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NES box art for Ultima: Quest of the Avatar, the cover of NEStalgia episode 420

420 · Ultima: Quest of the Avatar

▶ Game info
VerdictPlay it
GenreRPG
SeasonSeason 6
PublisherFCI
March 13, 2026 · 1 hr 12 min · transcript available
About the game

Ultima IV: Quest of the Avatar, first released in 1985 for the Apple II, is the fourth in the series of Ultima role-playing video games. It is the first in the "Age of Enlightenment" trilogy, shifting the series from the hack and slash, dungeon crawl gameplay of its "Age of Darkness" predecessors towards an ethically nuanced, story-driven approach. Ultima IV has a much larger game world than its predecessors, with an overworld map sixteen times the size of Ultima III and puzzle-filled dungeon rooms to explore. Ultima IV further advances the franchise with dialog improvements, new means of travel and exploration, and world interactivity.

From Wikipedia: Ultima IV: Quest of the Avatar (CC BY-SA 4.0)

Our verdict: Play it

Ultima IV is the game that broke the weekly book-club format. The show was meant to cover NES games in quick bites, and this one could have taken years in 1990. Joe was out, so Mike and Sean played it, and we both admitted we were out of our depth. The ambition is hard to argue with: there is no dark lord to kill, only eight virtues to master.

What impressed us

  • The opening test. Before you exist, you answer ethical dilemmas, and your answers decide your class and which town you start in. Honesty gives you a mage, compassion a bard, valor a fighter, spirituality a ranger, humility a shepherd. We loved it, then grumbled that if the manual admits trial and error works, just let us pick.
  • A morality system that watches everything. Fleeing a hostile fight costs honor, while fleeing snakes shows compassion. Shopkeepers are "blind," so you pick how much gold to hand over. Chests are not yours to open. You can attack anyone, Lord British included. Nobody tells you any of this, though, and it is also gameable: leave and re-enter a town to keep tipping the beggar.
  • The manual. Sixty-four pages of lore, including a subway-style moon gate map. It even leaves riddles half-filled, like the stone colors and the truth, love and courage triangle.
  • The ending. The last answer is that the eight, turned sideways, is infinity. We agreed that after a hundred hours, working that out on your own would feel great.

What wore us down

  • Battles. Grid-based and turn-based, with up to four party members here instead of eight. Ranged weapons are the cheat code, and the new auto-attack button just helps you survive the thirteenth orc fight.
  • First-person dungeons. False walls hide the way forward, and you can't finish without them, since the runes and stones come from there. We wanted any other kind of puzzle.
  • The moon gates. Clever fast travel, but you can't see where they are on the map, even though the manual tells you.
  • Time. After the hour-long episode, with no end in sight, we both knew we had barely dented it. Using a guide, we agreed, defeats the point.

Worth knowing

The NES port dropped the typed dialogue (the PC version reads only the first four letters), drops the need to mix herbs, and looks closer to Dragon Warrior and Final Fantasy. We noted that Richard Garriott was reportedly the only person to have finished it at launch, which Wikipedia supports. Ultima V is coming.

The bottom line

Skip it. Neither Mike nor Sean voted it onto the Essential Games List. Mike still told listeners they owe it a look if the idea intrigues them, from a historical standpoint, and Sean called it cool and deeper than anything else on the system, apart from combat, but with too much foundational friction for him. In 1990 we suspect only 30-year-olds were playing this, not 12-year-olds.

Written from our conversation in this episode.

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