes.
6. Nidhogg's parents were high ranking NCOs in the military. His father(I named Liam) was a "King of Cups" sort while his mother(Madam Zosha) was a "Queen of Wands." If one had to choose, it's agreed that Nidhogg took after his father and became "The Page of Swords" and ultimately "The King of Swords." He loved his parents very much and was present when they died. Liam died the same way Micheal Collins did(shot while going between cars). Zosha died soon afterward trying to avenge him. This is quite possibly his most painful memory and won't likely be surpassed. He was eight years old.  He lived for two years on his own before being discovered in Black Rock City by Louie's father. Yea, Nidhogg knows some hardship and knows how it feels to watch someone being accused of things they did not do (Liam was falsely accused of treason) and lose everything because of it.
7. Nidhogg learned to drive when he was 13. Self-taught on a manual shift jeep. He stalled only once, decided that it would never happen again and it didn't(that is, until the very end of the chase when Yvette finally fights back). He was a few years older when he learned to fly, but was quickly surpassed by Louie. However, as stated in previous headcanons, Nidhogg is a better driver.
8. There are four "loopholes" around the Blood Curse: 1. Medicines(Regent 7), 2. Inability to feel pain. 3. The ability to feel pain and pleasure as one. 4. Immune/Highly Resistant to curses. Louie becomes the 4th one due to Avatarhood.
9. It should have gone without saying that Nidhogg is a loner(which was why he was happy that Louie was similar). In fact, Shade was shocked that he would continue desiring Louie. Shade had assumed that Nidhogg didn't need anyone. Nidhogg's response? "Who said anything about need?" A lot of my favorite characters are like this.
10. Confession Bear: While thinking of the car chase story, I kind of laughed at the fact that there are two grown men embroiled in "gay drama" in front of a young woman, two teenage girls, and a talking cat. In the end, pretty much everyone knew what went on between Louie and Nidhogg, not something either of them wanted much.
11. In Headcanon 2, I made it clear that Louie was blinded by hate/rage. Because of this, some of his actions were a bit unbecoming of an avatar(this Ultima, this happens too. The point is that things can get complicated and being virtuous doesn't always work). Like: twisting and turning Nidhogg's words until it suited his purpose, ascribing words/actions to Nidhogg that he didn't actually say/do, using Nidhogg's actual words against him, and well, subterfuge. Louie succeeds in getting a good number of people to defect, but they end up siding with ORLANDO. Either way, League Tyr suffers losses because of it. Part of the reason Louie acted the way he did was due to desperation, but also the rage he felt toward Nidhogg, but it wasn't pure rage as he still loved his elder "brother"/friend.
At the end of their final duel, Louie strips him of his cape, his medals, and his weapons. He tells the girls, "If you have any last words to say to him, say them now because it'll be awhile before you ever see him again, if ever." He also uses Nidhogg's quote about fate against him("This is your fate").   All of this was done while Nidhogg suffered greatly under the "Fail Curse." Louie could have alleviated the pain while before banishing him, but deliberately chose not to.
He's also said this(when Morrison/Grey Raven was captured): "The opinions of others mattered little to your parents. Where are they now?" Er, yea...lowblow. Nidhogg's response? A raised eyebrow and he continued his argument as if Louie had said nothing of the sort and was STILL trying to persuade him to join the Night Order.
During the "chase" he finally does get to Nidhogg when he basically says, "The freedom you will bring is false!" And even worse, "I wish you had died as a child, buried in the snow with no one to give a damn about you. Then, I would have never known you and I wouldn't be cursed with the memories of you!"
He says a lot more, but that's the gist of it. Had it been anyone else, it would have the effect of a sneeze in a tornado, but because it was Louie, it, well, got to Nidhogg in ways no one else was able to. Yvette and Nikki simply angered/irritated him. Louie...well...made him cry. Er, sort of. I mean, this is Nidhogg, after all.  At that point, Nidhogg basically says "you never understood me, you never really tried" and makes a declaration that sends Louie in tears. Soon after that, Nidhogg tells all of them that there is no use arguing anymore because "you will never agree with me and I will never agree with you, so that makes things rather moot, now doesn't it?" When Louie offers a reconciliation, Nidhogg says that it's "too late now."
In the end, Louie regrets all off of it because he knew that Nikki was right: It was needless cruelty. He was also reprimanded by the Seer of the Avatar, who said the same thing and that vengeance had no place for an Avatar. Later on, Nidhogg tells him that he would have never been so cruel had the situation been reversed.
12. Of all those in the Night Order, only Nidhogg faced any real consequences. It was decided that being "Scarred" was punishment enough. Plot twist: He was set up by Ryan all along and Ryan was the one who finally inspired Yvette to become her own White Knight. Remember Ryan?
13. That power Nidhogg so desperately wanted and needed Yvette in order to obtain it? It would have destroyed him completely as his mindset was a bit "reversed" at the time. So really, Yvette and co. saved him and his soul.
14. Nidhogg, imo, is damned if he does and damned if he doesn't. If he's poor, he's jealous. If he's rich, then he's a hypocrite. If he's straightforward, he's an asshole. If he sugercoats, then he's a liar. He learned early on not to give a damn what others think for this reason as his parents went through the same thing.
15. The issue is that there was only one way to settle disputes. So, the stylings contests were something that seemed freeing, but it wasn't. It was a sugar coated tyranny. Such a thing created internal turmoil, hence "false peace."
16. Confession Bear: My first impression of him in his uniform other than "OMG HAAAWWWWT" was "OMG FASCIST!" But, then I looked up the Iron Cross and found that it predates any thought of Fascism/Nazism by about 200 years.
17. Nidhogg KNEW that there would be chaos. "Of course there would be chaos! Did you think I wouldn't know that!? But from chaos will come a new order and it will be under my firm, guiding hand!"
18. Yvette looked at all the gifts Nidhogg had given her after all that had happened. While keeping a low profile in Lillith, she wondered how much contempt/disdain/hate he actually had for her. It wasn't the first time she had such "friends", but Nidhogg's deceit hurt her the most. She found that people being honest with where she stood with them was far more preferable.  She thought of throwing the gifts away, but Kiki told her that the gifts didn't do anything, so she shouldn't. Yvette chose not to. She also remembered the "I like me speech" and that she had true friends.
19. Liliana(this is the 'artist' in my fic) works as a cleaner/maid in the capital building. She is a friend of Bobo and ultimately Yvette. She draws all sorts of things, including designs. Nidhogg actually used one of her drawings to make Bunny Stockings ("That's not his style.") Unlike the thief, he gives her credit and thanks her for being able to look at her sketches. After the coup, she thinks that he may have been looking at her sketchbook/photo album to see what she knows.
20. Nidhogg has a "take all you want, but eat what you take" attitude when it comes to food. This is from the military.
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lordfentongaming · 1 year
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Here is a preview of Monday's Ultima IV Quest of the Avatar walkthrough video. After Character Creation it is time to start out the game. See what reagents you need, and what information I will get in the castle after 12pm EST.
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pixelrender · 6 years
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Top 10 PC games of all times
Or more like top 11 or 12 games.
I’ve always played on PC. I call video games in general computer games. I’ve only played some 10 games on various consoles (I would inclued 1: Tactics Ogre).
This is by no means an objective list. They’re games which had the biggest impact on me, my life and thinking about games. I decided to include only one game per franchise. I guess the result tells a lot about me as a player and about my approach to gaming.
I’ll probably make another list like this in 2019. I don’t expect Heroes to change their position, but some other games might (my prediction are 2-3 games being new to the list).
