ultima-forever

Latest

  • Working As Intended: The MMOs we lost in 2014

    by 
    Bree Royce
    Bree Royce
    01.23.2015

    Almost exactly a year ago, I wrote about how Vanguard's early stumbles foreshadowed the changing MMORPG industry. In January 2007, when Vanguard lurched its way to launch, the genre was barely a decade old; it was booming, and it had never suffered hardship on a massive scale. In the west, we'd seen only three "major" MMOs sunset (Motor City Online, Earth and Beyond, and Asheron's Call 2), and only one MMO, Anarchy Online, had "gone F2P," though we hadn't yet thought to call it yet because it was such a rare and new thing. In fact, it wasn't until 2008's first big wave of AAA, post-World of Warcraft MMOs launched and mostly flopped that MMORPG players gave much thought to the future of the genre and how WoW had reshaped (and possibly broken) it. Maybe not even then. Here in 2015, sunsets are commonplace, and the vast majority of modern MMOs have adopted some sort of subscriptionless model. Last year, we lost more than a dozen MMOs, including Vanguard itself, all of them wiped from the face of the earth (at least until someone decides to resurrect them), and several more under development were canceled, leading to concern among industry watchers like those of us who pen for Massively. Let's try to get some perspective and revisit the MMOs we lost in 2014.

  • Last Week on Massively: Hello to Firefall and Swordsman; goodbye to Vanguard and Wizardry Online

    by 
    Alex Ziebart
    Alex Ziebart
    08.04.2014

    This post originally appeared on Massively from Editor-in-Chief Brianna Royce. At the end of every week, we round up the best and most popular news stories, exclusive features, and insightful columns published on Massively and then present them all in one convenient place. If you missed a big MMO story last week, you've come to the right post. The MMO world said goodbye to Vanguard and Wizardry Online this week and learned of the impending closure of heavily criticized mobile MMO Ultima Forever. Bringing balance to the universe were shiny new MMOs Swordsman and Firefall, both of which formally launched. Read on for a look at the rest of this week's top MMO stories.

  • EA and Mythic's Ultima Forever comes to an end

    by 
    S. Prell
    S. Prell
    08.04.2014

    Ultima fans were given a dose of unfortunate irony late last week, when an administrator for the Ultima Forever forums revealed that the game would be shutting down. As of August 29, the only place EA and Mythic's game will last forever will be in the hearts and minds of those who played it. Players of the free-to-play RPG for iOS devices can enjoy some going-out-of-business style benefits before the end of days, including an increased drop rate of Gold keys, boosts to Virtue and Reputation rewards, and disabled equipment degradation - meaning your weapons and armor won't take damage. "This was a very difficult decision for us to make," wrote forum administrator "The Gypsy." "We've seen the game through ups and downs, and hope that you've enjoyed playing it every bit as much as we had making it! Through it all, it's been players like you who've made it all worthwhile." Ultima Forever was announced in July 2012 and was released worldwide just a year ago. Rest easy, Ultima Forever. We hardly knew ye. [Image: EA]

  • Ultima Forever will sunset August 29th

    by 
    Bree Royce
    Bree Royce
    07.31.2014

    Ultima Forever is unfortunately not so forever after all: EA/Mythic has just announced that its Ultima-flavored mobile MMO will be shutting down on August 29th. Forever. Strangers, Seekers and Avatars all, While the past year has certainly been quite the adventure – in Britannia and beyond! – that adventure is now drawing to a close, as the time has come for us to say goodbye. As of Aug 29th 2014 (11:00 AM EDT), Ultima Forever will be shutting down its online services, and will no longer be available to play. This was a very difficult decision for us to make. We've seen the game through ups and downs, and hope that you've enjoyed playing it every bit as much as we had making it! Through it all, it's been players like you who've made it all worthwhile. The team says that during this final month of operation, it will boost rewards and drops, halt equipment decay, and cease selling premium currency.

