Friday, July 31

King’s Quest: A Knight to Remember is a journey of a thousand quips


During the 1980s and ‘90s, Sierra Entertainment’s adventure series King's Quest weaved a momentously important tapestry into the medium of interactive storytelling—one that I am more-or-less entirely unfamiliar with. My whole understanding of the series comes from some brief time with King's Quest VII: The Princeless Bride, played when my aunt would bring her computer around to my grandparents' house for Christmas.

What I remember from my brief exposure to those games is more of a general impression than any specific characters or story beats. The first part of Activision's reboot/reimagining/retelling works with that limited recall quite nicely, however. It tells the story of Graham, who Wikipedia explains is a returning protagonist from the first few games, as he first enters the kingdom of Daventry.

A Knight to Remember, the first episode in this reboot’s five-piece season, is immediately striking. A cold open on the shot of our hero's wine-colored, cel-shaded cape gives way to a dip into a dragon-inhabited cave, with zero context for why—or really even what sort of game this is. While the original King's Quest games were point-and-click adventures—much like the LucasArts games that dominated my childhood—Activision's early shots of the game made it appear like something more action-oriented. I expected something like the Ron Gilbert directed effort, The Cave, which wrapped the same sort of irreverence as those old games in a puzzle platforming package.

Read 13 remaining paragraphs | Comments

No comments:

Post a Comment