2190: Rubble Without a Cause

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I played through the second episode of the new King’s Quest game today. It’s a lot shorter than the first one, so I was able to get through it in a single sitting. Despite being fairly short, though, it’s an interesting contrast from the previous episode; rather than being a relatively large (for an adventure game) open world with a non-linear series of puzzles for you to tackle at your leisure, Rubble Without a Cause, as the second episode is known, takes place in a much more confined environment, and largely focuses around one big puzzle: how to free everyone from captivity at the hands of the goblins.

Yes, instead of throwing us back into Daventry, Rubble Without a Cause puts us underground in a goblin prison complex. Graham is dismayed to discover that most of the major characters from the town of Daventry appear to have also been abducted, along with the eccentric merchant’s “unicorn” Mr. Fancycakes. Thus begins a quest to find a way out of this predicament.

There’s a twist, though: unlike most adventure games, you don’t have all the time in the world with which to achieve your goals. Unfolding over the course of several days, the adventure sees the health of all of the prison’s occupants — with the exception of Graham — decline as the days pass. Thus you’re presented with some difficult, mutually exclusive choices throughout as you determine who it is best to give medicine and food to as they require it. And once you start getting closer to escaping, you need to determine which potential companion is going to provide you with the best chance of succeeding, and ensure that they are in good health for when you make your attempt.

The small scale of the episode initially felt a little disappointing, but on reflection after finishing it, I very much liked the concept of it being based around one central problem for you to solve, and felt this was a good use of the episodic format to provide a short-form but complete-feeling experience. You can solve it in a number of different ways, too — it is, I believe, even possible to complete the episode without anyone running out of health and being carried away by the goblins, but I most certainly did not succeed in that particular endeavour today.

In many ways, the King’s Quest episodes we’ve seen so far are a great example of “gaming short stories” — quite literally, since they are presented as stories narrated by the ageing King Graham (whom I’ll be very surprised to see survive the fifth episode) to his grandchildren. This presentation of the narrative as a participant narrator looking back on his past actions is an interesting twist on how old Sierra games such as the original King’s Quests used to work, with a strong contrast between the omniscient, non-participant narrator and the in-character dialogue between characters. King’s Quest, as a series, maintained this style of presentation until its seventh installment, and it’s good to see new developers The Odd Gentlemen returning very much to the “feel” of the classic Sierra adventures.

So was Rubble Without a Cause worth playing, given its short length? Well, if it was a standalone game by itself, I’d perhaps feel a little short-changed at its small scale and short length. In the context of the whole series, though, it makes a good, nicely contrasting follow-up to the excellent first episode, and has me once again hungering to know what happens next!

2019: Hero of Daventry: Some King’s Quest First Impressions

0020_001Following on from my post the other day, I downloaded the first episode of King’s Quest on PlayStation 4 today, and gave it a bit of a go earlier. Andie seemed to be enjoying it, so I paused for a bit while she went and had a nap, then we went and had dinner. Will probably play some more tomorrow.

First impressions are very good indeed, though. The game has a gorgeous art style, wonderful animation and a spectacular voice cast, including Christopher Lloyd, Josh Keaton and Maggie Elizabeth Jones.

Most notably, though, the game is very much aware of its heritage. I was concerned that a new developer taking on such a legendary series would lose some of the magic of the original — or worse, try and retrofit their interpretation over the top of the existing format, or “reboot” it — but my mind has been very much set at rest so far, with a story and characterisation that feels very true to King’s Quest’s lightly comedic (but, at times, surprisingly dark) fairy-tale nature.

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Of particular note in the animation regard is how much care and attention has been lavished on protagonist Graham. Although he’s now a beautifully animated 3D model with a dramatically billowing cape as opposed to a tiny pixel dude with yellow skin, there’s a bunch of wonderful little touches in the new game as callbacks to the original King’s Quest games. Make Graham walk instead of run, for example, and his slightly cocky strut looks just like the crude walking animation of the original game’s sprite. And in one sequence, you jump into a river; the animation as Graham flails about in the water is pretty much exactly the same as his old sprite did any time you wandered into a body of water and forgot to type “swim”.

And, pleasingly, the new game incorporates the original series’ fondness for killing you off in a variety of horrible ways — though, given the game’s narrative framework of an elderly Graham narrating his past adventures to his granddaughter, any unfortunate demises are represented as Graham either making a mistake in his memories or cracking a joke.

