Striked
Abuse
(15)Ø 3.9
Abuse resembles a side-scrolling platform game. The game is marked for its unusual control scheme: The keyboard is used to move Nick, while the mouse is used for aiming the weapons. The basic gameplay consists of fighting various enemies (mostly the various forms of mutants, who prefer to attack in huge swarms) and solving some simple puzzles, most involving switches.
AH-64D Longbow
(1)Ø 4.3
BioForge
(12)Ø 3.6
BioForge is an action-adventure game that was one of the first to feature fully textured 3D characters over pre-rendered backgrounds. In this unique cyber-thriller you collect items and solve mind-bending challenges to discover the secrets of your imprisonment and recover your lost identity. Fight against your robotic and human oppressors using a combination of melee weaponry and guns. Break out of your prison and show your foes what you’re made of. Half metal, half flesh, all vengeance!
Crusader: No Regret
(10)Ø 4
No Regret begins 46 hours after the events of No Remorse. The Silencer's escape pod is picked up by a freighter that is headed to the WEC penitentiary mining facility on the Moon, where political dissidents and Resistance members are held. The mining operation there is the key to destabilizing the entire WEC structure from within, and this is why Chairman Draygan himself is overseeing the program. The Resistance has also managed to install a cell on the Moon and is trying to delay the Di-Corellium extraction as much as possible. All the pieces are in place and it is up to you to make the first move - and the last one. Compared to its predecessor, Crusader: No Regret is much more straightforward, and with a higher emphasis on action. This is by no means a bad thing, because sometimes good old-fashioned shotgun diplomacy is the right solution to the problem, and the Silencer is an unquestionable expert in this field.
Crusader: No Remorse
(20)Ø 3.7
As a Silencer, one of the elite enforcers of the World Economic Consortium, you're supposed to be incorruptible. But if the system you serve is utterly corrupt, where does that leave you? You go over to the Resistance, the same pack you used to hunt down. Now your former employers better watch their backs because you're coming after them with all the firepower at your command. No pity. No mercy. No Remorse
Ultima IV: Quest of the Avatar
(25)Ø 4.3
Following the defeat of the evil triad in the previous three Ultima games, the world of Sosaria changed beyond recognition: continents rose and sank, and new cities were built, heralding the advent of a different civilization. Unified by the reign of the benevolent monarch Lord British, the new world was renamed Britannia. Lord British wished to base people's well-being on the ethical principles of Truth, Love, and Courage, proclaiming the Eight Virtues (Honesty, Compassion, Valor, Justice, Sacrifice, Honor, Spirituality, and Humility) as the ideal everyone should strive for. The person who could accomplish full understanding and realization of these virtues would serve as a spiritual leader and a moral example for the inhabitants of Britannia; he alone would be able to obtain holy artifacts, descend into the Stygian Abyss, and access the Codex of Ultimate Wisdom. This person is the Avatar. The fourth game in the Ultima series features an improved game engine, with color graphics and enhanced character interaction: the player can have conversations with non-playable characters by typing names of various topics. However, the main difference between Ultima IV and its predecessors in the series (as well as other role-playing games) lies in the game's objectives and the ways to fulfill them. Instead of building up a character by any means possible in order to face a villain in the end of the game, in Ultima IV the player is trying to become the Avatar, a role model for people. This means upholding the Eight Virtues, basically trying to become a better person. Making morally conscious decisions and helping other people is not done expecting a material reward, but because it is the actual goal of the game and the main focus of its gameplay. The game frowns on behavior typical of most other RPGs, such as backstabbing fleeing enemies or picking up everything that isn't nailed down even if it does not belong to the protagonist. This different approach established the game's reputation as the first "true" Ultima, influencing the design philosophy of later installments and the overall spirit of the series. Character creation is done by choosing responses to morally ambiguous questions. Each of the Eight Virtues corresponds to a character class; by determining the player's personal priorities in the virtues, the game assigns a class and a starting location for the Avatar. After emerging in Britannia, the player is free to explore it in various ways (on foot, moongate teleportation, on horseback, by ship, etc.). Certain items must be collected in any order to enter the Stygian Abyss and complete the game. The Avatar also has to reach the highest level in all virtues. This is achieved by various means: donating blood increases Sacrifice, not fleeing from combat increases Valor, etc. The process, however, is not irreversible: should the Avatar overpay a blind seller, he gains Compassion points; should he, on the other hand, cheat the seller by underpaying, his level in several virtues would decrease. These unorthodox features of the game co-exist with plenty of traditional RPG elements, such as dungeons to explore and hostile monsters to kill. Enemies are encountered on the world map as well as in dungeons; combat takes place on separate top-down screens, allowing player-controlled and enemy parties freely move on them. Characters accumulate experience points and level up, gaining higher amount of hit points and access to stronger magic spells. Like in the previous installments of the series, world map, town exploration and combat are presented from a top-down view, while the dungeons are pseudo-3D and are explored from first-person perspective. Ultima IV also introduces several new gameplay features to the series and role-playing games in general. A number of initially non-playable characters living in various areas of the game world are able to to join the party and fight alongside the hero, replacing traditional player-generated characters or mercenaries and adventurers available only in special locations. Additional new elements include buying and combining reagents in order to cast spells, puzzle rooms in dungeons, and others. The FM Towns version, while identical to the others in gameplay, introduces upgraded graphics similar to those used in next installment of the series.
