Gabriel Knight: Sins Of The Fathers |
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Studio: |
Sierra
On-Line |
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Designer(s): |
Jane
Jensen |
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Part of series: |
Gabriel
Knight |
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Release: |
December 17, 1993 |
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Main credits: |
Producers: Robert Holmes, John E. Grayson Artists: Terrence C. Falls,
Darlou Gams, Gloria Garland Music: Robert Holmes |
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Useful links: |
Complete
playthrough (11 parts, 690 mins.) |
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Basic Overview Gabriel Knight: Sins Of The Fathers is, without question, the
best adventure game ever made by Sierra On-Line. With some questions, it might actually be one of the best video
games ever made by anyone, period. Of course, in terms of substance it
suffers from exactly the same flaw as any other great (let alone not great) video game — namely, lack
of conceptual and literary depth, a problem that has not been overcome by the
genre even a quarter century later. But in terms of style, atmosphere, and general
player involvement, I believe, Gabriel
Knight has very few equals. That this level of quality
could have been achieved in 1993, a year in which plot-based video games were
still essentially in their infancy, is largely due to the talents, energy,
and efficiency of one single woman: Jane Jensen. Having already worked as
assistant writer on some of Sierra’s earlier games, and having cut some
serious teeth as co-designer first for Gano Haines’ Eco Quest and then, in a major function upscaling, on King’s Quest VI, Jane eventually
gained enough reputation to be given her own project. When she came up with Gabriel Knight, a supernatural mystery
based around New Orleanian Voodoo, Ken Williams was allegedly not too
enthusiastic about it — perhaps the story sounded too dark for
family-friendly Sierra, or perhaps he was jealous of Jensen coming out as a
competitor in the mystery genre to Roberta Williams (who had previously been
Sierra’s leading «mystery expert», from the faraway beginnings of Mystery House, Sierra’s first game, to
the more recent games in the Laura Bow
series). Regardless, being the human-like rather than machine-like business
manager he was, willing to take risks whenever his gut feelings told him to
take ’em, Ken gave Jensen the permission to assemble her own team for the
project, and even provided her with a fairly substantial budget for the whole
thing. And it was well worth the investment,
because there was one little element that Jane brought to the table which was
hitherto lacking in Sierra games — maturity.
Naturally, those games had fairly mixed audiences of all ages, and some of
them were clearly oriented at a more adult slice of population than others (Leisure Suit Larry), but «adult» and
«mature» are hardly synonyms. Gabriel
Knight was the first Sierra game to (almost defiantly) grow out of a
simplistic, pampered model of interaction with the player and explicitly
target those who had been holding their breath, waiting for computer games to
begin reaching at least the level
of B-movies when it came to plot, characters, dialog, and suspension of
disbelief. LucasArts may have been on the brink of doing that for comedy, but
what about less laugh-oriented genres? Sure, there had always been
interactive fiction of the Infocom variety — the true pride and glory of
digitally oriented nerds all over the globe — but that’s more or less as if
the only «serious» cinema experience to be had in the 20th century were to be
restricted to silent movies. You want Cinema as Art? Go watch some Murnau.
You want Video Games as Art? Go play Zork. Gabriel
Knight may not have
been the only, or even the first, game to change all that, but it was the
first Sierra game to follow a truly new vision, and with Sierra still being a
leader in plot-oriented videogaming at the time, it might be difficult to
overestimate the influence it had on everything that followed. But it is not
its influence that amazes me — rather, it is how well it still holds up after
all these years, due to a large combination of factors: Jane’s storytelling
skills, her ability to create a roster of memorable characters (even minor
ones!), the beautiful art of the game, the atmospheric quality of the music,
and, of course, the terrific voice cast assembled for the project. Everything
aligned to such near-perfection that when, 20 years later, it was announced
that Jane was busy with a remake of the original game to bring it up to
modern standards — a complete remake,
not a remaster — I knew from the start that I would end up disappointed, and
I did end up disappointed, just the way I would probably be disappointed if
the Beatles all lived and gathered together 20, 30, or 40 years later to
«remake» Revolver or Sgt. Pepper. Simply put, you do not
mess with the classics. As far as I can tell, the game was not
a huge seller upon release; if Jane had any hopes of beating Sierra’s King’s Quest records, they were
quickly quashed — after all, putting the focus on «maturity» was maybe not
the best possible move from a purely marketing point of view, and Sierra’s
fanbase, used to the relatively lightweight nature of the games, may well
have been put off. (Then again, actual truth may be simpler — two years
later, the much darker and much more inferior Phantasmagoria became a best-seller
after a fairly aggressive marketing campaign by the Williamses, so I suspect
that Gabriel Knight simply did not