1. Heroes of Might & Magic 3
If there was the only game I could choose to play in my whole life, this would be it. I spent years playing Heroes and I struggled not to include Heroes 5 on my list.
I like everything about the franchise. It’s multiple worlds, they it mixes knights and technology, being often corny. Heroes on their own are just the best strategy I know. There’s focus on everything and everything is good. There’s enough variance that I never get bored.
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2.  Kentucky Route Zero
It has the best writing in video games, that on its own would be enough. Yes, I’m sucker for everything resembling Lynch, but this is good writing for many reasons. It’s real post-modern literature.
It’s very pretty too.
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3. Oxenfree
Oxenfree is like Kentucky Route Light. The story in it is also great and it had a great emotional impact on me, but it’s almost classic and supernatural stuff isn’t very subtle and there’s even some cheese.
But again it’s very pretty and the writing is great. I played it right after Firewatch and it pounded it into ground, so that’s why it’s here.
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4. Tacoma
Honestly, I couldn’t decide between Tacoma, Gone Home and Firewatch. Firewatch  had some great outdoors and I loved living as a forest guard, but the story was a fairly standart radio play. Some stuff in it was forced too. Like protagonist having tragic lifes.
Gone Home was very strong and I would recommend to play it before Tacoma. It completely changed my perception of games and what they can be. It’s soundtrack is better too.
After thinking about it for few days and reading some articles,
Tacoma is taking things so much further. It’s closer to modern immersive theatre than any other video game. It’s architecture is very clever and environmental storytelling is more important than in Firewatch. But it’s more visual than in Gone Home, which heavily relied on reading.
Overall, it’s very polished and subtle. The only I dislike is it being about AI (luckily it’s not the only theme of the game) and a sci-fi (I like sci-fi in general and Tacoma does it well, but it’s a theme, which is not for everyone). In this regard Gone Home takes the lead.
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5. Ultima IV: Quest of The Avatar
I’ve never trully played any Ultima game. So, why is it on my list? It was a a complex and forward-thinking masterpiece and I adore so much about it. It’s not about fighting but about ethics and decisions. The game’s big as life in its options too and no other game even came close to reproducing it. Instead they focused on action. Only today, independent devs are returning to themes of Ultima.
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6. The Sims 2
Heroes 3 and The Sims 2 were two games I played in my teenage years the most. I loved building houses and whole communities in it. I loved studying at University (and I love it in real live too). And it was a game I loved to watch. We played together with my sisters taking turns and hoping for our sims to become friends.
Later on, when I started playing games like Crusader Kings 2 I rediscovered something from it. In this case you’re building your realm. History nerd in me liked that aspect. But I lacked some less random things and possibility to be a normal working class sim.
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7. FTL: Faster Than Light
In three words addicting, clever and stressful.
I’ve never finished FTL and I tried many times. I’ll return to it again. The random nature of it, together with gameplay is extremely compelling. Every event is a risk and every encounter might be your last. I died for gratitous reason. And they are all good stories I can share with other people, who played the game.
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8. Dragon Age: Origins
Before I discovered Steam and indie games I was into Bioware a big time. I even attended Biocon. Dragon Age sticked with me more than rest of their games. It’s just fun to play and the world is very complex and fun to read about. I’ve never had an urge to read Mass Effect books but I did read books taking place in Thedas.
The story’s weaker than in Dragon Age 2 or Knights of The Old Republic but I felt more immersed and I enjoyed playing it more than any other Bioware game, especially fighting. Baldur’s Gate got close, tho.
I haven’t played Inquisition yet as I got sidetracked by a milion of small games. It’s one of my priorities and I hope that my laptop is powerful enough to handle it. 
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9. Little Party
Gone Home opened my eyes about possibilites narration in games offers. Little Party showed me that I can do a game like that.
It takes a fresh perspective and tegether with very pleasant presentation, it’s a game, which is not nerdy, which tells a short modernist story. Feelings are up to the recipient. And the game happens around you. You play as a mother of an artsy child. Your presence is almost an annoyance. It’s very slow cook game and I love everything about it.
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10. Papers, Please
It’s slightly perverse to like playing Papers, Please. But again it’s a great concept and it tells a lot about its theme, which is totality, and about myself. Your decisions have real consequences.
But more than that, I loved doing my job in it. And I’ve intentionally played other games like Papers, Please after it. It’s fulfilling to do your job properly
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Honorable mentions:
Crusader Kings 2, Victoria 2, Castle In The Darkness, Firewatch, Gone Home, Half-Life 2, Quake 3,  Baldur’s Gate,  Civ V, Her Story
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videogamesdensetsu · 7 years
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Katsuya Terada / 寺田 克也 - Part 1: 1987-1993 http://cacazan.com/ http://katsuyaterada.tumblr.com/ https://www.facebook.com/katsuya.terra.terada Terada has worked on about 50 games in the past 30 years. He became famous in the West in the early 2000s with the release of the movie Blood: The Last vampire for which he designed the main characters, his cover girls and his huge artbook "Rakugaking". Paradoxically, nowadays , outside of Japan, his name is more often attached to the Zelda series, one of his earliest works -- from 1989 to 1995, he was a regular contributor to the North American magazine Nintendo Power for which he did many artworks, including illustrations for Link's Awakening and A Link to the Past. On a related note, some of his Link's Awakening artworks seem to be exclusive to the official German player's guide. Games pictured above: 1) Tantei Jingūji Saburō - Shinjuku Chūō Kōen Satsujin Jiken / 探偵神宮寺三郎 新宿中央公園殺人事件 (FDS - 1987) 2-5) Sorcerian System Scenario Vol. 2: Sengoku Sorcerian / 戦国ソーサリアン (PC-88 - 1988) 6) Tantei Jingūji Saburō - Yokohama-kō Renzoku Satsujin Jiken / 探偵 神宮寺三郎 横浜港 連続殺人事件 (Famicom - 1988) Tantei Jingūji Saburō - Kiken na Futari Zenpen / 探偵神宮寺三郎 危険な二人 前編 (FDS - 1988) Tantei Jingūji Saburō - Kiken na Futari Kōhen / 探偵神宮寺三郎 危険な二人 後編 (FDS - 1989) Tantei Jingūji Saburō - Toki no Sugiyuku Mama ni... / 探偵 神宮寺三郎 時の過ぎゆくままに… (Famicom - 1990) 7) Blue almanac / ブルーアルマナック, AKA Star Odyssey (Mega Drive - 1991) 8) Prince of Persia / プリンスオブペルシャ (SFC - 1992) 9) Final Fantasy Mystic Quest, AKA Final Fantasy USA: Mystic Quest / ファイナルファンタジーUSA ミスティッククエスト (SNES - 1992) 10) Bishin Densetsu Zoku / 美神伝説Zoku Bishin Densetsu Zoku / Zoku: The Legend of Bishin (SFC - 1993) Games he has worked on: Note: I omited a few games such as Tekken 5 Dark Resurrection, Culdcept II: Expansion and Culdcept 3DS which reuse designs/card illustrations from earlier games.
