Ultima III: Exodus

Ultima III: Exodus

released on Aug 23, 1983

Ultima III: Exodus

released on Aug 23, 1983

Eons ago Lord British came unto the lands of Sosaria. Since that time it has been united under his rule as the Kingdom of Britannia and has gone through two major crises. A few years ago there were political upheavals among the city states of the kingdom. The ringleader of this political instability was Mondain, the Magician. Under his horrible rule, the people's lives were devastated. A valiant warrior was called forth from another world by Lord British. This warrior overthrew Mondain. Britania survived the first crisis. But peace in the Kingdom of Britannia did not last long. Minax, the Witch, a disciple of Mondain, became very powerful and ruled the world of darkness. Minax had power to sway the time axis of the universe. However, a legendary hero again came to the rescue, overthrew Minax, and brought peace back to the kingdom. Now, the Kingdom is about to face its third crisis. Rumours abound about a fiery island which has emerged in the southwestern seas. Little is known of the evil that dwells there. It is known only as Exodus.


Also in series

Ultima V: Warriors of Destiny
Ultima V: Warriors of Destiny
Ultima IV: Quest of the Avatar
Ultima IV: Quest of the Avatar
Ultima: Escape from Mt. Drash
Ultima: Escape from Mt. Drash
Ultima II: The Revenge of the Enchantress
Ultima II: The Revenge of the Enchantress
Ultima
Ultima

Released on

Genres

RPG


More Info on IGDB


Reviews View More

Ultima starts to find it's footing here, though the next game will craft the series's formula.

An improvement over the first and second games in some ways, but still held back by some of the same issues. The addition of music adds a much needed infusion of personality to the game so that you at least have something to listen to while you grind through a still horribly slow and boring battle system.

People give ultima 2 a hard time but honestly the absurd amount of really tedious grinding you do in this game (that largely involves standing around waiting) makes ultima 2 and its "bully one guy in a starter town for 45 minutes" grind seem so much more tolerable

You can now make a party of four ala "Wizardry", and also enter a Heroes/Fire Emblemesque grid-based combat situations where you basically lead your party across a field but functions similarly to Ultimas I and II. Still demands a lot of grinding as well as arbitrary "collect the four items" to get to the final dungeon.

I have to say the mess that was "Ultima II" had one thing over III: It had a sense of direction, and you knew where you were supposed to go, because Ultima II was mostly linear. With Ultima III you are once again given the immense freedom you had with "Ultima I", but this time you can't just grind and exploit a single dungeon. This time you are required to visit all the places across the world to get the ellusive items and hints, but the game offers nothing in the sense of which dungeons to tackle first, how to differentiate easy from hard dungeons, but I assume there is nothing to lose here as the dungeons are sparse, and you only really need to visit three of the eight dungeons in order to get the essential items. The rest of the floors are not worth exploring, or trying to frustratingly map. It's a good framework with an awkward, half-baked content.

On the bright side, the classes in Ultima are more fleshed out than ever, and now spellcasters are glass cannons and thieves are dexterous trap-evaders they were always meant to be. Being able to play many of your desired classes at once brings a great and liberating feeling to Ultima, as now you don't have to conform to one type of strategy or getting by with a single, archetype-bound character.

Como marco histórico, é fenomenal. O template que os RPGs eletrônicos seguem até hoje já estava todinho aqui. Mas, a não ser que você tenha bastante curiosidade histórica, não recomendo. É extremamente focado no grinding e algumas direções são pouco intuitivas (para não dizer obscuras). O que torna a experiência mais "intragável" para os padrões modernos, entretanto, é a interface. Cada minúscula ação usa uma letra diferente do teclado. Para fazer as coisas mais básicas você tem que ficar com uma referência dos vários comandos do lado.

Ainda assim, tenho que reiterar: pra sua época, 1983, é impressionante.