Ultima VII--The Black Gate
(Origin Systems, Inc.; 1992)
"When
it comes to suspense and a strong, unified plot,
ULTIMA VII delivers as none of its predecessors
did... The storytelling here is of a very high level,
superb because it develops real characters, real
fear, and a real sense of loss... As the best fantasy
is, ULTIMA VII is an allegory for problems in the
real world... ULTIMA VII contains much more than
just adventure. Scriptwriter Raymond Benson and
the other members of the writing team have really
outdone themselves. In terms of plotting, ULTIMA
VII is head and shoulders above almost any of the
other fantasy games out there... A good novel doesn't
have to revolutionize the form; it simply has to
use the form well and tell a good, new story. ULTIMA
VII does this, and in many ways is like a really
good fantasy novel."
--COMPUTER GAMING WORLD
"This
is by far the darkest of the ULTIMAs, not so much
for what appears on screen, but for the way the
game makes you feel. THE BLACK GATE is not the first
ULTIMA to generate atmosphere, but it's the first
to do so in much the same way a well-crafted novel
or a movie generates it--with an initial shock to
get your attention, and a nice slow burn to keep
it... Indeed, the game is the most subtle and eloquent
of all the others in the ULTIMA series... Playing
ULTIMA VII--THE BLACK GATE alone and at night absolutely
gave me the creeps..."
--PC GAMES MAGAZINE
"...the
plotting of ULTIMA VII is way ahead of anything
that has gone before. At first, talking to any character
offers three avenues to pursue: 'name,' 'job,' or
'bye.' Much information can be gained from this
starting point and more questions can be asked as
the dialogue progresses. Talking to practically
every character reveals a complex web, or tree,
of conversation topics...it's way ahead of the competition...it
is this communication system that forms the heart
of the game--all advancement into the story is made
by fact finding and clue solving...the characterization
and communication system in ULTIMA VII is so strong
that walking around, exploring, talking to people
and cross referencing their conversations is actually
far more fun than the combat aspects...every individual
in the game really is individual...it's also a world
which has been fully fleshed out, right down to
the smallest detail. Take, for instance, a plot
that includes parallels with real-world racism,
drug abuse, cults, and even includes a sexual element
for good measure. It also takes time to laugh at
itself..."
--PC FORMAT MAGAZINE