  • MMObility: Ultima Forever is tons of fun, even with repairs

    by 
    Beau Hindman
    Beau Hindman
    08.23.2013

    EA's new toy, Ultima Forever, is a fun mobile game that is loosely related to the first great MMO I ever played, Ultima Online. It's set in the same universe, 21 years after the events of Ultima IV, and it made me happy to see many of the same names and places that I remember from my yearly field trips back into the original, but the game still plays and feels differently from the classic. You'll have fun with the mobile version anyway, hacking and slashing your way through classic dungeon after dungeon. But is the effort worth it? Is EA just asking for veteran players to come along and torpedo this latest effort in the Ultima series? How will potentially curmudgeony old-school players adapt to a title that forces them to play on a tablet (or later, a browser)? Because after playing Ultima Forever for a while now, I can safely say that this is not a game made only for veterans.

  • Ultima Forever arrives on iOS

    by 
    Justin Olivetti
    Justin Olivetti
    08.08.2013

    Avatar! Get out of bed, put on some clean underwear, and leave a note for your mom -- there's adventuring that needs doing! Mythic's Ultima Forever: Quest for the Avatar is out for the iOS and can be played on the iPad 2, iPod 5, and iPhone 4S or higher. Mythic had recently held Ultima Forever back to fiddle with its economy and fix bugs, but it seems as though everything is solid enough for the studio to finally pull the trigger and launch it worldwide. Ultima Forever is free-to-play with optional in-app purchases. Mythic is working on Android and PC versions as well. It's a whopping 881 MB to install, so make sure you have the room before you check out this latest chapter in the Ultima series!

  • The Daily Grind: What MMO would be great on tablets?

    by 
    Justin Olivetti
    Justin Olivetti
    08.07.2013

    Ever since receiving it as a gift last Christmas, my iPad mini has been a constant companion of mine at bedtime. It's the perfect way to unwind after a day, although I do wish that more MMOs would be created for it or ported over to it. It's good news that we have Ultima Forever and RuneScape 3 to look forward to, but where's the rest of the flock? I'd love to see some of these older games make the transition to tablets. I think it was genius to bring Puzzle Pirates to tablets a little while back, because you get the benefit of years of development without the worry of being a performance hog. Ultima Online might make a great tablet MMO, as would a pared-down version of World of Warcraft. Let's turn our imaginations loose today. What MMO would be great on tablets? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Ultima Forever delays release until later this summer

    by 
    Justin Olivetti
    Justin Olivetti
    07.18.2013

    While Canada has been enjoying the fruits of Ultima Forever, the rest of the world's been waiting to get a hold of this mobile online RPG. Unfortunately, it looks as though the wait will be extended a little longer, as Mythic announced that the Ultima Forever's iOS launch has been delayed a few weeks. Mythic called upon players' Sacrifice virtue regarding the delay: "Our world-wide launch has been pushed back a handful of weeks, due to the need to spend a little more time tuning the economy and wrangling performance across all devices." The studio said that it will spend the time fine-tuning the game and incorporating tester feedback.

