{"id":310,"date":"2015-05-24T01:03:06","date_gmt":"2015-05-23T23:03:06","guid":{"rendered":"http:\/\/greywolfe.co.za\/blog\/?p=310"},"modified":"2015-05-24T01:11:42","modified_gmt":"2015-05-23T23:11:42","slug":"kings-quest-one-quest-for-the-crown-review-type-greywolfe-backward-three-times","status":"publish","type":"post","link":"http:\/\/greywolfe.co.za\/blog\/kings-quest-one-quest-for-the-crown-review-type-greywolfe-backward-three-times\/","title":{"rendered":"King\u2019s Quest One:  Quest for the Crown Review:  Type \u201cGreywolfe\u201d backward three times"},"content":{"rendered":"<p>Playing King\u2019s Quest 1 in the modern age is supremely weird.<\/p>\n<p>The game presents in 160&#215;200, a resolution that would seem crazy in this day and age, but which was revolutionary at the time. It sports sixteen colours, moving sprites, PC speaker music and a fairly non-linear quest.<\/p>\n<p>For an adventure game, this non-linearity is probably the most interesting thing the game has going for it. You can, in fact, tackle any of the three major sub quests in any order you\u2019d like, so long as you have all the puzzle parts for the given path you happen to be walking down.<\/p>\n<p>Otherwise, the game seems fairly bare. There are only a handful of people to talk to and almost every interaction has its emphasis in collecting and redistributing by way of using x on y. But at the time, a lot of what was going on in the game was marvellously ground-breaking.<\/p>\n<figure id=\"attachment_311\" aria-describedby=\"caption-attachment-311\" style=\"width: 150px\" class=\"wp-caption alignleft\"><a href=\"http:\/\/greywolfe.co.za\/blog\/wp-content\/uploads\/2015\/05\/kq1_castle.png\"><img decoding=\"async\" loading=\"lazy\" class=\"size-thumbnail wp-image-311\" src=\"http:\/\/greywolfe.co.za\/blog\/wp-content\/uploads\/2015\/05\/kq1_castle-150x150.png\" alt=\"In King's Quest 1, the graphics were quite colourful.  This is a picture of the castle you start next to, showing off the colours.  There's also a tree here.  Because the game was &quot;3D,&quot; you could walk behind the tree.\" width=\"150\" height=\"150\" \/><\/a><figcaption id=\"caption-attachment-311\" class=\"wp-caption-text\">Such colourful graphics. And 3D of a sort, too. You can walk &#8220;behind&#8221; the tree.<\/figcaption><\/figure>\n<p>For one thing, it had \u201c3d\u201d \u2013 of a sort, anyway. What this meant in practical terms was that you could move in front of and behind certain objects. It informed the design a little \u2013 in quite small ways \u2013 but this first step toward the third dimension mattered. If Sierra could do it, so could other games makers.<\/p>\n<p>The second thing was the game\u2019s presentation. Yeah, 160&#215;200 was a crazy resolution and sure, sixteen colours seems anaemic by today\u2019s standards, but it helps to view this in terms of it\u2019s contemporaries.<\/p>\n<p>Many of the adventure games of the age were either text-based \u2013 like the Infocom ones, or they had static images that took up some part of the screen that would help the user to visualize what the text was trying to convey, such as the hobbit.<\/p>\n<p>While various other game designers were trying to utilize the ideas of animation and a text parser, few of them married the two together as successfully as Sierra did for this first adventure.<\/p>\n<p>From that perspective this is all win-win.<\/p>\n<p>From a more modern perspective \u2013 if we look past the graphics, the scope of the game is pretty amazing. Being able to free-roam in this world and being able to tackle one of the big sub quests in any order was a great design decision that probably helped the game shift units. It is \u2013 also \u2013 one of the things that got stripped away from future iterations of the game. [And subsequent sequels.]<\/p>\n<p>You see, Sierra moved into it\u2019s \u201csecond age\u201d during around 1988\/1989 or so and it wanted to re-introduce these old games to a new user base. Five years in computer terms was an aeon, then and much had changed between 1983, when the game was released and 1989, when they wanted to re-release it.<\/p>\n<p>For one thing, sound was now a definite possibility. You\u2019ll note that throughout this review, I\u2019ve been praising the graphics and the idea of the game, but the sound&#8230;well, the sound was abysmal. It was PC-Speaker, loud as all get out [because the PC-Speaker only had one setting: On\/Loud, unless you physically disconnected the speaker\u2019s connections on the inside of the computer] and completely obnoxious.<\/p>\n<p>So Sierra designed a modernised version of the game. To do this, they changed around a handful of things, making the game far more linear, but introducing proper sound to the canvas of things that this game bought to the table. As far as it goes, the sound in the enhanced edition is rather pleasant, adding more [and certainly some beautiful] musical queues to a game that had been largely silent.<\/p>\n<figure id=\"attachment_313\" aria-describedby=\"caption-attachment-313\" style=\"width: 150px\" class=\"wp-caption alignright\"><a href=\"http:\/\/greywolfe.co.za\/blog\/wp-content\/uploads\/2015\/05\/kq1_remake.png\"><img decoding=\"async\" loading=\"lazy\" class=\"size-thumbnail wp-image-313\" src=\"http:\/\/greywolfe.co.za\/blog\/wp-content\/uploads\/2015\/05\/kq1_remake-150x150.png\" alt=\"Sierra went through a phase where they re-made their games for a &quot;modern audience.&quot;  The entrenched audience lashed out saying this was &quot;destroying the classics,&quot; so only a handful ended up being made.  