Alteil / アルテイル (browser game - 2004) card illustrations and chara design for 4 EX Villains Battle K-Road / バトルクロード (Arcade - 1994) character illustrations Bishin Densetsu Zoku / 美神伝説Zoku Bishin Densetsu Zoku / Zoku: The Legend of Bishin (SFC - 1993) cover art, illustrations Blue almanac / ブルーアルマナック, AKA Star Odyssey (Mega Drive - 1991) cover art, manual illustrations Busin: Wizardry Alternative, AKA Wizardry: Tale of the Forsaken Land (PS2 - 2001) chara-design, illustrations, cover art Cristopher Columbus / クリストファー・コロンブス (SFC - ~1993 - canceled) illustration Culdcept II / カルドセプト セカンド (Dreamcast - 2001) card illustrations (with others) Culdcept Saga / カルドセプト サーガ (Xbox 360 - 2006) card illustrations (with others) Dual Heroes / デュアルヒーローズ (N64 - 1997) character illustrations, in-game illustration, "Virtual Gamer Design" Fate/Apocrypha / フェイト/アポクリファ (cancelled MMO - year unknown but the project was covered by a book published in June 2011) chara-design for 2 characters (Berserker and Lancer) Final Fantasy Mystic Quest, AKA Final Fantasy USA: Mystic Quest / ファイナルファンタジーUSA ミスティッククエスト (SNES - 1992) manual illustrations (North American version) Final Fantasy XI / ファイナルファンタジーXI (PS2, PC - 2005) promotional illustration featured on postcards available at the FFXI Summer Carnival 2005. Final Fantasy XI Tsuika scenario "Ishi no Miru Yume" / ファイナルファンタジーXI追加シナリオ 『石の見る夢』, AKA Final Fantasy XI Additional scenario: A Crystalline Prophecy (PS2, PC, Xbox 360 - 2009) illustration Galak-Z: The Dimensional (Windows, Mac, Linux - 2015) enemy-designs (with others) Kengō 2 / 剣豪2 (PS2 - 2002) cover art, illustrations, chara-design Kitakata Kenzou Sangokushi / 北方謙三 三国志 (PS2 - 2001) Cover art, illustrations Knights Contract / ナイツコントラクト (PS3, Xbox 360 - 2011) promotional illustration La-Mulana EX (PS Vita - 2014) Illustration Lord of Vermilion / ロード・オブ・ヴァーミリオン (Arcade - 2008) card illustration x1 Maten Densetsu: Senritsu no Ooparts / 魔天伝説 戦慄のオーパーツ (SFC - 1995) chara design, illustrations, cover art Nanatama: Chronicle of Dungeon Maker / 七魂 クロニクルオブダンジョンメーカー (PSP - 2009) cover art, illustrations, chara design Onimusha Soul / 鬼武者Soul (browser game - 2012) chara-design (Tokugawa Ieyasu, Takeda Shingen) Prince of Persia / プリンスオブペルシャ (SFC - 1992) cover art Ryūteki go sennen: Dragons of China / 龍的五千年 Dragons of China (Saturn - 1997) Chara-design Sangokushi Taisen / 三国志大戦 (Arcade - 2005) card illustration x1 (EX005 Zhang Liao) Seifū no Kyōshikyoku: The Rhapsody of Zephyr / 西風の狂詩曲 (Windows - 1999) cover art Sengoku Efuda Yūgi Hototogisu Ran / 戦国絵札遊戯 不如帰 -HOTOTOGISU- 乱 (PSP - 2008) card illustrations (with others) Sengoku Efuda Yūgi Hototogisu Tairan / 戦国絵札遊戯 不如帰 -HOTOTOGISU- 大乱 (PSP - 2010) card illustrations (with others) Sengoku IXA / 戦国IXA (browser game - 2010) Simple 2000 series Ultimate Vol. 12: Street Golfer / SIMPLE2000シリーズ アルティメット Vol.12 ストリートゴルファー (PS2 - 2003) illustrations, chara-design Sol Divide / ソルディバイド (Arcade - 1997) illustrations, chara design Sorcerian System Scenario Vol. 2: Sengoku Sorcerian / 戦国ソーサリアン (PC-88 - 1988) cover art, illustrations Tantei Jingūji Saburō - Early Collection / 探偵 神宮寺三郎 アーリーコレクション (PS1 - 1999) cover art, illustrations, chara-design Tantei Jingūji Saburō - Ghost of the Dusk (3DS - 2017) cover art Tantei Jingūji Saburō - Innocent Black / 探偵 神宮寺三郎 Innocent Black (PS2 - 2002) Tantei Jingūji Saburō - Kiken na Futari Kōhen / 探偵神宮寺三郎 危険な二人 後編 (FDS - 1989) cover art, illustrations, chara-design Tantei Jingūji Saburō - Kiken na Futari Zenpen / 探偵神宮寺三郎 危険な二人 前編 (FDS - 1988) cover art, illustrations, chara-design Tantei Jingūji Saburō - Kind of Blue / 探偵 神宮寺三郎 Kind of Blue (PS2 - 2004) original chara-design, illustrations Tantei Jingūji Saburō - Mikan no Rupo / 探偵神宮寺三郎 未完のルポ (PS1, Saturn - 1996) Tantei Jingūji Saburō - Shinjuku Chūō Kōen Satsujin Jiken / 探偵神宮寺三郎 新宿中央公園殺人事件 (FDS - 1987) cover art, illustrations, chara-design? Tantei Jingūji Saburō - Toki no Sugiyuku Mama ni... / 探偵 神宮寺三郎 時の過ぎゆくままに… (Famicom - 1990) illustration, original art Tantei Jingūji Saburō - Tomoshibi ga Kienu Ma ni / 探偵神宮寺三郎 灯火が消えぬ間に(PS1 - 1999) Tantei Jingūji Saburō - Yokohama-kō Renzoku Satsujin Jiken / 探偵 神宮寺三郎 横浜港 連続殺人事件 (Famicom - 1988) cover art, illustrations, chara-design Tantei Jingūji Saburō - Yume no Owari ni / 探偵神宮寺三郎 夢の終わりに (PS1, Saturn - 1998) Tekken 5 / 鉄拳5 (PS2 - 2005) extra costume designs x3 (Ling Xiaoyu, Raven, Ganryu) Tekken Tag Tournament 2 / 鉄拳タッグトーナメント2 (PS3, Xbox 360 - 2012) extra costume design (Kunimitsu) Virtua Fighter / バーチャファイター (Arcade - 1993) illustration Virtua Fighter 2 / バーチャファイター2 (Arcade - 1994) illustrations (later reused for Virtua Fighter Remix) Virtua Fighter Remix / バーチャファイターRemix (Saturn - 1995) cover art + an untitled unreleased game for which he designed the characters
To be confirmed: Lunatic Dawn / ルナテックドーン (illustration featured in Zenbu, probably a fanart) Marvel Trading Card Game (DS, Windows, PSP - 2007) maybe the game reuses pre-existent illustrations Optical Axis / オプティカル アクシス (line art dated 1992, not sure if it's a game)
I don't know if Terada has worked on the Tantei Jingūji Saburō series since the PS2 episodes, apart from the recent 3DS game for which he created the main illustration. Of course, since he designed the main characters of the series, he is probably credited in some if not all of these games. Tantei Jingūji Saburō - Akai Chō / 探偵 神宮寺三郎 赤い蝶 (DS - 2010) Tantei Jingūji Saburō - Fukushuu no Rinne / 探偵 神宮寺三郎 復讐の輪舞 (3DS - 2012) Tantei Jingūji Saburō - Fuserareta Shinjitsu / 探偵 神宮寺三郎 伏せられた真実 (DS - 2009) Tantei Jingūji Saburō - Hai to Diamond / 探偵 神宮寺三郎 ~灰とダイヤモンド~  (PSP - 2009) Tantei Jingūji Saburō - Inishie no Kioku / 探偵 神宮寺三郎 いにしえの記憶 (DS - 2007) Tantei Jingūji Saburō - Kienai Kokoro / 探偵 神宮寺三郎 きえないこころ (DS - 2008) Tantei Jingūji Saburō - Shiroi Kage no Shōjo / 探偵神宮寺三郎 白い影の少女 (GBA - 2005)
Other video game related works: Note: One of his Alteil illustrations is featured on the cover of the book Alteil~神々の世界『ラヴァート』年代記 オフィシャルガイド.