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The use of old Graham as narrator allows the game to do something that a lot of modern adventure games these days don’t do: use a narrator. This is one thing that made Sierra adventures unique and distinct from their biggest rivals LucasArts — in every one of their games, the narrator was as much of a character as the characters who had actual dialogue. In most cases, the narrator wasn’t a participant in the narrative, instead taking an omniscient viewpoint of what was going on, but there was a very clear sense of authorial voice that was often distinct between Sierra’s different series. The narrators of King’s Quest used flowery language and occasional cringeworthy puns — a habit Graham has picked up in the new game — while Space Quest and Leisure Suit Larry used lowbrow humour to good effect. Gabriel Knight, meanwhile, took the bold step of having a narrator with a very strong Creole accent explain what was going on — stylistically appropriate, though initially jarring if you were used to the somewhat cleaner, more easily understandable tones of the American narrators of Sierra’s other games. (Once you became accustomed to her drawl, however, she delivered some delightfully sarcastic zingers at Gabriel’s expense throughout the game.)

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Pleasingly, old Graham’s narration pays attention to what you are doing and has a variety of responses for when you try to do the same thing over and over again. There’s no Discworld-style “That doesn’t work!” here; instead, keep trying to do something that’s clearly wrong and old Graham will come up with more and more fanciful reasons about his futile attempts, until eventually his granddaughter stops him in most cases. There’s also a delightful running joke about That One Adventure Game Item You Use For Everything when you discover a hatchet which comes in useful for a while. After its final task, however, Graham leaves it behind, with old Graham putting special emphasis on the fact that he would “not need it ever again”. (Prior to this, of course, you were free to attempt to use it on anything and everything, with suitable comments from both Graham and Gwendolyn along the way.)

So far, then, I’m delighted by how King’s Quest has turned out. It’s smart, funny, beautiful and captures the essence of the old games while bringing them right up to date. I’m looking forward to see how the remainder of this first episode continues — and how the series as a whole develops over time.

2017: Quest for the Crown

0018_001It’s weird to see a new King’s Quest game on sale. I haven’t tried it myself yet — I’m probably going to — but the early buzz surrounding it is very positive indeed, even sans involvement from series creators Roberta and Ken Williams.

For those not quite as old and jaded a gamer as me, King’s Quest was one of the very first graphical adventure games. I hesitate to call it a “point and click” adventure, because although it supported mouse control, you actually had to type things in to a text parser in order to actually do anything. As the series progressed, it gradually and noticeably improved; by the fifth installment, it had made the full transition to a more conventional point-and-click interface as well as offering a “talkie” CD-ROM version; the seventh installment abandoned traditional pixel art in favour of some distinctly Disney-esque animation, and the eighth… well, most people don’t talk about that one.

For me, King’s Quest as a whole is an important series to me. It represents one of the earliest game series I played, and also some of the earliest games I actually played to completion. They also represent an early form of using the video games medium as a means of telling a story — albeit a very simple one in the case of the first couple of games; from the third game onwards it started to get quite ambitious — as well as a wonderfully vivid realisation of the world of fairy tales.

Back in the days when King’s Quest first appeared, it wasn’t at all unusual for games to take heavy inspiration from existing works of art. Numerous games made use of famous classical tunes for their “themes”, for example, and others drew liberally from popular mythology for inspiration. The original King’s Quest games were no exception, as they saw you running into everyone from Rumplestiltskin to the Big Bad Wolf — and, in many cases, dying horribly at the hands of fairy tale monsters.

Despite the fact that it drew heavily on popular mythology, though, King’s Quest had a feel and an atmosphere all of its own. Like the best fairy tales, it presented a world that appeared colourful, happy and vibrant on the surface, but which was mean, horrible and out to get you underneath. The King’s Quest games were notorious for having a wide variety of means for the protagonists to die throughout them, ranging from being eaten by a giant to tripping over your wizard master’s cat while being too far up the stairs, and subsequently breaking your neck when you hit the ground. So frequent (and frustrating) were the death scenes in King’s Quest and other adventures from the same stable Sierra that main rival LucasArts made a specific marketing point of the fact that it was impossible to die or get stuck in most of their games — with the Indiana Jones games being the only real exceptions, and even there it was pretty difficult to die.

