Like Ultima V, this game has an impressive cinematic opening, in which you are compelled to enter a strange red moongate to the realm of Lord British. However, you are soon captured and placed on a sacrificial altar by crimson Gargoyles. While your comrades rescue you from certain death, it becomes your quest as the Avatar to discover why the Gargoyles are Britannia's mortal enemies. You will need to equip yourself (and your companions) using a revolutionary party control menu, complete with auto-combat options for NPCs who join your group.
Literally anything can be moved or used in this world, a great improvement over the relatively static worlds in previous chapters. The magic systems are much improved over previous chapters, with material components and artifacts galore. Monsters are challenging, but nearly always carry some useful items for the adventurer. The underground caverns are well-designed and very expansive, reminiscent of later CRPGs, such as Might and Magic VII - so dungeon bashers will enjoy!
Overall, this classic game combines action with an over-arching storyline. Your primary goal is to liberate the eight shrines of Britannia from Gargoyle control - so your powers will be restored and Lord British's realm preserved. But unlike many hack-and-slash fantasy games, the actual conflict is not as clear-cut as one might believe. The Avatar
will learn that his Gargoyle enemies have understandable reasons for wanting to kill him. By the end of this globe-spanning adventure, no players will be left in doubt as to the true identity of the False Prophet.