Ultima: Runes of Virtue
United StatesOrigin Systems (developer); FCI (publisher)
Released 1991 for Game BoyRejected for: Insufficient character development
Ultima: Runes of Virtue II
United StatesOrigin Systems (developer); FCI (publisher)
Released 1993 for Game Boy, 1994 for SNESRejected for: Insufficient character development
The Ultima series has been such a big part of my life for 40 years that exploring new territory offers a certain thrill, even if I suspect the game is going to suck. I watched some footage of Ultima IX the other day, and even knowing its reputation, it was all I could do not to download and install it. Knowing it was too soon for that game, and also too soon to jump into Ultima VII, Part 2, my mind dredged up this Runes of Virtue from 1991. I've seen it described as "non-canonical," but Origin made it themselves, which is more than you can say about either Ultima Underworld. David ("Dr. Cat") Shapiro led the design team, Richard Garriott is listed as "creative director," and Dallas Snell produced it. That's a pretty solid set of bona fides.
Both games use characters from Ultima VI: The False Prophet; even in the sequel, you won't find any references to the Guardian. (For more on the timeline, see the discussion below.) The (refreshing) surprise is that the Avatar is nowhere to be found. The hero is one or two of the Avatar's companions (you can tether two Game Boys together to play it cooperatively) from among four selections: Mariah, Iolo, Dupre (described as a fighter rather than a paladin), and Shamino. Each starts with different values in strength, intelligence, and dexterity, and with different weapons. Shamino's evenly-balanced statistics (15 each) and magic throwing axe lured me right away.
Character selection. |
After specifying the character, you input your initials and then choose a difficulty level from "easy," "medium," and "hard." These are differentiated by what happens when you die. On "easy," you just get kicked back to the beginning of your current level; on "medium," you respawn out on the surface of Britannia; "hard" is the same as "medium" except that you lose all food, potions, and gold. I played on "medium." The game otherwise autosaves as you transition areas, so it's essentially impossible to lose your progress.
The backstory is simple: A villain called the Black Knight has stolen the eight Runes of Virtue from Lord British's castle. You have to head out and recover them. I don't see any problems with canon there, particularly if we interpret "castle" to mean the museum at the castle, where the runes canonically ended up after the events of Ultima VI. We might even imagine that the donation to the museum took a while, and they were kept in the castle in the meantime. I've never heard of the Black Knight before, but then again I'd never heard of Blackthorn or gargoyles until the games had need of them.
Alas, our ability to merge the game with previous canon doesn't last any longer than the map on Page 12 of the manual. The game has the main continent, Verity Isle (Moonglow and the Lycaeum), the Isle of Deeds (Serpent's Hold), the Valorian Isles (Jhelom), and the Isle of the Avatar (Abyss), just like Ultima VI, but the main continent is shrunk and compressed so that it's no larger than any of the other islands. Beyond that, everything is in roughly the same positions. The dungeon names, which were always meant to contrast with the associated virtues (e.g., Deceit, Wrong) or at least evoke such contrast (e.g., Destard), have almost all been renamed to more obvious versions of their original names: Deceit (the only one to stay the same), Hatred, Cowardice, Injustice, Dishonor, Selfishness, and Pride.
The game begins outside Lord British's Castle. Chuckles is in the foyer, telling me not to listen to Lord British and that I can go to any cavern I want. What he means becomes clear when I speak to Lord British, and he tells me to seek the Rune of Compassion in the cavern of Hatred due north. My guess is that Lord British gives the suggested order to recover the runes but you don't necessarily have to follow it.
The castle is only one small level, but it has up and down ladders. Upstairs, Sherry the Mouse tells me that you can shoot webs to get rid of them, but tough ones need a Wand of Fireballs. Penumbra, standing next to a secret door, alerts me that they look similar to walls. They're easier to spot here than in Ultima IV. The basement seems to have no purpose at all.