  • EA/Chillingo's E3 2013 offerings: Plants vs Zombies 2, Fightback and more

    by 
    Mike Schramm
    Mike Schramm
    06.17.2013

    Chillingo, unfortunately, wasn't mentioned at all during EA's press conference last week. I thought the big publisher would at least give a little nod to its extremely successful mobile publishing arm, but no such luck. I did, however, go and see the team gathered in their annual suite near the LA Convention Center, and got a nice look at their upcoming slate for the next few months. Here's a quick title-by-title rundown of what Chillingo and parent company EA were showing off. Plants vs. Zombies 2 This is technically not a Chillingo title, as it's being developed by Popcap and published by EA. But it was probably what will turn out to be the biggest title in the suite for sure. Plants vs. Zombies was a huge hit on mobile, and so Popcap is bringing it first to iOS later on this month. In addition to new plant types and lots of new stages, the title has a time traveling theme. Crazy Dave will take you and your plants back through time to fight zombies in Ancient Egypt, the Wild West, and the pirate-infested seas, with one more (probably a future) level coming soon after launch. This time around, the game is based on that series of worlds, so each world will have its own core levels, challenge levels, and then endless levels to play through. Levels are unlocked as you open them up with keys that you collect, and you'll need to earn a certain number of stars to open up "star gates" and move to the next world. Gameplay is as colorful and fun as ever in the very popular Plants vs. Zombies series, though there are a few new elements, like the ability to drag across the screen and pick up sunlight, rather than having to tap on each sun separately. There are also new touchscreen-based powerups to play with, and this is where the game's biggest issue comes in: It's a freemium title. The original Plants vs. Zombies was very much a premium game, in that you paid once and played forever. But Popcap has elected to go freemium with PvZ2, so it'll be free to download, and then various currencies and items will be available via in-app purchase. Popcap's reps were very clear to say that players would be able to see the whole game for free, and that's true, but even in my short playthrough, I saw no end of reminders that I could spend real money on in-game items. Powerups cost currency to use, which you can earn in-game, or you can spend real money on them if needed. And a special item called plant food provides your plants with a big boost, and can be collected from certain zombies or purchased directly. The jury's out on this one for now -- we'll have to wait and see if the changes bother Popcap's audience at all. Popcap believes there's more money to be made with a freemium scheme, and that's almost certainly true. But the freemium elements may turn off a sizable part of the audience that doesn't want to be continuously bothered for cash, and could taint the series' otherwise sterling reputation for quality. Plants vs. Zombies 2 is due out very soon. Fightback Fightback is a Chillingo-published title being developed by Ninja Theory, the talented folks behind the great Enslaved: Odyssey to the West and the recent DmC: Devil May Cry, both for traditional consoles. Fightback is a much simpler action game with an '80s feel, as you play a muscle-headed thug fighting through floor after floor of various towers, trying to save his oft-kidnapped sister. The game features a simple control scheme (tap to punch, swipe to kick or duck), and challenges the player to keep an attack combo going and defeat all of the baddies within a certain time limit. Fightback seems simple but fun -- one level takes place in an arcade, and the neon signage and fictional arcade cabinets add a nice bit of fun to the fisticuffs happening in the foreground. It too is a freemium title, and in addition to upgrading weapons and equipment, the hero can also get tattoos, which provide special buffs and abilities. Fightback should be an excellent but simple action title, and a nice entry into iOS for the veterans at Ninja Theory. It's set to arrive sometime this summer. Zya Zya is the product of a company called Music Mastermind, and it has already picked up 300,000 users courtesy of a PC-based beta last year. It's a music creation app, though while most music creation tools are buried under complicated UIs and science, Zya instead goes with cute characters and flashy graphics, and turns the process of creating and mixing a song into a game, of sorts. You start by choosing a series of music tracks (including a bass line and a rhythm section), either picking from the original pieces provided, or using licensed music from artists like Kelly Clarkson or Madonna. You can then add a melody, again from a licensed piece, or simply by singing your own into the iPad or iPhone's microphone. The game will then mix all of your tracks together (courtesy of a cute cartoony dog hitting a big green "Mix" button), and then reward you various points and achievements based on the mix you chose. You can then share that mix via YouTube or other social networks, with friends or online with the public. Zya seems like a great idea -- it combines some really impressive music creation and mixdown tools with cute characters and a very clear interface. There are only 20 licensed songs to start, but of course the company is ready to add more, if the app sees the popularity it needs. Zya will be out later this year, on iOS first, with an Android version to follow. Icycle Icycle was my favorite game at GDC this year, and we chatted with creator Reece Millidge just a while ago. The good news about Icycle is that it's just as beautiful, charming, and well-made as it was at GDC, and it's even closer to release (though obviously Chillingo is putting the time in to get it right). The bad news, however, is that some freemium elements are creeping into the gorgeous gameplay. Now, when your character dies, you're presented with a button to retry right from where you started, with a small cost of currency to pay (undoubtedly available via in-app purchase). There are also various boosts and other items buy, and unfortunately the menus for those items just appear garish and commercial when overlaid on the spectacular game itself. Icycle has to make money, of course, but it's a little depressing to see commerce invade what should really be held up as pure art. We'll have to see how that balance plays out -- it would be a shame for Chillingo to ruin such an excellent experience with a few overly crass sales pitches. Icycle is almost done, I'm told, and we should see it on the App Store soon. Ultima Forever Finally, Ultima Forever was on display yet again. I saw this in action at GDC for the first time, and it was and impressive retake on the old Ultima RPGs, made directly for iPhone. Unfortunately, it too suffers a little bit from the freemium focus that Chillingo has had lately, using a relatively annoying scheme of requiring keys of various qualities to do RPG-standard things like open chests and repair damaged equipment. Fortunately, senior producer Carrie Gouskos seems particularly sensitive to the freemium concerns, especially after what sounds like a very enlightening Canadian beta. She told me that she's very dedicated to not only making sure there's a free-to-play path through the game that's fun and rewarding, but has also been lowering prices lately, trying to get the in-app purchases to a place where they're both profitable (for Chillingo's sake), and tolerable (for the audience's). We'll be able to see the game soon -- it's set for a worldwide release sometime in July. Chillingo is one of my favorite publishers on the App Store -- the staff over there has made some terrific decisions in partnering up with quality developers, and all of these titles seem like great, well-polished experiences. Freemium is turning into a bad word with these titles, however, even when it doesn't have to be. We've seen in the past that audiences on iOS are more than willing to pay for high-quality experiences, and while the constant ask may make Chillingo more money in the end, it could sully the company's reputation, especially as there are more and more great experiences on the App Store that don't constantly pester for cash. Hopefully this company can find a good balance between profitable and fun, and keep publishing these great titles without having to cram them full of controversial freemium pitches.