Arc System Works 25 Shūnen Kinen Kōshiki Character Collection / アークシステムワークス25周年記念 公式キャラクターコレクション (artbook - 2013) guest illustration Assassin's Creed art Exhibition (exhibition - 2011) illustration Dragon Quest 25th anniversary (2012) illustration Fire Emblem : The complete / ファイアーエムブレム ザ・コンプリート (artbook - 1996) guest illustration Gunbird / ガンバード () guest illustration featured in the artbook Psikyo Illustrations KG Sengoku TURbuhā / KG 戦国TURぶはあ (book related to the Dreamcast game Sengoku Turb) illustration(s) Sengoku Blade / 戦国ブレード () guest illustration featured in the artbook Psikyo Illustrations The Legend of Zelda: A Link to the Past - Nintendo Player's Guide (Guide book - 1992) illustrations The Legend of Zelda: Link’s Awakening - Der offizielle Nintendo Spieleberater (Guide book - 1994) illustrations for Zelda 1, 2 ALTTP and Link's Awakening The Legend of Zelda: Link’s Awakening - Nintendo Player's Guide (Guide book - 1993) illustrations for Zelda 1, 2 and Link's Awakening Virtua Fighter 2 Ten Stories / バーチャファイター2 テンストーリーズ (comics - 1997)
Nintendo Power contributions: #1 July-August 1988 - Gauntlet #3 November-Decermber 1988 - Ultima #5 March-April 1989 - The Adventures of Bayou Billy (to be confirmed. Terada is not credited but the illustration has his distinctive art style) #6 May-June 1989 - Dragon Warrior #7 July-August 1989 - Dragon Warrior #8 September-October 1989 - Dragon Warrior #9 November-December - Dragon Warrior (Nintendo Power Strategy Guide) #12 May-June 1990 - Crystalis #12 May-June 1990 - Ninja Gaiden II #15 July-August - Ninja Gaiden II (Nintendo Power Strategy Guide) #16 September-October 1990 - Dragon Warrior II #18 November-December 1990 - Castlevania III 1 #19 4 Player Extra - Gauntlet II #21 February 1991- Ultima Quest of the Avatar #23 April 1991 - Sword Master #27 August 1991 - Dragon Warrior III #30 November 1991 - Final Fantasy II #31 December 1991 - Actraiser #33 February 1992 - Ys III #38 July 1992 - Magic Sword #39 August 1992 - Contra Force #41 October 1992 - Double Dragon 3 #45 March 1993 - Zen #46 April 1993 - Dragon Warrior IV #47 May 1993 - Koei #52 September 1993 - Final Fantasy Legend III #54 November 1993 - Ultima Runes of Virtue II #59 April 1994 - X-Kaliber 2097 #62 July 1994 - Secret of Mana #63 August 1994 - Secret of Mana #64 September 1994 - Secret of Mana #65 October 1994 - Illusion of Gaia
Sources: Falcom Chronicle (Sorcerian, Seifū no Kyōshikyoku) Fate/complete material IV Extra material (Fate/Apocrypha) Psikyo Illustrations - Psi (Battle K-Road, Sol Divide, Sengoku Blade, Gunbird) Rakugaking (Prince of Persia, Nintendo Power, Tantei Jingūji Saburō, Prince of Persia) (p12, 18, 322, 357, 449-451, 496, 850) Koko 10-nen / ココ10年 (Street Golfer, Knights Contract, Sengoku Efuda Yūgi Hototogisu Ran, Assassin's Creed, etc.) Virtua Fighter Maniax Zenbu (Nintendo Power, Dragon Warrior Strategy Guide, Blue Almanac, Dual Heroes, Sol Divide, Bishin Densetsu Zoku, Battle K-Road, Tantei Jingūji Saburō, 1 untitled game, Prince of Persia) Alteil: https://login.alteil.jp/al2CardDB/list.php Busin http://i.mtime.com/tmdmlgb/blog/3439230/ Culdcept series: http://www.culdceptcentral.com/index.php Final Fantasy XI: https://www.famitsu.com/pcent/news/1220014_1341.html http://elemen.jp/ff11/contents/goods/etc.html Galak-Z https://twitter.com/17_BIT/status/834692786096058368 Kengō 2 http://www.genki.co.jp/game/ps2/kengo2/02.php Kitakata Kenzou Sangokushi: http://game.watch.impress.co.jp/docs/20010615/mfac.htm Mirai Ninja by Katsuya Terada https://twitter.com/Yoshi6054/status/609579957988098049 Sangokushi Taisen http://gr.qee.jp/02_st/st2/ex/ex05.html Sengoku Efuda Yūgi Hototogisu Ran http://game.watch.impress.co.jp/docs/20081010/irem.htm Sengoku Efuda Yūgi Hototogisu Tairan http://dengekionline.com/elem/000/000/271/271180/ Sengoku Ixa http://game.watch.impress.co.jp/docs/news/384590.html Tekken 5 http://game.watch.impress.co.jp/docs/20050318/tk5.htm
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ificouuldfly · 3 years
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17 giugno
𝓐𝓼𝓽𝓻𝓸𝓷𝓸𝓶𝓲𝓬𝓪𝓵 𝓸𝓫𝓼𝓮𝓻𝓿𝓪𝓽𝓲𝓸𝓷 🔭✨
📆 17.06.2023 ⏰ 23:00 📜 subject: the centaurus constellation
Il cielo notturno come lo vediamo ora, era ben poco diverso rispetto a migliaia di anni fa.
Assurdo.
Stanotte c'è l'ultima riunione del club e forse è la nostalgia di quello che è stato a giocarmi strani scherzi, ma noto un effetto magico su ogni persona presente. I miei compagni subiscono il fascino e sconcertati, guardano la costellazione del Centauro in tutta la sua magnificenza. Orsa Maggiore, Bootes, Cassiopea. Tutti conoscono questi nomi, si tratta dell'emisfero settentrionale. A sud abbiamo il Cane Maggiore, la Croce del Sud, su cui i navigatori per anni hanno potuto determinare la rotta delle loro navi. Ogni costellazione ha la sua storia, la sua leggenda. Se guardiamo attentamente, sappiamo di farne parte anche noi in qualche modo.
"Centaurus, o centauro, rappresenta la figura mitologica di Chirone."
Comincia a raccontarci Fiorenzo, visibilmente emozionato.
"Era figlio di Kronos, Chirone, ed era molto diverso da tutti gli altri della nostra specie. Era gentile, saggio. Allenò molti eroi del mondo antico come Teseo, Achille e Giasone. Tra di noi lo ricordiamo soprattutto per aver tramandato le sue conoscenze sull'arte della guarigione ad Asclepio e per aver compiuto il più grande gesto di altruismo possibile. Chirone infatti rinunciò alla sua vita immortale per salvare Prometeo dalle catene."
Volge lo sguardo al cielo e per un minuto buono rimane in totale silenzio. Osserviamo queste luminosissime stelle e attendiamo. Si può capire benissimo che per lui quella storia sia importante e ora comprendo la scelta di lasciare questa costellazione per ultima.