get enough promotion... after all, it wasn’t a Roberta Williams game, was
it?). But it was a major critical favorite from the start, and in 1994 it
went on to share Computer Gaming World’s top prize for Adventure Game of the
Year with Day Of The Tentacle —
possibly the single greatest double billing in gaming history. A quarter century on down the line, the
legend of Gabriel Knight has
predictably become covered with museum dust, and modern gamers,
unfortunately, are more likely to make their acquaintance with the game
through the graphically enhanced, but substantially neutered 20th Anniversary
remake. I might do a separate review of the remake later, as much as it pains
me to do that, but for now, let us pretend that it never even happened, and
just concentrate on the original classic. |
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Content evaluation |
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Plotline Jane Jensen’s Gabriel
Knight, whose very name screams out a burning desire to escape into a fantasy
of medievalist values and chivalric virtues (and vices), comes from a long
line of antiheros and chosen ones, and while my rather miserable knowledge of
the Gothic novel or of the bestselling American supernatural mystery fiction
of the 1990s prevents me from identifying Jensen’s main influences, it is
probably safe to say that the basic plot of the game is not particularly original
(in fact, in terms of sheer inventiveness it pales quite significantly next
to the second game in the series, The
Beast Within). Still, it is original enough for us not to be able to
predict every twist and turn of
Jensen’s pretty convoluted story — you shall probably start putting together
pieces of the puzzle as early as the very first day in the game, but the last
ones will not fall into place properly until very close to the end. Anyway, the plot in a
nutshell: you play as Gabriel Knight, a financially struggling 33-year old
pulp novelist and owner of a used book store (‘St. George’s Books’!) in the
French Quarter of New Orleans. Not being able to hit the big time with his
writing at all, Gabriel eventually latches on to a series of brutal ritualistic
murders in his home city, which may or may not have been perpetrated by a
secret cult of dark Voodoo practitioners — at first, merely in hope of
finding some inspiration for his next novel, but eventually realising that
whatever is going on may actually have a strong connection to his own family
past, as well as the recurrent nightmares from which he has been suffering in
recent times. With the help of his trusty sidekick, the Japanese-American
university graduate Grace Nakimura, and his somewhat bumbling childhood
friend, Detective Franklin Mosely, Gabriel begins to slowly unravel the
mystery of the murders — which does lead him to the cult in question, as well
as a gorgeous and rich femme fatale by the name of Malia Gedde; a long-lost
uncle with tall tales to tell; a mysterious medieval castle in the depths of
Bavaria; a haunted archaeological dig in the Republic of Benin; and an entire
array of colorful New Orleanian characters, each with his or her own
skeletons in the closet or, at least, a closely guarded secret or two. The story unwinds over the course of 10
in-game «days», rather slowly and leisurely at first, with each day holding
multiple events that have to be passed in order for night to fall upon the
city. Once Gabriel begins to understand what is really going on — an evil plot unfurling almost literally under
his feet, putting most of the world’s conspiracy theories to shame — time
begins to speed up, with the last few days of the game spent in a frantic
race to prevent the impending catastrophe; also, while the majority of the
game (the first 6 and a half days and the last one) is spent in New Orleans,
toward the end Gabriel has to leave the comfort (or, at that moment, the discomfort) of his home city, first
for Germany and then for Africa, introducing a bit of an Indiana Jones flavor
into a game already well-spiced with Hitchcockian motifs. Compared to the
detailed, dragged-out New Orleanian sequences, this part definitely has a
rushed feel to it — I think the designers either got tired or had to rush to
meet the Christmas deadlines — but it is all made up for in the final
climactic sequence, when Gabriel finally tackles the bad guys head-on. If you have never played the game and
all of this smells a bit funny — indeed, one of the chief accusations one
could fling at Jane Jensen is that she must have spent way too much time watching movies from the first half of the 20th
century for a game designer working at the tail end of the 20th century —
anyway, if you think it all sounds like too much silly childish crap for a
supposedly «mature» game, I might even grudgingly agree, but there are still
two important counterarguments to be made. First, what separates Jensen from a lot
of game writers exploring similar historical topics (such as, for instance,
Charles Cecil of the fun, but overrated Broken
Sword series) is her relatively in-depth exploration of the subject. By
no means is Gabriel Knight a
genuine «edutainment» project (à la Conquests series by Sierra’s own Christy Marx, for instance), but
neither is its treatment of Voodoo primitively cartoonish. Certainly the idea
of a «black Voodoo cult», with human sacrifices and shit, looks borrowed from
antiquated horror movies like White
Zombie more than anything else, but (a) use of black magic in Voodoo
practices is, after all, just as real as Satanism or similar dark practices
in any religion and (b) the game explicitly places its evil plot within a
much more general context of pagan practices, including an impressive amount
