Ultima VI: The False Prophet for SNES

Review #656

Ultima VI: The False Prophet

Six button controller. One button gameplay

SNES 1993 FCI RPG RPG › Western
Ultima VI: The False Prophet screenshot for SNES
Screenshot used for review/reference purposes.
2 / 5

Gameplay

Plays like a dungeon crawler but with some streamlining. You get a party without any setup and battles can be automated. At least the first and only one I could find was. I spent the rest of my time wandering around the small castle without figuring out how to leave the darn place.
Inventory management is a massive problem. It takes a good long while to get and use something like a key on a door.
You've got a controller with 6 buttons but this game uses exactly one of them. Instead everything is done through menus. Not sure why these PC ports do this.
Controls are ok I guess but there's not much to do besides menuing.

1 / 5

Level Design

Couldn't exit the castle. Baffling design

2 / 5

Theme

Cinematic opening is very nice. But the story is basically that you're the kids from The Secrets of Droon. You've been sucked into Brittania via an evil portal and gargoyles are terrorizing the place. Kinda goofy.

1 / 5

Art Style

Same weird isometric-ish camera view as the other Ultima games. Not a fan. The art and sprites are really ugly.

2 / 5

Audio

Mixed bag. The menu is a lovely piano and horn composition but the in game music is an organ piece that loops every 15 seconds and becomes grating after a couple of loops. Make. It. Stop

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