Near the castle is a couple of shops, both run by a guy named Gnu Gnu. You buy items just by walking into them. Most of the controls in the game are simplified like that: you open doors, open chests, speak to NPCs, trip levers, and push objects simply by walking into them. The only reasons you have to use the buttons are to attack and/or cast a spell; the two buttons essentially represent your two hands. There's a Zelda-esque (or perhaps I should say "hydlike") quality to the game, but it's important to remember that Shapiro was making this kind of game all the way back in 1982, with Caverns of Freitag.
However, the victory screen you get when recovering each rune is clearly referencing Zelda and Link's recovery of each piece of the tri-force. |
Outside, I head to the dungeon Hatred. I'm not at all prepared for what follows. The dungeon has multiple levels, though each level is not much larger than about four game screens. In addition to enemies, it is absolutely chock full of puzzles: switches, teleporters, pressure plates, barrels and boulders that you have to push, keys, ladders, secret doors. Some examples of the puzzles in this one dungeon alone include:
- A lever that turns various "Xes" on the ground into boulders. A second lever turns them into portals. You must use the first, then push the boulders into a couple of dead-ends, then use the second lever so you can portal through those dead ends.
- A set of portcullises that open and close at intervals. Nearby, a demon throws javelins at you. You have to avoid the javelins while staying near the portcullises for when they open.
- Entire lines of teleporters with arrows indicating the direction you'll be sent. You have to interpret these and enter the right points to wind up at the right destinations.
- Mushrooms that change objects into other objects when you eat them.
Nonsensically,
the NPCs you meet in towns and castles often show up at various points
in the dungeon to give you hints. Sherry the Mouse and Dr. Cat usher you
through Hatred, for instance. There are also occasional signs to give you hints.
In one large area, Hatred has an "arena" that seems to have no purpose except to allow the player to watch different enemies fight each other. Enemies wounding and killing each other is possible in this engine, and indeed some puzzles seem to assume you're going to let them kill each other while you dart out of the way.
Many of the puzzles are clever, and although I had trouble with a few of them, I had some fun figuring out the solutions. What I had a lot less fun with were the enemies: bats, giant rats, skeletons, reapers, trolls, and tigers. They reduced my health (represented by hearts) shockingly fast, and I found the weapon controls maddeningly unresponsive. There's a pause after you turn before you can successfully attack. Worse, the magic throwing axe turned out to be a horrible idea, because until it finds its target, you can't attack again. Miss an enemy, and you're standing there defenseless until it hits the nearest wall.
There are hearts strategically located in the dungeons to replenish health, and stars to replenish magic, and coins to let you purchase better items at the shops. On one reload (outside the cavern), I went and bought some leather armor, but it didn't do much good.
I got stuck on a particularly difficult puzzle just before acquiring the Rune of Compassion. There were three rows of obstacles in my way: closed portcullises, stone heads, and water. Nearby pressure plates turned some of these items into other items, like open portcullises or grass, but I couldn't find a combination that "opened" all of them, and I kept getting hit with projectiles fired by reapers on the other side. Finally, I realized that some of my flailing around had caused a corridor to my north to collapse, allowing passage to a new area. There, I found a mushroom. Eating it turned stone heads into grass. So I had to just find the pressure plate combination that left me with nothing but stone heads, then go eat the mushroom.
On the other side, I found the Rune of Compassion flanked by two reapers. By this point, I was on Level 4 or 5 of the dungeon and had abandoned any pretense of following the game's normal reloading system. I was using save states to ensure I didn't have to travel the entire dungeon again every time I died. But even that wasn't enough. I got killed by a reaper, managed to hit the key combo for "save" rather than "load," thus saving my state on the "game over" screen. About this time, I decided this game wasn't for me.
Upon the Plains of Hesitation bleach the bones of countless millions who, upon achieving the threshold of victory, sat down to wait, and there waiting, died. |
I had an "out" anyway--Runes of Virtue is not an RPG by my definitions. Improvements to the character only come from finding runes (which give you attribute boosts and health), allowing the player no control over the "rate or details" of development. Except when they drop the occasional heart or coin, killing enemies does nothing for you except get them out of your way. As I noted when I coined the term "hydlike," many of the games in this sub-genre fall on the "non-RPG" side of the line.