Ultima IX: Ascension
(12)Ø 3.1
Prepare to embark on an adventure beyond imagination with the return of the best selling role-playing series of all time. In the 9th and final chapter in the 20-year legacy you return to Britannia for your last epic quest. As the heroic Avatar, only you can save Lord British and his people from the evil Guardian who has devastated the landscape and tainted the 8 sacred virtues. Valiant combat, magical prowess and knowledge of the 8 virtues are your weapons against evil in Ultima IX: Ascension, the most epic role-playing game ever created for the PC.
Ultima Online
(34)Ø 4.1
Ultima Online is the product of Richard Garriott's idea for a fantasy game involving several thousand people who can all play in a shared fantasy world. It is responsible for grandfathering the genre of the MMO, and showing the industry that MMO's were the next era of gaming.
Ultima: Worlds of Adventure 2 - Martian Dreams
(6)Ø 2.8
I write these words aboard a colossal bullet rocketing from the Earth to Mars. Wondrous as this is (and it is, I assure you, quite wondrous), I am even more amazed by the fact that it is the year 1895! Tesla - yes, the noted scientist of years past, Nikola Tesla! -- is unsure how long the voyage will take so I have decided to pass the time recording what mankind (circa 1895) knows of our destination - Mars. How I came by this information is a story in itself.
Wing Commander
(31)Ø 4.1
Gameplay consists of completing successive missions and overall cockpit performance affects gameplay: going above and beyond the call of duty results in medals, promotions in rank are awarded at regular intervals, and success or failure on certain critical missions decides the player's plot progress, "winning" or "losing".
Wing Commander II: Vengeance of the Kilrathi
(12)Ø 3.8
You may be the hottest pilot in the fleet, but this will cool your jets! In Wing Commander you blast your way through the Vega Campaign. You'd better be as good as your reputation because the stakes are too high to play it safe. Just when you think that the action can't get any more intense, or the opposition any stiffer, you'll plunge into Wing Commander II. Disgraced and unjustly court-martialed, you have to prove yourself once again and earn the respect of the Confederation High Command. Of course, there is also the little matter of preventing the destruction of the Terran home-worlds.
Wing Commander III: Heart of the Tiger
(21)Ø 4
Wing Commander is a space combat simulator intercut with live action cutscenes. Gameplay involves completing missions and destroying enemy craft, Wing commander III dispensed with the issuing of medals after such missions and relied more on cutscenes to drive the story along making much more use of CD technology. As the man giving the orders, Blair often gets to choose what ship he will fly, what missiles it will carry, and what wingman (wingmen) he will take with him. As in Wing Commander, some wingmen can be killed permanently in combat. Blair's own call sign remained customizable
Wing Commander IV: The Price of Freedom
(21)Ø 3.8
The year is 2673, four years after the Treaty of Torgo and the end of the Kilrathi War. As hostilities died out, more trivial concerns like rebuilding what was lost or dealing with space piracy, became the biggest concerns of the Terran Confederation. Even Christopher "Maverick" Blair, the famous Confed pilot responsible for ending the war, settled down and became a farmer. In these times of peace, humans grew fat and complacent. All good things must end, though. Soon enough, heinous incidents erupted on the outskirts of the Confederation, and humanity was forced to the brink of civil war. Confed HQ needed the best and decided to recall Colonel Blair to active duty. This is where you come in. Wing Commander 4 is one of the greatest space sims of all time, and some even consider it the greatest one of all. It is one of those games that did everything right. This is one of the few games that actually successfully manages to integrate a lot of FMV into the action, mostly because it uses trained film actors and directors. The combat is straightforward, fluid, and entertaining. The characters are as believable and memorable as they come. The orchestrated music -- just perfect. Finally, its enthralling story is both deep and plausible -- a combination that is often lost in modern games. There is simply no reason not to play this game and, once you do start playing, you will find it hard to think of a reason why you should stop.
