How does the Ultima series handle masculinity and femininity? How are certain characters — or even the Virtues — portrayed as masculine/feminine?
How much prominence does combat need to have in an RPG? How necessary should combat be to progressing through — or passing — the game? And is there something “lesser” about including an “easy” difficulty setting?
Eleven years ago, the Ultima Codex’s predecessor — Ultima Aiera — was launched. Some pretty wild stuff has happened since then.
The response to the announcement of New Project Britannia has been overwhelming, so let’s talk a bit about what the project needs and where we want to see it go.
Project Britannia II: a new framework to be built by and for the Ultima & SotA fandoms, which intends to become the go-to resource for Ultima & SotA fan projects.
In which we look at ways to get the Ultima games up and running on mobile devices. This is relatively easy in the case of Ultimas 1 through 8…but what about Ultima 9?
E3 has come and gone. There were actually some pretty neat things presented thereat, albeit EA has once again refused to announce a new single-player Ultima.
What is a companion, in an RPG context? What is a henchman? Does the distinction even matter, and if so, why?
In which Withstand the Fury Dragon geeks out for a bit about Mass Effect 4 and Ultima 6, and muses upon the future of the Ultima Codex.
Being an excerpt from the Journal of the Avatar, from the period of history known as “The Warriors of Destiny”.