For people that have kept up with Ultima since the early 80's, Ascension is simply tragic, a rushed piece of product rather than the denouement they've waited for. Interacting with Ultima fandom gives you the impression that a large chunk of it considers the series to have ended with Pagan, and that Ascension is simply not canon. This is all a horrible shame, because all the ingredients were there for an absolutely stunning game to make its mark in industry history, if only the development team had more time to fix bugs and a better plot to incorporate.
There are, of course, reasons behind how Ascension became what it is. It's not that Ascension had a troubled development history. Ultima VIII: Pagan had a troubled development history. Ultima IX: Ascension had the ninth circle of development hell.
The story of the game's development is long and twisted, and frankly makes for more interesting reading than the final product does. Planning for the game started as early as 1994, and went through various incarnations of both engine and game plot. The earliest idea seemed to be the use of the Crusader engine (a modified Pagan engine used for Origin's Crusader series) to create a similarly arcade-style Ultima but with a world that played more like the Britannia of Ultima IV and V. This changed when Pagan received largely negative fan feedback, causing the idea for Ascension to change dramatically (Garriott mentions in Fans.txt, included with Pagan's patch, that feedback has changed the idea for Ultima IX drastically back to classic Britannian role playing). A childhood friend of Garriott's named Bob White was hired as the game's development lead after that, and under White's direction the game adopted the current 'Guardian invades Britannia and Avatar engages him in final showdown' plot outline, while also continuing the Ultima tradition of ordering a totally new engine.
The new Ultima IX engine was isometric 3-D, rather like Pagan's viewpoint except rotatable and with fully 3D-rendered models instead of sprites (it appears to have been similar to the cameras used in many real-time strategy games in the 2000s, like Relic's Dawn of War series), and according to a Richard Garriott review for german magazine PC Player, the game would have used a skill tree system of development for characters like in Ultima Underworld. Unlike the released game, this version would have been a return to player parties; having Companions being one of Pagan's most missed features. The new plot, generally referred to by fans as the Bob White plot (though it was really written by Richard Garriott and several co-authors, with White only giving it some spit and shine), followed from Pagan with the Avatar returning to Britannia, and was essentially worked out in full by mid-1996; the 'bob white' plot for the game is available in full for anybody that cares to read it, and is rather more detailed than what made it into the final game. Progress for Ultima IX was going at a good clip until it suffered the setback which undeniably killed this version of the game for good: Origin's own unexpected success with Ultima Online.
Reportedly, the Bob White version of Ultima IX had actually reached an early alpha state (incomplete but playable) when the response for Ultima Online's first tests had proven unexpectedly positive. Electronic Arts chose to take advantage of what looked like a massive hit in the making and ordered the entire Ascension team reassigned to Ultima Online. UO was released less than a year later to massive history-making critical and player acclaim, but that's another story. By the time the rest of the Ascension team was back at work on it - the people that chose to return, since many did not - the game was looking distinctly dated and developer morale was at an all-time low.
Enter id Software's Quake II. Even before it was actually released in December of 1997, Quake II's hardware-accelerated 3D graphics caused a massive stir in the game industry, directly or indirectly sparking interest in the power of the new hardware-accelerated 3D graphics technology. Mike McShaffrey, one of the Ascension devs, managed to rejuvenate interest in the project by showing the rest of the team a version of the game running on 3Dfx's technology. The decision was made at Origin to overhaul the existing game to jump on this new graphics technology, and work on the game began anew, this time with a third-person action-platformer viewpoint for the camera in a fully 3D-modelled world.
The project lead for this version of the game was Edward Del Castillo, who previously produced Westwood Studios' Command & Conquer and Red Alert games. Under Castillo, the game's plot remained essentially the same as it had been under Bob White's leadership, but the game went through mechanical changes, some to accommodate the increased workload this new game would have on computers of the time and simplify production (it is at this point that player parties were removed as a game feature; as well, the option to be a female avatar or choose an appearance was dropped because it complicated the game's prerendered cutscenes). Ed Castillo had a somewhat different design philosophy than Bob White - under his leadership, the game became much more action-oriented and fast-paced. During this time, a teaser trailer for the game was released showing many of the game's cutscenes as well as video of the Avatar in combat, and this was the first glimpse of what the final product would eventually look like. (This is referred to by Ultima fans as the 'heavy metal' trailer due to the jarringly rock & roll music used, and is generally attributed to Ed Castillo's tastes and design philosophy).
For the second time the game was approaching completion, which per the rules of dramatic narrative meant it was time for disaster to strike again. Two of the key designers for Origin left the company on angry terms, leaving for former Origin and id Software programmer John Romero's start-up Ion Storm; Bob White followed them soon after, though he left Origin on rather more amicable terms. All three had creative differences with project leader Castillo's vision of the game. Little work was done on Ascension after this, and a month after White left, Castillo resigned due to a personality conflict with Richard Garriott. Ascension couldn't get a break; at least three times now it had been gutted right after making serious progress.
Richard Garriott at this point took direct control of the Ascension project. By now also, parent company Electronic Arts had become somewhat exasperated with the whole bloody mess and gave Origin a deadline for finishing Ultima IX: Christmas 1999, or else. This was not nearly enough time to implement the ambitious original script and all the features the developers wanted to incorporate in the final game. A period of frantic salvage work began: seven-day weeks, fifteen-hour days, developer nervous breakdowns, using every possible minute to slash Britannia's size, rewrite the plot into something more simplistic, and cut down the game's scale all so it had a chance of getting finished in time for the deadline. It's at this point where even a semblance of companions, most of the sidequests and all of the subplots, and NPC schedules were cut from the game, and it barely made it over the finish line, having won the race but lost its head and most of its limbs. The cut-up, unfinished and untested mess that EA published is the Ascension we have now.
The original version of Ascension is one of the most significant "lost games" in computer gaming, the CRPG equivalent of the Beach Boys' Smile or Harlan Ellison's third Dangerous Visions, and in the same league as the long-lost Black Isle Fallout 3, never-released Journeyman Project IV and canned Warcraft: Lord of the Clans. We can safely assume that the code and builds of the original isometric Bob White Ultima IX, or the in-progress Ed Castillo Ultima: Ascension are lost forever. Amusing, many elements of the original plot actually remain in the finished game, unexplained. Lord British's advanced age, normally unreachable but fully detailed areas of the dungeon Stonegate, a mysterious mirror in Lord British's bedroom, and many cutscenes which were re-purposed awkwardly when the events they were created for were removed.