111 lines
7.0 KiB
Plaintext
111 lines
7.0 KiB
Plaintext
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KING'S QUEST V: ABSENCE MAKES THE HEART GO YONDER!
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KING'S QUEST V: ABSENCE MAKES THE HEART GO YONDER! is the latest installment in
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Roberta Williams's and Sierra On-Line's successful line of graphic adventures.
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For some odd reason, the entire royal family of Daventry has a strange
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compulsion to get into sticky situations just so that we adventurers can have
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games to play. (This review is based on the IBM-PC version.)
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This time, King Graham returns to his castle to find that his family and home
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have disappeared. Of course, it is Graham's duty to all gamers to rescue them.
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Fortunately, Cedric, a not-so-wise owl and Graham's companion, witnessed the
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entire disappearance and enlists his master's help. With the type of coincidence
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that only appears in television and games, Cedric's master is an old magician,
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Crispin. Crispin is kind enough to aid Graham on his quest, giving him an old
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magic wand (which also serves as KQV's copy protection) and the ability to talk
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to animals (which has absolutely nothing to do with copy protection but is still
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useful). Of course, there has to be an evil adversary, and in this story, the
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nasty character is the almost-omnipotent Mordack.
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KQV is one the first 256-color games from Sierra for MS-DOS machines. In order
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to use the 256-color (VGA) mode, you must have VGA or MCGA graphic capabilities.
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The VGA version is slower than the 16-color (EGA) version, and even if you have
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a VGA card, the game might be too slow on your computer; only 286 or 386 owners
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should buy the VGA version. The VGA version also requires a hard drive or two
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floppy drives. Two disk formats for the VGA version are offered: One includes
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nine high-density 5-1/4" (1.2 Mb) disks and a 720K 3-1/2" disk (for dual-drive
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use only); the other includes seven high-density 3-1/2" (1.44 Mb) disks with
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both 720K and 1.2 Mb startup disks.
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Sierra also offers a 16-color version that runs on EGA, Tandy, and CGA systems;
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it comes with both 3-1/2" (720K) and 5-1/4" (1.2 Mb) disks. Of course, all
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versions support the Roland MT-32 or LAPC-1, AdLib, Sound Blaster, and Game
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Blaster cards. KQV has off-disk copy protection that forces you to translate
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symbols so that Graham can cast a spell and continue with his adventures. Also,
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note that both versions require about 575K of free RAM (after all TSRs and
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drivers have been loaded) for the longer animation sequences.
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KING'S QUEST V shows off Sierra's newest no-typing interface. Now, instead of
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typing commands, you select icons from a menu bar that appears only when needed.
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Unlike the reverse-parser interface found in Lucasfilm games like INDIANA JONES
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AND THE LAST CRUSADE, this icon bar leaves most of the screen free for the
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graphics display. Like the Lucasfilm interface, there is now a "travel" mode
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that allows you to walk around obstacles simply by choosing your destination.
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Also, there is no need to move to an object before using it; Graham will walk to
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the appropriate place before performing the required action.
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Unfortunately, only one icon (selected from your inventory) represents the
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actions of giving, throwing, and using. Several times, I meant one use for an
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item (such as giving it to someone) only to have the game respond with an
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animated sequence, finding another use for that item (possibly using it as a
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weapon). I felt as if KQV were solving itself for me on occasion, and I hope
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this is a trend that Sierra will not continue. The new interface now responds
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with a red "X" any time you look at something that is not important or use
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something in an unexpected or incorrect way. I would've still preferred standard
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text responses from KQV instead of symbols. Even the occasional "You can't do
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that" would add some atmosphere to game, making you feel a bit more like Graham;
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the "X" gives KQV more of a distant, third-person view of this fantasy world.
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KQV's graphics are nothing short of amazing, and even screen shots from the EGA
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version are impressive. All of the pictures were hand-drawn and then digitized,
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giving KQV a more realistic feel. Also, characters' speech is often animated in
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close-up views. (A talking head is sometimes placed in a dialog box. Other
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times, a detailed screen is shown with backgrounds carefully drawn.) Sierra has
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even done a fair job of matching words with animation. And even on the standard
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PC speaker, the musical score and sound effects are impressive, adding much to
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the ambience of each scene.
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However, in the quest for disk space, Sierra has sacrificed a portion of game
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play for graphics and sound. Unfortunately, the puzzles in KQV seem somewhat
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shallow, and for the most part, they're quite easy. (There are several tricky
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situations in KQV, although far fewer than you'd expect in a game of this size.)
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KQV relies a lot on "adventure game logic," where finding a key in one place
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would make a house with a matching lock materialize at the other end of the
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game. Naturally, there are no puzzles exactly like this, but there are several
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similar puzzles; the connections between two events are often as illogical as in
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my example, and are especially obvious in this game.
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Roberta Williams seems to have been in a be-kind-to-everyone mood while
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designing this game: There are at least three instances when helping someone (or
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something) earlier in the game will have an effect later on. In returning a
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favor, characters sometimes come from nowhere -- at least, not from anywhere
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that should put them in a position to know Graham is in danger. The sequences
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where Graham is helped by an outside character are fully animated, although not
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totally believable. KQV may have benefited if the connection between Graham and
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the outside character had been made stronger.
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The weakest parts of KING'S QUEST V are the speech sequences. Whenever you
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click the "talk" icon on a character, Graham automatically says what the people
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at Sierra thought would be most logical; the player has no control over the
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dialog. In a way, the talk icon can only be used the way a button on a VCR would
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be: Once you press "play," the movie starts. Even if KQV gave you a choice of
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three or four possible dialogs (and even if all but one of such paths were "dead
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ends"), it would seem as if you had greater control over the game. The animated
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speech sequences may be fun to watch, but they take far too much control away
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from the player.
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Experienced adventure gamers may be disappointed by the simplicity and
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shallowness of many of the puzzles. The third-person animations, although
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well-done, also emphasize the weaknesses of the game. New adventurers will
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appreciate the added help, and should find KQV much to their liking. Still, the
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graphics are so amazing that even experienced players can appreciate KQV for the
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advances it makes in both playability and graphics. Even with all of its flaws,
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most gamers will find something enjoyable in the latest KING'S QUEST adventure.
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KING'S QUEST V: ABSENCE MAKES THE HEART GO YONDER! is published and distributed
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by Sierra On-Line.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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