"Questo atto ha garantito a Chirone un posto nel cielo notturno, immortalandolo per sempre sotto forma della costellazione del Centauro. Mai più nella storia della nostra specie avverrà una cosa simile."
Mi metto in disparte e annoto le caratteristiche della costellazione, le parole di Fiorenzo mi hanno rattristato e non so bene il perché, meglio elencare fatti.
Sappiamo che il Centauro ha il sistema stellare più vicino al Sole (α Centauri, la terza stella più luminosa del cielo), l'ammasso globulare più luminoso della volta celeste (ω Centauri) e la galassia attiva più vicina alla nostra (Centaurus A).
Si è scoperto agli inizi del ‘900 che la più piccola delle stelle della costellazione è nientemeno che la stella più vicina al Sole.
α Cen è un sistema triplo, con due componenti A e B (una nana gialla e una nana arancione) molto luminose e vicinissime, mentre la terza è una nana rossa più staccata dalle altre e più debole: il baricentro del sistema è situato ad una distanza dal Sole di poco superiore ai 4 anni luce. La terza componente (C) è appunto la stella più vicina al Sole, tanto da aver ricevuto l’appellativo latino di “Proxima”, ovvero "la più vicina".
Proprio per la sua vicinanza al Sole, autori di fantascienza hanno immaginato nei loro libri situazioni e abitanti di eventuali pianeti orbitanti intorno Alfa Centauri. Tra i più famosi (e i miei preferiti), c'è anche Isaac Asimov.
Anche nel cinema c'è stata una certa risonanza, ne è la prova Avatar, nel quale abbiamo potuto conoscere un paio di pianeti, uno gassoso (Polifemo) e l’altro dotato di bellissime montagne fluttuanti (Pandora): presi dalle spettacolari immagini in 3D è facile non rendersi conto di orbitare intorno alla nostra stella del Centauro.
Insomma, il fascino di questa costellazione può essere trovato sia nel racconto mitologico ed appartenente al passato, che appunto, in tempi moderni. Non riesco a scrollarmi in nessun modo questa sensazione di inadeguatezza.
Studiamo la storia ma ne riusciremo a farne parte davvero? Per cosa voglio essere ricordato?
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Conosciamo davvero il mondo digitale che ci circonda?  Intervista al Prof. Luigi Berzano
Ho il piacere di postare un’intervista per comprendere meglio il mondo digitale che ci circonda!  
Luigi Berzano, professore emerito di Sociologia della Comunicazione presso l’Università Degli Studi di Torino e coeditor della Annual Review of the Sociology of Religion (con E. Pace e G. Giordan), ha come principali ambiti di ricerca  i comportamenti collettivi e gli stili di vita. 
In questa intervista cerchiamo di comprendere meglio il significato della rivoluzione digitale in atto e l’impatto di quest’ultima sulle nostre vite. 
Ho composto queste dieci domande da rivolgere al professore dopo la lettura di questa opera, che consiglio a tutti gli appasionati di internet, sociologia e tecnologia.  
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Testo tratto da un libro di filosofia, Fonte: Flickr , Autore: anna.
Intervista Integrale:
1.. Come spiegherebbe la “Rivoluzione Digitale”?
La rivoluzione delle comunicazioni elettroniche (Rivoluzione digitale) rappresenta la terza rivoluzione della comunicazione dopo quella dell’invenzione dell’alfabeto fonetico e quella dell’invenzione della stampa. Questa rivoluzione comprende la trasmissione a doppio senso (il telegrafo, il telefono, il fax, le reti informatiche, la posta elettronica) così come trasmissioni ad un solo senso (radio, televisione, audio e videocassette).
 2.. Come si caratterizza la rivoluzione digitale che stiamo vivendo oggi?
Tutte queste tecnologie condividono uno stesso insieme di attributi: mettono in relazione persone situate in posti distanti in tempo reale; permettono l'espressione diretta di idee ed emozioni, rendendo possibile una immediatezza ed una intimità che in passato si erano avute solo nei rapporti faccia a faccia. In terzo luogomedia elettronici democratizzano l’accesso culturale, in termini sia spaziali sia temporali. Un evento culturale, come un concerto, quando è registrato su nastro non è più vincolato a un tempo e a un luogo specifici: tutti possono ascoltarlo quando e dove preferiscono. I media elettronici aprono l’accesso a tutti, indipendentemente dalla posizione sociale e culturale. La comunicazione basata sulla scrittura richiedeva la padronanza di competenze tecniche piuttosto complesse, mentre quella elettronica (televisione, telefono, Internet) richiede abilità tecniche minime. Tutti possono seguire un programma televisivo, ricevere informazioni tramitee-mail, partecipare a un talk-show. Molti leader politici esiliati utilizzano i media per tenere uniti i propri sostenitori. Tutti possono dire, attraverso i media: «L’intero mondo ci sta guardando».
 3.. Perchè la rivoluzione digitale che stiamo vivendo oggi è differente rispetto a quelle del passato?
La grande differenza della rivoluzione digitale dalle altre rivoluzioni della comunicazione è la democratizzazione che essa ha prodotto e produce.  In primo luogo democratizza l'accesso culturale in termini spaziali e temporali. Un evento culturale come un concerto non è più connesso ad un tempo e ad un luogo; quando è registrato su nastro, il ricevitore può scegliere quando e dove ascoltarlo.   In secondo luogo democratizza l'accesso culturale fondatosull’istruzione. Laddove le comunicazioni scritte richiedono la padronanza di un insieme di competenze tecniche, molte forme di comunicazione elettronica - specialmente la televisione e il telefono - richiedono ben poche abilità tecniche. Virtualmente qualunque umano competente può padroneggiarli e usarli. Un bimbo di due anni può prestare attenzione e «seguire» un programma televisivo; un analfabeta che prima sarebbe stato totalmente escluso dal mondo dei giornali ora può ricevere le informazioni tramite la radio; un uomo non scolarizzato può far conoscere le sue idee tramite il telefono o un talk-show. 
4.. In quali principali ambiti si possono vedere gli effetti della rivoluzione digitale che stiamo vivendo oggi?
La comunicazione nelle forme tradizionali richiedeva la padronanza di un grande insieme di competenze tecniche, mentre molte forme di comunicazione elettronica - specialmente la televisione e il telefono - richiedono ben poche abilità tecniche. Virtualmente tutti possono padroneggiarli e usarli. Un bimbo di due anni può prestare attenzione e «seguire» un programma televisivo; un analfabeta che prima sarebbe stato totalmente escluso dal mondo dei giornali ora può ricevere le informazioni tramite la radio; un uomo non scolarizzato può far conoscere le sue idee tramite il telefono o un talk-show.
 5.. Qual è il ruolo dei mass media nell’epoca odierna?
La possibilità di un'immediata e intima comunicazione ha mandato in pezzi antiche barriere sociali. Ora è comune che stili di vita un tempo nascosti dalla vista principale, oggetto di pettegolezzo ma poco conosciuti, sfilino apertamente e in modo ciarliero nei talk-sbow dei nuovi media. Consideriamo adesso un esempio dell'impatto che stanno avendo le comunicazioni elettroniche. Mezzo secolo dopo la sua rivoluzione comunista, la Cina è alle prese con una nuova rivoluzione, quella dei media nelle comunicazioni. I leaders cinesi hanno tradizionalmente enfatizzato il rapporto tra sapere e potere politico più di quello degli altri paesi e si sono dati un gran da fare per controllarlo. Il Partito comunista cinese si è sforzato di monopolizzare le informazioni e la propaganda, soprattutto nella fase successiva a piazza Tien-anmen.