The attributes on the character sheet increase, but only at fixed intervals over which you have no control. |
To fill in the rest of my knowledge about the series, I watched YouTube videos of completed runs and shamelessly grabbed a few screenshots. (Credits go to spoon shiro's coverage of Runes of Virtue, Tork110's playthrough of Runes of Virtue II on the Game Boy, and GamingWith Zack's series on Runes of Virtue II on the SNES.) I was mostly looking for bits of dialogue that added lore to the series, and the exercise was mostly a waste of time. The NPCs you encounter . . . I was going to say they're the least "believable" of the series, but perhaps a better way to say it is that they have the least gravitas. They include Sherry, Chuckles, Dr. Cat, Finn (the vagrant who claims to be Lord British), Zoltan, and Klip-Klop, the two-headed horse. They're somehow more cartoonish here than in Ultima VI, where they were already pretty silly. They say things like, "One door leads to a beautiful lady, the other to a fierce tiger!" or "The Xs in the cavern will teleport you back here!," not "Lord British is Shamino's illegitimate son!" or "Mondain was a Lord of the Sith!"
Inventory upgrades seem to be a major part of gameplay, including some that are necessary to get through the dungeons. For instance, a magic rope, for some reason, lets you walk on water. Like NPCs, enemies are mostly drawn from Ultima canon. Wisps become enemies again for the first time since Ultima V. Mimics, sea serpents, seahorses, and squids are all back. Gremlins are here, stealing your food again, and slimes do their dividing trick. Dragons act like they do in Dr. Cat's Caverns of Freitag, lurking in alcoves and breathing fireballs down adjacent corridors. I think the only completely original enemies--sounding exactly like something Dr. Cat would come up with--are "eep eeps," infuriatingly annoying foes who do nothing but stand in your way and take you to a dialogue screen that says "Eep? Eep eep!" if you happen to bump into them.
The puzzles and enemies naturally get more difficult as the player moves forward, but so does the strength of the character and some of the resources. A lot of the puzzles involve mazes of directional teleporters that you have to interpret, manipulate (changing the direction of some of the teleporters), or block. At least one puzzle requires you to shoot something while you're being teleported across multiple pads.
Except for the first two dungeons--Hatred and Deceit--Lord British sends
the player to the dungeons in the standard virtue order. Each one holds
one of the runes. You transition between islands via ships at fixed points. The final dungeon, the Abyss, is accessed from the bottom of Pride. Pride weirdly has the Rune of Spirituality, while the Abyss has the Rune of Humility. Once you get the Rune of Humility, the game ends automatically. You get a brief message, and then you get a quick scene of Lord British knighting the victorious character. I suppose if you regard Dupre as the canonical hero of the game, it explains how he was knighted between Ultima VI and Ultima VII.
It doesn't explain why Mariah isn't called "Sir Mariah," though. |
Shapiro didn't return for Runes of Virtue II; design and programming were assumed by Gary Scott ("Gnu Gnu") Smith, but most other personnel remained the same except for the addition of Amanda ("Penumbra") Dee.
You don't defeat the Black Knight in Runes of Virtue, which explains why he's back to menace Britannia in Ultima: Runes of Virtue II. The opening shows the Black Knight complaining of boredom and deciding to kidnap Tholden, the mayor of Britain, just to annoy Lord British.
The Black Knight hatches his plan [Game Boy version]. |
Lord British's reaction to the kidnapping is, predictably, to "summon the Avatar." A moongate opens and a figure steps out--except that you've already chosen to play the game as Mariah, Dupre, Shamino, or Iolo. (Iolo, incidentally, is a very young man in the SNES version.) The box also seems to suggest that the hero is the canonical blond Avatar. It's a weird bit of confusion right at the beginning of the game. Either way, Lord British assigns the hero the quest of finding Lord Tholden in the dungeon Hatred. Once the player accomplishes that, Lord British announces that the Black Knight has now kidnapped Whitsaber, the mayor of Trinsic.
