Let’s Play Ultima IX #49: Onward to Yew
The game has given us the choice of heading to either Minoc or Yew which suggests that those two shrines are equally difficult to cleanse. One of them isn’t accessible by boat, however, making reaching it a longer and potentially more challenging ordeal. I say potentially because the particulars of the journey to Yew are hazy in my memory, though I doubt it’s going to have any foes we can’t handle with the weapon we’re not meant to have yet. There are likely some who doubt just how much that huge boost in attack power is helping us cleave through the opposition set before us but rest assured, risking the ghosts to get it was more than worth it.
The journey to Yew is also the first opportunity in the game to majorly deviate off the well-trodden path and explore side areas, some big and some small. These little places help to make Britannia feel more like a living, breathing world rather than a series of elaborately crafted tunnels funnelling you to the next plot significant location. Ultima VII was full of these – most of the major dungeons were entirely optional – which, combined with how the NPCs had daily schedules, made the world feel truly alive. That the NPCs in this game stand about at all hours without a care for the time of day is a real shame but I imagine doing what they did in Ultima VII in a fully 3D game would have been far more difficult to achieve and with the time constraints this game had, it’s not surprising that it didn’t come to be.
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