of fully historical information on Louisiana Voodoo, its Haitian and
ultimately African roots (which it calls Voudoun
instead of the more commonly used Vodou
or Vodoun, but let us not be too
picky). Jensen’s main talent, however, is not
simply in doing her history and anthropology lessons, but in skilfully
interweaving that historical data into her own narrative — so much so that,
unless you have been an exceptionally good student yourself, you might have a
hard time distinguishing fact from fiction in her narrative, where perfectly
historical characters like Voodoo Queen Marie Laveau and perfectly well
attested events like the Haitian Revolution of 1791 are mixed with fictional
heroes (such as the Gedde family) and fictional events (like the 1693
«Burning of Charleston»). A common trick Jensen uses in all of her Gabriel Knight games is coming up with
a supernatural explanation of some of history’s unresolved mysteries, and
while I do believe that she hit her peak in this particular enterprise around
the time of the second game, Sins Of
The Fathers still does an excellent job at presenting its «alternate
model of para-history» without actually disrupting or contradicting the
historical narrative as we know it. The second excellent aspect of the
game’s story are, of course, its characters. For the first time in a Sierra
game and, perhaps, for the first time in any
computer game, not only the title character, but also most of the NPCs
surrounding him feel like living, breathing personalities rather than sketchy
digital sprites — even the episodic shop owners, bartenders, grave keepers,
and minor Voodooiennes who only appear in the game for an event or two have
their own bits of back stories, dreams, aspirations, emotions, whatever. As
is often the case with great story-based games (and not only games), it does
not truly matter what kind of story
is being told; what matters is how
it is being told, and the detalization, complexity, and elegance of Jensen’s
dialog still remains a high point in the history of video game evolution. Gabriel Knight himself is quite a
fascinating character, unusually difficult to pigeonhole. Like most of Jane’s
characters, he lives in a bit of a time bubble (working at a typewriter as
late as 1993, for instance, and staying blissfully ignorant of pretty much
any modern trends — heck, even his own bookstore mostly carries "pulp
novels from the 50’s and 60’s"), but manages to be an (allegedly
successful) womanizer (though, luckily for us, we do not get to see any of his conquests). He can be
tender and caring one moment and an unbearable, though still lovable, asshole
the next. He may be ruthless in achieving his goals, but only because he
believes in the ultimate Great Goodness of these goals. His motivation is
sometimes egoistic, sometimes altruistic, and sometimes a bit of both at the
same time. He can come across as a male chauvinist pig to quite a few players
and even reviewers,
mainly due to his «sexist» remarks to his secretary, Grace ("well... if
the Devil had great legs, perhaps... like yours!"),
yet it should not take long to realize that the «sexist talk» is nothing more
than a humorous, and completely consensual, game played out between Gabe and
Grace for their own and our amusement, since both characters clearly have the
highest respect for each other. Even when he «officially» aligns himself with
the Light, joining the ranks of the mythical Shadow Hunters, this does
nothing to cure him from a generally sarcastic and mischievous attitude,
behind which actually hides a genuine desire to do good... or is it really
just a genuine desire to get that girl at all costs? Who really knows? Speaking of Grace, let us, perhaps, not
forget that it is Jane Jensen’s Grace Nakimura, rather than Lara Croft or any
of those ridiculous JRPG anime dolls, who would be fully deserving of the
title of «strong female character #1» in 20th century video games, if only
all these endless best-of lists of video games did not tend to treat the
adventure game genre much like best-of lists of popular music tend to treat
progressive rock. Even if Sierra itself already had quite a roster of
memorable female characters, from Princess Rosella to Laura Bow, Grace
Nakimura is the first female character in Sierra history to actually think,
talk, and act like a real living, breathing woman made of flesh and blood,
and even if she is not directly playable in Sins Of The Fathers (Jane would eventually correct that with the
second and third parts of the trilogy), she still feels like an inseparable
part of the detective duo, complementing those parts of Gabriel’s soul which
might feel deficient ("Is Grace your wife?", our hero gets asked
after namedropping her one too many times; "No, she just acts like it",
he responds without batting an eye). At the end of the game, she does have to
fulfill the function of damsel in distress — but not before explicitly
pulling Gabriel’s ass of the fire several days earlier; equality of sexes,
definite check. Pretty much every single character in the game, or, to be more accurate,
every single character awarded with a close-up portrait and a set of dialog
options, turns out to be more than one-dimensional. Grandma Knight, the
sweet, lovely, and cuddly Southern belle, has a dark skeleton in her family
closet. Dr. John, the intimidating owner of the Voodoo Museum, is extremely
polite, well-spoken, and erudite. Madame Cazaunoux, the batty old Creole
lady, hides a deep feeling of mournful nostalgia for the French community of
New Orleans behind her ridiculous mannerisms. Gerde, the seemingly
superficial and light-minded German servant at Schloss Ritter, is in fact