This scene is a picture of Sir Graham, the protagonist, picking up some pebbles.\" width=\"150\" height=\"150\" \/><\/a><figcaption id=\"caption-attachment-313\" class=\"wp-caption-text\">Those beautiful colours remained in the remake.<\/figcaption><\/figure>\n<p>Some of this upgrade came at a price. The original game, as I mentioned, let you free-roam more-or-less wherever you wanted. It also let you tackle any \u201cbig\u201d part of the quest in any order you wanted, so long as you had the pieces to do so, but the modernization strips some of that away. It also moves puzzle pieces around and \u2013 on very rare occasions \u2013 changes a puzzle solution to \u201cbeing more modern.\u201d [most notably, the gnome riddle puzzle. The original game had a far scarier and more elaborate solution than the one presented in the remake.<\/p>\n<p>So, there are differences, but they\u2019re not terrifically marked \u2013 especially when it comes to game play.<\/p>\n<p>So, let\u2019s actually talk about playing the game. Part of the biggest problem for a modern audience with King\u2019s Quest 1 is that the game just dumps you into the world with no context and no direction. It blithely assumes that you\u2019ve read the manual, and, further, assumes that you\u2019re at least passably aware of how adventure games work. Some of the game functions \u2013 duck, jump and swim are, unhelpfully, tucked away in keybinds that are impossible to reset. They\u2019re also hidden unless you read the manual, had one of the early versions of the keyboard template, had one of the slightly revised versions of the game [which presented you with a menu if you pressed escape] or happened to hit f1 out of sheer desperation [because f1 always got you help in older programs.]<\/p>\n<p><figure id=\"attachment_312\" aria-describedby=\"caption-attachment-312\" style=\"width: 150px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/greywolfe.co.za\/blog\/wp-content\/uploads\/2015\/05\/kq1_gnome.png\"><img decoding=\"async\" loading=\"lazy\" class=\"wp-image-312 size-thumbnail\" src=\"http:\/\/greywolfe.co.za\/blog\/wp-content\/uploads\/2015\/05\/kq1_gnome-150x150.png\" alt=\"One of the puzzles that Sierra simplified in the remake was the gnome puzzle.  This particular picture is of the original gnome in his authentic setting.  The funny thing?  Guessing correctly set you up for \/another\/ ridiculous puzzle.\" width=\"150\" height=\"150\" \/><\/a><figcaption id=\"caption-attachment-312\" class=\"wp-caption-text\">The gnome. Infamous in early Sierra history for a bunch of grief. [Extra bonus: This isn&#8217;t the PC version. Sierra ported these games to almost every system imaginable.]<\/figcaption><\/figure>This sort of design is pretty endemic to early adventure games, Sierra games notwithstanding. Don\u2019t know what to do? Good luck. The game isn\u2019t going to help you at all. This does have the unintended consequence of making every win against the game much sweeter than it should be. Did you guess the gnome\u2019s name after solving the riddle? And you did it by yourself? You probably feel like the best person in the world right now. And back then, back in 1983, when the game was new and walkthroughs wouldn\u2019t happen for a while, that was passable design. Now, though? Oh God, you have another thing coming. Impatient players will simply skip to finding a walkthrough. Or watching a video that explains the solution to the problem.<\/p>\n<p>But, much like with <a href=\"http:\/\/greywolfe.co.za\/blog\/kings-quest-5-review-king-grahams-back\/\" target=\"_blank\">King\u2019s Quest 5<\/a>, this game is worth playing for the experiment Sierra were trying. It\u2019s also worth playing for it\u2019s sheer historical value. So many games owe this [and a slew of early adventure games] so much that it\u2019s difficult to put into words just how important they were to gaming as a whole.<\/p>\n<p>But take a walkthrough when you go. Otherwise, you\u2019re going to find that it\u2019s ridiculously difficult going.<\/p>\n<p>I did a let\u2019s play of King\u2019s Quest 1 in 2011 and you can find that <a href=\"https:\/\/www.youtube.com\/watch?v=oOGrPtxu0u4&amp;list=PL20D23556DAB8B9C6\" target=\"_blank\">here<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Playing King\u2019s Quest 1 in the modern age is supremely weird. The game presents in 160&#215;200, a resolution that would seem crazy in this day and age, but which was revolutionary at the time. It sports sixteen colours, moving sprites, PC speaker music and a fairly non-linear quest. For an<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":[],"categories":[10],"tags":[18,3,41,19,17],"_links":{"self":[{"href":"http:\/\/greywolfe.co.za\/blog\/wp-json\/wp\/v2\/posts\/310"}],"collection":[{"href":"http:\/\/greywolfe.co.za\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/greywolfe.co.za\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/greywolfe.co.za\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/greywolfe.co.za\/blog\/wp-json\/wp\/v2\/comments?post=310"}],"version-history":[{"count":4,"href":"http:\/\/greywolfe.co.za\/blog\/wp-json\/wp\/v2\/posts\/310\/revisions"}],"predecessor-version":[{"id":317,"href":"http:\/\/greywolfe.co.za\/blog\/wp-json\/wp\/v2\/posts\/310\/revisions\/317"}],"wp:attachment":[{"href":"http:\/\/greywolfe.co.za\/blog\/wp-json\/wp\/v2\/media?parent=310"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/greywolfe.co.za\/blog\/wp-json\/wp\/v2\/categories?post=310"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/greywolfe.co.za\/blog\/wp-json\/wp\/v2\/tags?post=310"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}