  • Ultima Forever adjusts store prices based on player feedback

    by 
    Justin Olivetti
    Justin Olivetti
    06.14.2013

    Mythic's been field testing Ultima Forever in the Canadian iOS market, and the studio now says that it's making significant changes to the in-app pricing based on feedback from players. Most of the changes will swing in the players' favor, including lowered repair costs and cheaper storage space increases. The studio is also considering a one-time buyout fee to get rid of all freemium aspects, although this is not a given. One factor did increase in price, however. The studio raised the cost to loot high-quality chests, as the devs found that once players nabbed the good gear inside, they had less incentive to keep on looting. Producer Carrie Gouskos said that the changes were necessary to keep from souring players' experiences. "You've got to get people to love your game first," she said, going on to remark that when player loyalty is established, revenue will follow. [Thanks to Space Cobra for the tip!]

  • Ultima Forever reduces most freemium prices after Canadian beta

    by 
    Mike Schramm
    Mike Schramm
    06.14.2013

    Ultima Forever, being made by EA for iOS platforms, has received some major tweaks to its freemium currency prices. The RPG has been available in Canada as a beta for a while now, and producer Carrie Gouskos says the biggest change – besides performance adjustments – has been to the cost of things. In the free-to-play RPG, your character has items that will break over time. You'll need to spend keys of various qualities (that can be earned in game, or purchased with real money) to repair those items. Gouskos says player feedback made it clear that repair costs were too high, and repairs for the highest quality items have been lowered from about 60 keys to around 8 or 10. Additionally, the cost to increase storage space in your stash was lowered, as the team found it was a mistake to charge people an increasing cost for simply wanting to collect more of the game's items. One price went up: The cost to loot the highest quality chests was raised a bit to make up for the decreased costs elsewhere. Gouskos also says that once players had good items on their characters, they tended not to loot as much as when they first started playing. For her part, Gouskos says she's "worked too hard to have people not play" the game, so she's striving to make sure there's a way to play that's both free and fun. The team is still considering providing an optional "buyout" fee to essentially negate the game's freemium elements, but no matter how the final product works, says Gouskos, making the game fun takes priority over the tangled monetization model. If you want to make money from a freemium game, says Gouskos, "you've got to get people to love your game first."

  • The Game Archaeologist: Checking in with classic MMOs

    by 
    Justin Olivetti
    Justin Olivetti
    06.08.2013

    What's this, you say as you rub your eyes in disbelief. Is it... The Game Archaeologist, long since thought lost in his expedition to Atlantis (and the trials therein)? It is indeed, my friends. TGA has been a long-running passion of mine on Massively, but I needed a break for a while to recouperate and refocus. However, as of late I've felt the call of neglected classic MMOs and wanted to make sure that they were getting some column love here on the site. So going forward, expect to see The Game Archaeologist pop out of his hidey hole once or twice a month to talk about our old favorites and perhaps pontificate more on the history of MMO development. Sound good? Did you miss me at all? You totally didn't, did you. If you've been out of touch with classic MMOs, I've done the legwork this week to provide you with the 10 important and relevant news items that are sweeping through this aging yet still vibrant community. Read on, McDuff!