                       6.. Secondo lei, piattaforme come Wikipedia in che modo hanno cambiato la forma di apprendimento della conoscenza umana?
Wikipedia è oggi una grande forma di democratizzazione del sapere e delle scienze sia nella loro formazione e ampliamento sia nella loro socializzazione. Ogni individuo ne può essere il protagonista nella sua formazione e anche nel suo utilizzo.
 7.. Su quali aspetti è importante che ognuno di noi si interroghi in un’era di cambiamento economico sociale e digitale come questa?
A me pare urgente, anche perché l’inattesa vicenda del coronavirus e le limitazioni imposte agli stili di vita individuali e collettivi hanno prodotto un’improvvisa sequenza di smaterializzazioni dei rapporti sociali, coinvolgendo l’intera società.
 8.. In che modo questa rivoluzione ha cambiato il modo di vivere l’emergenza che stiamo vivendo?
Si pensi alle imposizioni che dovunque hanno modificato gli stili di vita individuali e collettivi. Il mercato del lavoro con le sue aziende, imprese, servizi e organizzazioni ha imposto ai dipendenti il lavoro da casa (smart working), anche se con sistemi di reti digitali deboli e inadeguate. Anche le scuole e le università hanno velocemente sperimentato la didattica online. Lo stesso è avvenuto nel mondo religioso, con le chiese, le sinagoghe, le moschee e tutte le loro strutture chiuse ai fedeli. Ne è emerso un generale ricorso agli strumenti di comunicazione e agli incontri online.
 9.. Come pensa che il modo complessivo di usare internet oggi, come i blog i social network o semplicemente dei videogiochi, possa cambiare lo stile di vita di una persona?
Questi problemi li ha posto negli anni 1960 Guy Debordi con il noto libro La società dello spettacolo. Oggi è la tendenza, conseguente allo sviluppo delle tecnologie della comunicazione, a smaterializzare ogni significante: comunità, gruppi, individui prossimi, riti collettivi, concerti e tutto ciò che rappresenta il “mondo vitale” spaziale e temporale. Il significante diventa soloun “segnale”, manipolabile e pronto a essere smaterializzato. In questa prospettiva che valorizza la smaterializzazione, tutto –compresi i fenomeni di senso– deve essere trasformato nel mondo telematico della comunicazione digitale.
 10.. La digitalizzazione è sinonimo di smaterializzazione?
La digitalizzazione trasforma tutto ciò che è reale e materiale (analogico) in digitale, cioèin numeri o altri caratteri: 0 o 1, acceso o spento. L’analogico che, come spiega la parola stessa, indica il legame tra i fenomeni secondo grandezze continue in progressive trasformazioni, è testimone del tempo, degli spazi, della tradizione. Il digitale, invece, è il mondo dei caratteri discreti, discontinui, dove le cose non hanno sfumature, ma sono solo 0 o 1, dentro o fuori, bit o non-bit. Dai telefoni digitali, e da tutti i mass-media di ultima generazione, riceviamo solo impulsi sonori che corrispondono fedelmente alla fonte che li ha emessi. Questa fedeltà è effetto dell’arbitrarietà di una traduzione attraverso un codice matematico che trasforma il corpo in numero e, infine, il numero in corpo senza che tra il primo (corpo) e il secondo (numero) vi sia corrispondenza, ma solo un artificio. La digitalizzazione del significante (persona, testo, musica, comunità e altro) lo trasforma in simulacro, il quale non rappresenta il suo oggetto nel senso di una proiezione di prossimità, ma in quello di una sua reinvenzione aritmetica. Si riduce quindi il mondo delle comunicazioni e delle immagini analogiche, sostituite da comunicazioni e da immagini che ricostruiscono per via numerica la realtà. È la trasformazione del significante attraverso la sua smaterializzazione digitale che permette, per esempio, di leggere e consultare sul proprio schermo l’immagine digitale di un manoscritto lontano nel tempo e nello spazio.Nelle tecnologie per la trasmissione di significanti avviene la progressiva irrilevanza della materialità: la voce umana nei media della comunicazione, quali gli apparecchi telefonici, è un simulacro numerico e così pure i testi cartacei e i dischi per la riproduzione sonora. In secondo luogo, una cultura diffusa crea la convinzione che nella vita quotidiana tutto possa essere miniaturizzato e reso più “leggero”. Ne discende la convinzione che tutto ciò possa avvenire anche nelle relazioni sociali, nel lavoro, nell’amicizia, nell’amore, nei riti. Ognuno si crea un proprio avatar per non dovere più mostrare il proprio corpo agli altri. I rapporti tra gli avatar sono però simili a quelli tra i simulacri.    
Intervista a cura di: Filippo Scaramozzino.
Fonti: WIkipedia, La dématérialisation du sacré(Opera), Flickr
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tourneyid · 4 years
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List Game Gratis Yang Diberikan GOG
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List Game Gratis Yang Diberikan GOG – Hello Neighbor Alpha Version – Shadow Warrior Classic Complete – POSTAL: Classic and Uncut – Sunrider: Mask of Arcadius – GWENT: The Witcher Card Game – Ultima
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4: Quest of the Avatar – Ultima
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Worlds of Adventure 2: Martian Dreams – Worlds of Ultima
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: The Savage Empire – Akalabeth: World of Doom – Alder’s Blood Prologue – Bio Menace – Builders of Egypt: Prologue – CAYNE – Doomdark’s Revenge – Eschalon: Book I – Jill of the Jungle: The Complete Trilogy – Legend of Keepers: Prologue – Lords of Midnight, The – Lure of the Temptress – Overload – Playable Teaser – Flight of the Amazon Queen – Stargunner – Teenagent – Treasure Adventure Game – Tyrian 2000 – Sang-Froid: Tales of Werewolves
Link : https://www.gog.com/partner/stay_at_home
#gamersharustau #gog #freetoplay #free
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self-loving-vampire · 3 years
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Ultima V: Warriors of Destiny (1988)
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Summary
Ultima 5 is what you could call Ultima 4′s edgier but “cooler” sibling. The gameplay has gained in complexity, dialogue has been greatly expanded, and the ground-breaking system of virtues and morality from the previous game has been twisted by the tyrannical Lord Blackthorn following the disappearance of Lord British.
Ultima 5 also introduces more of a day/night cycle to the proceedings with the introduction of NPC schedules, enabling a level of world simulation that was very new at the time of release. It goes on to make good use of this system by casting the player in the role of an outlaw fighting against the new government, meeting with members of the resistance in the shadows, and going around the martial law that has been imposed.
Freedom
Just like in Ultima 4, you are dropped into an open world right from the beginning, and your tools to explore the world have been expanded. 
The inclusion of more complex systems also enhance the feeling of being able to interact with the world with less barriers, as there is now furniture you can use, barrels you can search, etc.
Like with Ultima 4, there is only one way to win and a list of absolutely required steps that must be taken to reach that victory, but the order in which these steps can be taken is rather flexible, allowing players to create more of a personal narrative as they follow clues they picked up on wherever their instincts or whims took them first.
It is worth noting that there are actually some optional quests dungeons this time around, which is always nice.
Character Creation/Customization
While it is very nice that you can import your character from Ultima 4 into this game, I would say that this aspect of the game has taken a step back in a sense even as it has made progress in other ways.