The order of rescue here is more random than the first game, with the dungeons going Hatred, Dishonor, Injustice, Selfishness, Deceit, Cowardice, Pride, and the Abyss. Once again, the developers messed up the last two dungeons so that the mayor of Skara Brae is held in the Cavern of Pride and the mayor of New Magincia is held in the Abyss, although to be fair it was never clear why Hythloth should be the anti-spirituality dungeon and the Abyss the anti-humility dungeon in the first place. The names of the mayors are all identical to those in Ultima VI except that Quenton (a murdered ghost in VI) is still the mayor of Skara Brae instead of Trenton. As the hero rescues each mayor and escorts him back to his home city, the mayor bestows his associated rune as a gift.
The world uses the canonical map of Britannia, with the continents set to the proper sizes. There's more to explore, including towns and keeps, and a lot of optional areas, but otherwise it's a similar setup to the first game--one dungeon per rune. The puzzles are similar, employing the same sorts of mechanics, inventory items are similar, and the enemy list is identical except that eep eeps have mercifully been forgotten. Enemy AI is improved, to include fleeing when wounded. Nystul, Cooper the Blacksmith (an original character, I think), and Mandrake the Bard join the list of NPCs.
As with the first game, players can tether their Game Boys to play cooperatively (there is one optional dungeon that requires it). There is no such option with the SNES version of the game, something that the version makes up for with significantly better graphics and sound. Some sites disparaged the graphics, but to me they're better than anything we've seen in any other Ultima game to date. Alas, it also lacks the character development that I require to call it an "RPG." As with the first game, killing enemies contributes to a nebulous "score" but not to any experience or leveling.
The SNES hero contemplates a mimic. |
A parade follows the restoration of each mayor. At the end of the game, Lord British gives you a final congratulatory message for defeating the Black Knight, after which you can continue to play.
The parade you get after each rescue is better than the endgame screen. |
The victory screen, in contrast. |
A few words on the timeline. You're going to tell me that neither game is "canon" and that it's not worth over-thinking it, but overthinking things is kind of what this blog is about. Anyway, I would submit that Runes of Virtue II is actually a prequel to Runes of Virtue. This works if you assume that when the Black Knights says, "I have not had fun since I terrorized Britannia!," he's referring to some previous event that we haven't seen, not the events of Runes of Virtue. Putting II before the first one explains why Iolo looks younger, Quenton is still alive, and the runes are still with their associated mayors. Putting the first game after VI explains why the runes are gathered in one place for the Black Knight to steal and why Dupre is knighted in Ultima VII.
These sorts of hydlike action-puzzle games aren't really my thing, but for those who like the genre, the Runes of Virtue games seem well done. They're a lot closer to what I expected on the Game Boy than games like Wizardry: The Suffering of the Queen or The Final Fantasy Legend, both of which seemed to be replicating a PC experience on a handheld device.
Reviews of the first Runes of Virtue were mostly negative, with most of them noting the difficulty. "The excitement of the game soon grows stale," GamePro wrote in the April 1992 edition, "after two or three caverns of mindless wandering and fighting." Nintendo Power gave it only 3/5 stars. The sequel only improved slightly, with Nintendo Power giving it 3.5/5. The same magazine gave only 2.5/5 to the SNES version in October 1994, along with a comment that I don't understand: "Fans of the excellent Game Boy title will recognize the areas, plot, and even the dialogue of the original game, but the graphics clearly don't belong on the smaller system." How is the SNES a "smaller system" than the Game Boy?
Modern reviews also tend to talk about the difficulty, as was the case of a blogger who said, "This game is mindtwistingly, headsmashingly, Game-Boy-thrown-across-the-room-and-putting-a-hole-in-the-wallingly challenging." I didn't see a single YouTuber try the game on anything other than "easy." Estimations of completion time average around a dozen hours for both games, something I was unlikely to achieve even if I liked the gameplay.
This is probably the longest "BRIEF" I've ever written, technically unnecessary as I have no obligation to play console games in the first place and thus no obligation to document why I rejected them. But they're the only two games for the Ultima series that didn't have a PC release, and thus I thought it was important to at least learn what they were about.