  • Meet the art director behind Ultima Forever

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.06.2013

    If you've been playing Ultima forever, you started out by playing the game on a monochrome monitor with all the graphical lushness that an Apple IIe could provide. Ultima Forever's art director Peter Lipman knows all about that, because that's where he started as well. So going in with a memory of the franchise from the beginning, he decided to really focus on exploring how lush the world could look with a modern aesthetic. This was the core idea behind using background tiles rather than a 3D engine; as Lipman puts it, he wanted to take the beautiful concept art that people would come up with and put it directly into the game rather than just make something similar. You can hear all of Lipman's observations on designing the game in the video just past the cut, including a discussion of changing the game's overall art style to help make the game stand out more for players.

  • Ultima Forever spotted on the Canadian App Store

    by 
    Mike Schramm
    Mike Schramm
    05.23.2013

    If you've been waiting for Ultima Forever, the new iOS version of Ultima from EA, then it's here for you (kind of). The app has been spotted over on the Canadian App Store, and if you have an account over there, you can go and download it right now. The Canadian App Store is often used as a beta testing ground for iOS apps, especially by EA, so the company is likely testing out the game and its services before releasing it worldwide soon (probably in the next few weeks). So it's not completely done yet, but if you want to go get it, you can. To switch your iTunes install over to Canada, you just need to go down and click on little flag located on the bottom right of each App Store page in iTunes. You can switch your client to any of the world's regions there, and I believe that you can download apps for free from any of those regions (including Ultima Forever). You can also switch your App Store region on the iPhone or iPad by going to settings, and then tweaking your Apple ID to match the region you want to browse. That's more of a hassle, however -- if you can be patient for another week or two, it might be better to wait for the official, worldwide release, undoubtedly coming soon. [via Ultima Codex]

  • Ken Hartsook discusses Ultima Forever from behind the scenes

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.23.2013

    Looking forward to having some nostalgic adventures with Ultima Forever when it releases this summer? Then you might enjoy a trip behind the scenes of development with Ken Hartsook, a software engineer working on the title at Mythic. Hartsook is the subject of a new video detailing some of the programming challenges associated with bringing Ultima Forever to the iOS family of devices as well as his favorite parts of the game as it approaches launch. According to Hartsook, one of the biggest challenges was finding a control scheme that worked for tablets and smartphones, which meant deviating substantially from classic control models. He also discusses the tilesets in the game and his experience playing a Fighter in the test version of the game. So if your iPad is ready and waiting for a chance to take the jump into Britannia, check out the full interview just past the break.

  • Ultima Forever looks impressive, but may have some freemium problems

    by 
    Mike Schramm
    Mike Schramm
    04.03.2013

    Ultima Forever is one of the weirdest brand experiments I've seen pop up on iOS so far. Ultima is, of course, one of the oldest and best-loved RPG series in video games, with over a dozen different variations and versions. And EA has decided to bring the Ultima series to iOS with Ultima Forever, which is sort of a remake or reimagining of Ultima IV, one of the most popular versions of Ultima. "Remake or reimagining" is still sort of a simplification of exactly what this game is, and even after having seen and played it at GDC last week, it's still kind of tough to put down exactly how this game is related to Ultima IV and the rest of the series. There are some quests and storylines from the old game, and the graphics are related. But some of the quests are set years in the future, as if it's a sequel to the old title. And some of the gameplay ideas are taken directly from the old game (it's a fantasy action RPG that has to do with you as a character questing up to try and become the Avatar while honing your various values like Honesty and Honor), but others are very new: There are some freemium elements to this title, and it's an MMO, so you'll see other players questing around you as you play, and you'll be able to team up with friends while taking down dungeons. In other words, Ultima Forever is a weird one. It is fun -- the game offers up a lot of really interesting content, and while the combat is tight and fun, there's also some interesting questlines to follow, and stories to discover around the world that should appeal to both old and new Ultima players. There's a nice amount of complexity in the leveling as well, with new gear to discover and equip and plenty of reputations and attributes to grind out and grow more powerful in. At the same time, however, EA has integrated some freemium elements into the game, which can get annoying very quickly. As you play through the dungeon, you earn keys, which can then be used at various points to open chests and give you a random chance at some loot. The lowest quality keys can be easy to find, and they will award you some (relatively cheap) loot. But higher quality keys are rarer, and some will need to be purchased with real money, and then used to unlock ability slots or better gear. Even in the few minutes I had to play through the game at GDC, dealing with the keys was an annoying pain, and it's frustrating that EA here isn't willing to just let players play with the game directly, instead inserting this currency mechanic at every turn. It's still too early to pass judgment on the finished title, but the keys seem like a bad mark on an otherwise very impressive game. Older Ultima players, especially, might be really disappointed to see their old memories tarnished with constant, cheap attempts to sell in-app currency. Perhaps that's too harsh, though -- the game's not done yet, and it's going to go through a thorough beta period before it finally arrives worldwide later on this summer. Hopefully, EA will tune it right, so that those who fondly remember Ultima can enjoy this celebration of it without being constantly pestered with freemium nonsense.

