Path: utzoo!utgpu!watserv1!watmath!att!att!linac!pacific.mps.ohio-state.edu!zaphod.mps.ohio-state.edu!usc!elroy.jpl.nasa.gov!ames!uakari.primate.wisc.edu!dogie.macc.wisc.edu!uwvax!daffy!cat28.cs.wisc.edu!pochron From: pochron@cat28.cs.wisc.edu (David Pochron) Newsgroups: comp.sys.amiga.games Subject: Re: Ultima 6 impressions, adventuring on Amiga... Message-ID: <1990Nov28.213212.15384@daffy.cs.wisc.edu> Date: 28 Nov 90 21:32:12 GMT References: <1990Nov14.105041.35786@eagle.wesleyan.edu> Sender: news@daffy.cs.wisc.edu (The News) Organization: U of Wisconsin CS Dept Lines: 27 In article <1990Nov14.105041.35786@eagle.wesleyan.edu> jtreworgy@eagle.wesleyan.edu (James Treworgy) writes: >I recently had a chance to see Ultima VI (IBM version). A few comments: I think {stuff deleted} >Anyway, 3-year old FTA kicks Ultima 6 in terms of size of world, graphics, >playability, if not in plot continuity (I never really understood what >everything did in FTA, but that didn't detract). If Amiga Ultima 6 is not a The problem with FTA was it only had a total of like 40 characters to talk with in the entire adventure! In addition to that, there were very few towns and the towns that did exist were simple buildings - not much to explore. The dungeons and forest were interesting, but only to an extent. (That is what took the longest to solve) This is exactly what makes Ultima - "Ultima" - is it fun to converse with the locals and explore the towns. I think too much emphasis went into the "look" of FTA and not into the "substance" - like Ultima IV or V. BTW: The "look" for VI is taken DIRECTLY from "Times of Lore" - everything is the same! Too bad - the block characters are what makes "Ultima" as well as the interaction. I like it. -- ------------------------------------------------------------------------------- David M. Pochron | from Rescue Rangers, _A Fly in the Ointment_ pochron@garfield.cs.wisc.edu| Gadget to Dale: "Keep the hands off the body!" -------------------------------------------------------------------------------