The eight classes of the previous games have been reduced to four: The standard Fighter/Mage/Rogue Bard trio plus the Avatar class the main character belongs to, which is an all-rounder. As before, there is not really any customization beyond equipment either.
However, the positive of this is that equipment has been greatly expanded from the previous game. While in Ultima 4 you were limited to merely choosing your character’s weapon and armor set from a very short list, Ultima 5 not only enlarges the list but also allows for equipping multiple armor parts (such as a helm or amulet) while also providing a secondary hand slot.
What this means is that two-handed weapons now also give you a trade-off between their big damage and the option to use a shield in your other hand, or even dual-wield.
This greater variety of equipment allows a greater degree of specialization for your party members, though by modern standards this still isn’t much. The supremacy of ranged weapons also continues here, as magic axes are undoubtedly what you should be equipping everyone with later in the game, and now that class does not restrict equipment every single one of your party members will end up in plate with a magic axe.
Story/Setting
This is, in my opinions, one of the most interesting things about the game. Ultima 5 takes all of the virtues from the former game and turns a corrupted form of them into the law.
The game is pretty explicit about this too. Early in the game, in the town closest to the shack you start in, you can find a man in the stocks together with his son. The man is being punished for failing to donate enough of his income to charity as the Law of Sacrifice demands, while his son (who is barely breathing at this point) is being tortured for not reporting his father to the authorities.
Throughout your travels, you meet many kinds of people. From victims, to resistance fighters, to supporters of the regime and everything in between. Throughout your interactions with these groups you will have to discern who can be trusted (generally easier than it should be since the bad guys tend to be meaner or even cartoonishly evil at times) and learn how to fight Lord Blackthorn and the Shadowlords who corrupted him.
The Shadowlords are, incidentally, the part of the story that I don’t quite enjoy. Fantasy is full of one-dimensional ancient evils and dark overlords. By making the events of the game the result of an unambiguously malevolent supernatural force rather than human failings of the type that are not uncommon in real life, the game makes those events feel more distant and less complex.
This very series already has had plenty of “Defeat this one evil force and everything will be fine” plots. They are generally devoid of the moral complexity that the series is now aiming to explore and I want to know what this game would have looked like without the Shadowlords.
Fortunately, however, this effect is not too pronounced. Blackthorn remains a misguided man with good intentions. He admires you a lot, actually, and seeks avatarhood himself. He has such a positive view of the virtues that he sought to enforce them by law.
(Then again, his actual plans for the shrines make this apparent idolization feel dishonest, or at least inconsistent.)
And there is a real type of authoritarianism that functions a lot like this. Even on this site there are many who would be in favor of things like surveillance, police brutality, and harsher punishments. Even on this site there’s a whole lot of people who seek to punish others over stupid things like shipping the wrong fictional characters.
The people I grew up with even went as far as yearning for a dictator who would unleash death squads to execute all the “bad” people. This is a wish that I still see in many people, even those who grew up outside of the circumstances of my country of birth.
This is not an error that humans need supernatural corruption to fall into.
Other than that, I find the dark twist on the existing setting from the previous game to make for a spicier world to explore. 
This is also the section where I should point out that Ultima 5 introduces a rather large and dangerous “Underworld” map that is easy to get lost in. While it is mostly barren, you do have to visit various parts of it as part of the main quest, and I just find the concept of a massive dark world beneath the earth to be a super interesting one (I mean, I have even run D&D campaigns based primarily in the Underdark).
I kinda wish there was more to it other than some items and a companion to collect. Something like a town would have been interesting.
Immersion
This is one area where the jump from Ultima 4 to Ultima 5 was massive thanks to the day/night cycles, NPC schedules, expanded dialogue, and even the addition of words of power to the magic system.
But the best thing I can say about it is really that it calls on you to actually roleplay and engage in the world as if you were actually there, at least to a degree, and it does so through a combination of atmosphere and gameplay.
You will not only want to be careful with your words when talking to certain people to avoid being reported to the regime, but you can also learn the resistance password and use it to get help and information from other members.
While these systems are all still pretty rough here, they still come together well enough to make this a lot more immersive than the average JRPG.
One thing that does feel really off is that the guards are not only superhumanly tough but you also lose karma for attacking them. They also behave strangely in that even though you are a wanted outlaw they don’t actually hunt you on sight, only trying to arrest or kill you if you refuse to pay tribute (as if they didn’t recognize you or your companions at all). This despite wanted posters.
So there’s definitely some rough aspects to the crime system in this game.
Gameplay
Massive improvements have been made in this area, and I don’t just mean the above-mentioned expansion of items and the addition of NPC schedules.
For one, enemies now drop things other than gold, such as food and armor pieces. The magic system has also been improved so that you can now mix multiples of a spell at once instead of having to do it manually every single time.
Additionally, spells are now cast using a consistent language of magic composed of several words of power, which you can chain together to produce effects.
But I would say that the single most significant improvement in the gameplay is the simple fact that most NPCs now have significantly more keywords that they react to in dialogue, including many that do not come up through normal conversation with them. The system is still not perfect, but you can have more of a conversation with characters now and switch from topic to topic relatively easily.
In terms of combat, you can attack diagonally now (only monsters could do that in Ultima 4) and random overworld encounters are much easier to avoid now, cutting down on what eventually starts to feel kind of like padding in the previous game (but see below).
Despite the fact that the material rewards from combat have been increased and items are much cheaper now, Ultima 5 is actually significantly more difficult than Ultima 4. Not only do you have less health, enemies also seem to do more damage.
Dragons and daemons in particular are a nightmare, as they can summon more daemons (who can posses party members) and are extremely durable. A single dragon is a very tough challenge for an unprepared mid-level party, and even after giving most characters magic axes they still prove tough to take down while also being extremely damaging. Trying to fight multiple ones at once without blowing powerful spells or glass swords is costly at best and foolish at worst. Dragons are best thought of as boss-level enemies probably.
I am pleased to report that the dungeon crawling is better in many significant ways. Not only are the graphics more pleasant and immersive but also fully cleared rooms no longer respawn endlessly the moment you step out of them (in fact, they may not respawn at all).
It is not all positive however. The descend and ascend spells seem to be nearly useless this time around and the spell to instantly exit a dungeon is gone entirely. This can make getting out of the underworld such a pain at times that you might even prefer to literally kill yourself in-game and lose some XP instead of doing that. Fortunately you can now dig up and bury moon stones, so you can create moongates down there to quickly escape that way.
There is one problem in terms of balance though. While obtaining gear is significantly less of a problem now due to many enemies dropping tons of torches, gems, and keys, your experience will lag far behind your itemization and your quest progress. This means that to actually reach the 8th level and unlock all of the ultimate spells you will need to either explore all the dungeons thoroughly while focusing XP on one character, or otherwise just grind a lot.
Enemies just don’t give enough XP for a smooth progression otherwise. This would have been solved entirely by making significant main quest events (such as finding the artifacts of Lord British or destroying the Shadowlords) grant experience, but no such luck.
This makes for a strange endgame where you’ll have so much money that you run out of worthwhile things to spend it on while at the same time still feeling forced to grind out enemies, even if you imported your Ultima 4 character for an XP boost.
You do want to have access to these 8th-level spells too, as the final dungeon can be brutal without them or items that replicate their effects.
Adding to the experience issue is the fact that you can’t level up at will in this game. You have to camp and hope that an apparition of Lord British will appear and level you up (if you have enough experience). He does not always show up, and as far as I can tell he does not appear at all if you sleep on a bed or camp inside a dungeon. It has to be out in the wild in the overworld (and possibly also in the underworld).
