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Worlds of Ultima: The Savage Empire

From Alfawiki
Origin Systems
Company typeVideo game developer and publisher
IndustryVideo games
Founded1983
FateAcquired by Electronic Arts
Headquarters
Austin, Texas
,
United States
OwnerElectronic Arts

Worlds of Ultima: The Savage Empire is a role-playing game released in 1990, part of the Ultima franchise, developed and published by Origin Systems. It belongs to the Worlds of Ultima spin-off series, which presents a unique environment distinct from the mainline titles and utilizes the game engine from Ultima VI: The False Prophet and Martian Dreams. On June 18, 2012, Electronic Arts made the game available as a free download through GOG.com.

Plot

After the events of Ultima VI, the Avatar is transported to the Valley of Eodon—a jungle realm—due to a malfunction involving an obsidian "moonstone." This world is inhabited by tribes representing various historical cultures, such as those from Mesoamerica and African aboriginal peoples. Although Eodon is situated on Earth, it remains hidden and uncharted.

Upon arrival, the Avatar discovers that Eodon is under threat from the insectoid Myrmidex. To combat this menace, the Avatar must learn tribal traditions and harness "jungle magic" to forge alliances among thirteen tribes. Each tribe demands specific challenges be completed before joining forces, including tasks like defeating a Tyrannosaurus rex or recovering sacred relics. The central conflict revolves around destroying a corrupted moonstone in Myrmidex possession to prevent disastrous instability.

Players control the Avatar alongside a party that can include up to four companions, with certain scenarios temporarily expanding the group to seven members.

Release

Origin Systems issued a special edition signed by Lord British, which included a hint guide and a T-shirt.

A Super Famicom version was launched in Japan, utilizing the engine from the Super NES adaptation of Ultima VII. Although a North American localization was prepared, its release was ultimately cancelled.

Personal computer version

In White Wolf #25 (Feb./March 1991), Jim Trunzo awarded Worlds of Ultima: The Savage Empire a perfect score of 5 out of 5, emphasizing its extensive quests, puzzles, combat sequences, and gameplay exceeding fifty hours.

Dennis Owens from Computer Gaming World lauded the title as an impressive and successful entry in the Ultima series despite minor flaws. He also observed that the franchise might be leaning toward caricature. The magazine described Savage Empire as moderately challenging with occasional complexity, making it an ideal pastime between main Ultima installments.

The staff at Game Player's PC Strategy Guide honored it with the 1990 "Best PC Fantasy Role-Playing Game" award, praising its rich visuals and immersive role-playing mechanics reminiscent of classic "lost world" narratives.

Super Famicom version

Upon release, Famicom Tsūshin rated the Super Famicom edition 23 out of 40. GamePro delivered a negative critique citing simplistic graphics, minimal sound effects, confusing menu navigation, and reliance on trial-and-error object interactions. They also criticized lengthy dialogues, convoluted subplots, and irritating characters. Mike Weigand from Electronic Gaming Monthly remarked that the slow-paced gameplay might appeal more to fans of strategy games and commented that PC-RPG ports like this one "never really did it for me."

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