But as frustrating and irritating and, at times, downright illogical as the old-school King’s Quest games could be, they represent one of my formative experiences. They’re something that helped me understand a medium that, as you’ll know, is very important to me. They’re something I shared with my family, since many of us used to play them together and try to solve them. And they’re something that I will always have fond memories of.

It’s for this reason that I’m really happy to see King’s Quest making a comeback — and, moreover, to see that it’s being received very well so far. I’m excited to give it a try for myself very soon, and I look forward to seeing how the subsequent episodes develop over the course of the series.

#oneaday Day 886: King’s Space Police Quest for Glory Suit Larry

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I’ve been playing through the Quest for Glory series recently for the Squadron of Shame’s upcoming podcast. I’d never played them before, and it turns out they’re rather good — particularly once you get on to number 4 and you get John Rhys-Davies on narration duty. I shall refrain from further discussion of that particular series for now, however, as that would get into spoiler territory.

I do want to talk about Sierra in general, however. Sierra, if you’re unaware/a young whippersnapper, was the developer and publisher of these games, and was notorious for being one of the “big two” names in adventure games in the ’80s and ’90s. The other was, of course, LucasArts.

Sierra and LucasArts took wildly differing approaches to what was ostensibly the same genre — the point and click adventure. While LucasArts embraced movie-style presentation and player-friendly interface features such as an intelligent cursor (i.e. one that automatically highlighted interactable objects for the player), Sierra games were punishing. LucasArts made a point in their game manuals to say that they wouldn’t kill off the player character unnecessarily, and indeed in most of their games it was impossible to die or even fuck things up beyond all recognition. The exception to this was the Indiana Jones series, in which Indie found himself in danger and could indeed die — but generally only if the player really messed up.

Sierra games, meanwhile, at least in the early days would kill players if they took a wrong step on a mountain path. Or if they said the wrong thing to another character. Or if they got caught by a wandering monster. Or… you get the idea. They were hard, and not necessarily fair about it either. But the constant sense of peril that you felt a Sierra protagonist was in (at least until later games such as King’s Quest VII and Gabriel Knight, anyway) provided a very distinctive flavour.

This isn’t the only way in which Sierra adventures were unique. They’re some of the earliest “auteur” games I can think of, where a selling point of each game was who it was written by. Each of Sierra’s stable of game designers had their own specialisms — Roberta Williams handled the fairytale King’s Quest series, Lori and Corey Cole handled the adventure/RPG hybrid Quest for Glory series, Mark Crowe and Scott Murphy worked on Space Quest, Al Lowe was in charge of the smutty Leisure Suit Larry series, and Jane Jensen worked on a variety of titles including the seminal Gabriel Knight. Each had their own distinctive “voice” and “style” that was all over their respective work, despite the things all the games had in common.

Different people were drawn to different series for different reasons — King’s Quest provided a Disneyesque take on popular fantasy and fairytale tropes, for example, while Space Quest was a self-consciously silly sidelong glance at the world of sci-fi. Despite the early titles all being very clear parodies or homages to existing work, each series evolved over time to develop its own unique flavour — and, curiously, pretty much all of them managed to self-destruct with disastrously awful final instalments, the most notorious being King’s Quest VIII‘s inexplicable shift into becoming a Zeldaesque action RPG rather than the gentle, light-hearted and family-friendly adventure it had been before.

Despite the fact that each series managed to commit seppuku in its own distinctive way, that doesn’t make the earlier titles in the series any less worth checking out. Sure, many of the early entries have graphics that weren’t exactly bleeding-edge even at the time of their original release, but their gameplay is solid, and their stories are the sort of thing I’d describe as being part of a gaming “canon” if such a thing existed. (It doesn’t, making that whole statement pretty much redundant. But they’re certainly fondly remembered by pretty much everyone who played them — even with the frequent and frustrating deaths taken into account.)

They’re a reminder of a simple time when there weren’t quite so many new games being released each month, and “a new game from Roberta Williams” was an exciting prospect. That excitement is still present in gaming to a certain extent today — many people are keen to see what auteurs like Jane Jensen (who’s still steadfastly producing adventure games), Nintendo’s Shigeru Miyamoto, Hideo “Metal Gear Solid” Kojima, Swery65 (Deadly Premonition) and Suda51 (No More Heroes, Lollipop Chainsaw, Shadows of the Damned) are up to today. The difference is that these “auteur games” are regarded as niche interests or cult hits today rather than big releases.

If you’ve never tried any of Sierra’s games, head over to GOG.com and check ’em out now.