  • Fan nostalgia isn't enough in Ultima Forever: Quest for the Avatar

    by 
    Adam Rosenberg
    Adam Rosenberg
    03.13.2013

    I walked away from a recent preview of Ultima Forever: Quest for the Avatar feeling anxious. It's not that Dark Age of Camelot dev Mythic Entertainment has a bad game on its hands, I just don't understand how it's supposed to speak to me as a longtime Ultima fan.Over the last decade, the legendary Ultima series has only yielded two new titles, both free-to-play endeavors: Lord of Ultima and the upcoming Quest for the Avatar. Unlike 2010's browser-based Lord of Ultima MMORTS, Quest for the Avatar is a story-driven action RPG for tablets and PCs. At least with the latest game, we're off to a more familiar start.Gameplay in Quest for the Avatar is straightforward enough: Your top-down view of the world offers different points of interaction depending on where you are. In towns and other social locations, you're helping people in need resolve various Quandaries (capital Q), with your dialogue selections feeding into boosts to your virtue ratings.%Gallery-181376%

  • Ultima Forever's trailer welcomes players back to Britannia

    by 
    Justin Olivetti
    Justin Olivetti
    02.25.2013

    Mythic's Ultima Forever: Quest for the Avatar is coming this spring to iOS devices, so we suppose it's the appropriate time to get worked up about this latest evolution of the Ultima series. The studio's released a quick trailer that showcases some of the game's locales and combat as well as promising (but not showing) that "decisions have consequences." The cooperative online RPG will be released for free with optional microtransactions. While it's not quite an MMO, Ultima Forever clearly has aspirations of making headway in the mobile market. Give the trailer a look and let us know if you think you'll be hopping on board the latest Mythic fantasy train!

  • Ultima Forever wants you to learn about yourself

    by 
    Justin Olivetti
    Justin Olivetti
    02.08.2013

    Mythic Lead Designer Kate Flack has an interesting interview up on Gamasutra about her experiences with developing MUDs and how she's rejecting the industry standard when it comes to crafting Ultima Forever (legal disclaimer: This online multiplayer title is not an MMO, but hey, it's online Ultima so shh.). Flack says that because most MMOs are based on a DikuMUD standard, they all more or less play the same. She says that there's a freedom to starting from a different standard and developing from there: "It's a way of playing that doesn't necessarily have the same assumptions underlying them. It gives you a breadth of background and heritage that you can pull from. Just because it's always been done that way doesn't mean I have to do it the same way." Part of this design shift is in asking "sophisticated questions about ethics" to players, which is a vital part of the Ultima franchise. Flack says that Ultima Forever will be more nuanced and involve tough choices that will make a personal impact on gamers: "I want to make you stop, think, and go, 'Huh!' and then learn about yourself, because games can do that."

  • GDC Online 2012: Paul Barnett reimagines Ultima with a chicken and a spoon

    by 
    Karen Bryan
    Karen Bryan
    10.12.2012

    Paul Barnett is a great storyteller with a passion for games. Anyone who followed Warhammer Online early on can't forget the engaging speeches and videos Barnett made through beta and launch. But it's no longer 2007, and he's long since moved on from Warhammer. Instead, he's been working on Ultima Forever, a browser-based, online rendition of Ultima IV. This week at GDC Online, he told the story of how the game came to be. He was given a chicken and a spoon and told to go away and try to make something. The only boundaries was that he couldn't have any other stuff, the game had to be good, and he had to do it quick and without help. Did Barnett succeed with his chicken and spoon? Read on for Barnett's tale of Ultima Forever as well as a look at the lessons he learned along the way.