I wish leveling up was just not tied to him at all.
Aesthetics
As is often the case for this series, the game looks and sounds really good for its age. The jump from Ultima 4 is particularly notable, as the level of detail is on a whole other level, particularly within the dungeons.
As with the previous game, the aesthetic core of the Ultima series (after the first trilogy) lies in the virtues. While there is still a karma system involved, it is much simpler than having to maximize eight different virtues. The karma system determines how much XP you lose on death and how much shops charge you, encouraging players to behave (or at least atone for their misbehavior).
But the biggest impact on the feel of the game is the above-mentioned corruption and tyranny affecting the land. Some of my favorite moments were early on, when I was just starting to get involved with the resistance and investigating what was happening around the overworld.
That said, I think that if the guards did actually recognize you on sight and hounded you more aggressively after spotting you the atmosphere could be even better (assuming they were balanced a bit better).
I think some of the music some versions of the game have is quite good too.
Accessibility
This game manages to up the complexity from Ultima 4 while not being any harder to play. Chances are that if you’re importing your Ultima 4 character you will need only a little bit of adaptation to do fine in Ultima 5.
As before, you will need to take many notes throughout the game. More so than in Ultima 4 due to the greater size and density of content. However, if you played Ultima 4 and took notes for it, this is somewhat alleviated. The mantras for the shrines remain the same, and the world’s geography should be mostly familiar (though there have been changes there as well).
You will also still need to consult the manuals and map frequently, at least early on.
The difficulty has also increased dramatically. You will likely end the game with about 200-ish HP rather than 800 and every enemy is much more deadly. Both the early game and the final dungeon will challenge the improvident.
For these reasons, the game is not that easy for newcomers to pick up but I would not call it obscure or complex.
Conclusion
I would say that the positives definitely outweigh the negatives on this one. The story and setting are interesting even if I don’t agree with all of the decisions made in crafting it, and the rest of the game is usually tolerable at worst. Nothing nearly as annoying as Ultima 4′s Reaper and Balron sleep spam (in fact, a plot-relevant item you can find renders Reapers pretty much helpless).
My primary complaint about the game is that the balance is poor. You will end the game loaded with all the items you could ever want while struggling to reach level 8 with even a single character even after doing nearly everything you need to do before the final dungeon.
I know there is a remake of this game made using Dungeon Siege, which I have not played. I think this is a good thing and I’d hope that it fixes some of these issues, but even apart from that I wish there were games that set out to achieve the core concept of this game.
What I am talking about is an open world RPG in which you play an outlaw who must hide from the state and meet other rebels in the darkness, but with complex and mechanically-competent systems to enable all the interesting possibilities this should enable.
I do not assign numerical ratings to games with these reviews, but I can definitely say that I liked Ultima 5 better than Ultima 4. I think it is worth trying even today despite the late game grind.
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twistedsinews · 3 years
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Questions for an Author
Tagged by @chyrstis and @guileandgall
Tagging... @corpsebrigadier, @gatticus,  @faejilly, @ anyone who wants to do the thing!  <3
Name: FireEye
Top 5 Fandoms Written: I'm sitting here not knowing the answer to this question, so.  *shrug?*  All of them.  By numbers I have no idea (my fics are scattered across the internet, and my personal are behind in updating), by word count even more difficult for me to determine, by how much fun I've had?  *hands!*  Saints Row is probably up there, Cyberpunk is ticking up, can I count the Final Fantasy metafandom as one or is that too much?  :P
Top 5 Fandoms You Want To Write For/More: Moon Hunters, Ultima, Final Fantasy V, Trials of Mana, and what else am I gonna do with all of these Cyberpunk feels?
Stories You Wish More People Knew About: So I just took a glance at my AO3 stats, and... a lot of my stories are doing as well as could be expected, particularly for how many tiny, tiny fandoms I write in?  Granted, some of them have been there for a good long while.  But...
1. I remain stupidly proud of Thalassophobia
2. I still love the adventurous theme of Frightful Tides of Smoke and Ash.
3. To Catch a Thief got plenty of love, but I am still amazed at how it turned out and yet fuck that tense in particular, omfg.
Ship(s) Written The Most: No actual clue.  AO3 gives me Faris/Butz, but I think I've surpassed that with V/Jackie alone in the past month, so.  *sideeyes*
Character(s) Written The Most: See above, re: clue.  Per AO3, Butz, Faris, and Gat are tied for 15 each.  XD
How Many OCs Do You Have: At least 24 I can count off memory, some more developed than others, and I'm sure I'm forgetting some and there've been some I've misplaced over the years. (Tabletop characters, etc.)  Not counting random characters I develop solely for the sake of plot, or characters from original works.
How Many Series Do You Have: ehhh.  On AO3?  One, properly.  It has the prologue of an old WiP in it that was supposed to be 1 of 4, and nothing else.  I could probably gather quite a few of my oneshots into series, but I’d have to sort them out.  Other than that, I have two series in progress (sort of), one being the one on AO3 as already mentioned that I plan to revisit and finally write out in its entirety and one being my Ultima thing.
What Do You Do With Fics You’re No Longer Interested In? It's less I'm not longer interested and more I get easily distracted by bright shiny objects.  Anything I haven't finished stays in my WiP folder, under the completely reasonable assumption that I'll finish them all eventually someday.  :P
Coming Soon: uh... cheesy confessions, Nomad!V's living in an apartment hijinks, T-Bug~♥, Kidnappings (plural apparently), The Quest of the Avatar (I've been saying for years), and a (one (1)) metric fucktonne of fix-it fic.
Not yet started? All of the above, and then some.  Keep in mind: I write most things in one sitting.  (Which is part of why I don't have that many longer fics to my name).
...actually, that's not the entire truth - I've had small snippets of my Ultima saga on paper for a decade or more and have bits of dialogue and "[premise]" stuff thrown into files for later.  It's just... not really started more than what's in my head, you know?
Line From A WIP: “Hath no one ever shown you compassion before?”
Do You Accept Prompts? ...yes?  I don't think I've ever gotten any when I wasn't explicitly asking for them or reblogging a prompt list, but *shrug?*  I will happily take prompts.  XD
How Do You Feel About Kudos? I do not in fact think Kudos are single-handedly responsible for the decline of comments on fanfics or comment culture in general, and I think they are a perfectly fine way of saying 'I liked the thing!' if you have nothing more of which to comment.  I have seen people talk about kudos that make me second guess, and I get a little irrationally worried when I get comments without kudos, but ultimately I try to trust that it's basically a like button and I am fine with that.  In short: I like them.
Do You Read Fic As Well?  Yes, although not as much as I used to.  Like, back when I'd go through pretty much anything that looked as though it would fit my fancy in any fandom I happened to enjoy so extensively that I'd not have anything left to read.  Recently, I've been reading mostly fic I get in exchanges or that I've prompted on Tumblr and not really that much else.  It's something of a dumb egotistical anxiety thing, though: I read other people's stuff and get self conscious about my own writing, feel super uncreative, my capacity to actually sit down and write feels inhibited, and/or I feel like I'm going to plagiarize something by accident (which I don't think is as far fetched as it sounds, how awkward - my creative brain gets stuck on weirdly specific things at random and doesn't always keep in mind where it got them from) or someone will think I got the idea from [already known fic].  It makes me sad I've fallen so far away from it, because reading fic is something I enjoy deeply, but... that's why I'm trying to make an effort to get back to it.
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