Wing Commander: Privateer
(11)Ø 4.5
About: 2669, Gemini Sector, Troy System. The Terran frontier between the Kilrathi Empire and the unknown. Privateer takes you to the seamy side of the Wing Commander universe. In the far reaches of space, you live by no man's rules but your own. The fringes are populated by a volatile mix of pirates, miners, mercs cutthroats, and Kilrathi, all struggling to make a life for themselves. In this open-ended game you can choose from many paths. You start with a rusted scout ship and a handful of credits in your pocket It isn't much, but the universe is there for you to explore in search for profitable opportunities. Become a patient, law-abiding merchant, a smuggler far away from the normal space lanes, a pirate preying on the weak, or a professional mercenary hunting down criminal scum. Or just do whatever suits you at the time. At the end of the day, it's all about money and survival. Mostly money. Are you determined enough to forge your own destiny?
Wing Commander: Prophecy
(12)Ø 3.9
It's time for a new generation of pilots to take the helm! After the Border Worlds conflict of Wing Commander 4, the galaxy breathes a sigh of relief for peace has come at last. The hero of the Confederation, Colonel Chris Blair, decides to transfer to the Naval Forces. The Confederation decides its time to retire some of the old guard to make room for new hotshot pilots. Lance Casey and his best friend Max Garrett are fresh-from-the-Academy rookies looking to make their mark on the TCS Midway. Just as they are getting comfortable, a distress call from their former enemy, the Kilrathi, makes what would seem a routine mission into something else entirely... Wing Commander 5: Prophecy is the last in a long line of classic space combat simulators. You'll take on the role of Lance Casey as he performs dangerous missions for the Confederacy while on assignment on the TCS Midway. Engage in conversation via glorious late 90s FMV with your fellow crew mates. Match your wits and skill in space combat against an all-new alien threat whose coming was foretold by an ancient Kilrathi prophecy of the end of the universe. Arm yourself with a vast variety of death-dealing weaponry and fight back the enemy!

Brothers Richard Garriott and Robert Garriott, their father Owen, and Chuck Bueche founded Origin Systems in 1983 because of the trouble they had collecting money owed to Richard Garriott for his games released by other companies. The company's first game was Ultima III: Exodus; because of Ultima's established reputation, Origin survived the video game crash that occurred that year. It published many non-Ultima games, and Richard Garriott claimed that he received the same royalty rate as other developers. By 1988 Origin had 15 developers in Austin, Texas, and 35 other employees in New Hampshire. In September 1992, Electronic Arts acquired the company for $35 million in stock, despite a dispute between the two companies over EA's 1987 game Deathlord. Origin, with about $13 million in annual revenue, stated that it had considered an Initial Public Offering before agreeing to the deal. By 1996, Origin had expanded to more than 300 employees, most of whom were divided among small, largely autonomous development teams. In 1997, Origin released one of the earliest graphical MMORPGs, Ultima Online. After this title, Electronic Arts decided that Origin would become an online-only company after the completion of Ultima IX in 1999. However, within a year's time, in part due to Ultima IX's poor reception, EA canceled all of Origin's new development projects, including Ultima Online 2, Privateer Online, and Harry Potter Online. Richard Garriott left Origin shortly after and founded Destination Games in 2000. In later years, Origin mainly existed to support and expand Ultima Online and to develop further online games based on the Ultima franchise such as Ultima X: Odyssey, originally to be released in 2004 but later canceled. In February 2004, the studio was disbanded by Electronic Arts. The Longbow series of simulation games was developed at Origin and published under the "Jane's Combat Simulations" brand of Electronic Arts. A follow-on project, Jane's A-10, was under development when the project was canceled in late 1998 and the team moved to other projects.

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