torn apart by the love for her master. Good guys have their dark spots, and
evil characters have a clear motivation for their evil nature — driven,
perhaps, not so much by their general desire to burn down the world as by a
very specific quest for vengeance. Once again, none of this is any sort of
great news when we are talking literature or even movies, but to see this
kind of depth in a computer game around 1993 was deeply unusual — which is
why, when watching old promotional videos for the game and hearing constant
boastful talk about an allegedly new era of interactive fiction / movies
promised to humanity by the likes of Gabriel
Knight, these promises do not really come across as unsubstantiated hype;
instead of feeling offended by the hyperbole, I feel a little sad that even
today, plot-based video games have not really advanced far beyond this level
— largely because neither the public at large, nor the game designers and
studios have succeeded in creating sufficient demand for it. But this is, of
course, a topic for a separate discussion, one which would involve drawing a
straight line from Gabriel Knight
to, say, The Witcher 3 and... okay,
we’re not here to get depressed, but to pay tribute to an amazing piece of
video game art, so enough theory and onwards with the nitpicking. |
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Puzzles With all the hubbub about
the imaginative story and the maturity of the writing, it is almost easy to
forget that Gabriel Knight is first
and foremost an interactive game, to advance in which you have to explore,
find clues, and solve puzzles. Solid dialog and haunting atmosphere are nice
and all, but most of your gameplay (without a hint book or walkthrough at
hand) will be likely spent on wondering what the hell to do next rather than
admiring the vistas or reveling in the idiosyncrasy of Tim Curry’s
performance. So, how does Gabriel
Knight actually stack up as a game,
as opposed to a visual novel? Answer: it does... okay.
Clearly, Jane Jensen is a better storyteller than puzzle designer — simply
because the challenges you have to face in the game do not strike me as
particularly brilliant, innovative, or even, well, challenging, certainly not
next to just about any other aspect of the game. As a rule, your daily
activities will be typical for those of any investigator: rummage around for
clues and useful objects, talking to people for precious information, and
putting two and two together. You are generally free to roam from place to
place; all the action takes place over a set amount of days, and whenever you
have accomplished all the required objectives for Day X, nighttime is
triggered and you are automatically carried over to Day X+1. This is a nice
way of marking progress, though it does result in some odd discrepancies
(some days take an excruciatingly long time to complete, others pass by in a
blink of an eye). Rummaging around is, of
course, an art that mostly comes in handy at crime scenes or suspicious
undercover locations, and it inevitably involves some degree of pixel
hunting. The most commonly voiced complaint, I believe, is about the scene at
Lake Pontchartrain, where you have to find one specific tiny area in a clump
of grass that has a "matted appearance", so that you can pick up a
piece of evidence which will later help you to tie the crime to a definitive
suspect. The area itself is almost
unidentifiable on the large screen, at least not until you scour over
everything with the magnifying glass — yet I am not entirely sure whether
this truly constitutes «bad design». You are, after all, at a crime scene
which has only recently been investigated by a squad of police officers —
would you expect them to leave around a piece of evidence easily detectable
to the naked eye? It makes perfect sense that an extra investigative effort
is required here, as long as you get a clear hint that you may be supposed to find something that your
good friend Detective Mosely has missed — and with that hint at hand, I never
had a serious problem with that puzzle. Conversing with other
characters is not simply encouraged, but is, in fact, obligatory: every now
and then, talking to a certain person about a certain topic (e.g.
"Voodoo") opens up another possible topic (e.g. "Black
Voodoo") which is, in turn, necessary to butter up yet another person.
The original list of topics in the dialog tree is relatively small, but as
the game progresses, new and new options open up, so that by the end of the
game the dialog options cover the center of the screen from top to bottom. If
you are not Mr. Dialog Guy, this line of work might easily seem tedious to
you; but the correct way to play Gabriel
Knight is to play it for as much dialog as your eyes and ears can carry,
so, to me, this is pretty much that particular chunk of the game that largely
plays itself. (Do not forget that certain topics may, or even need, to be
explored more than once with the same character — you should click on
everything until the NPCs start repeating themselves). The truly fuzzy areas of
the game, of course, are those which require you to put away the tried and
true algorithmic methods and begin thinking out-of-the-box. There is not a
lot of them in the game, but there are perhaps 5–6 situations where you might
seriously get stuck... in a discussion, that is, over who is more stupid, the
incompetent player or the inane puzzle designer. For instance, the infamous
«Drei Drachen» puzzle requires you to establish and confirm a connection
between a line of poetry randomly found in one of the books in your used book
store and the correct way to open
up your grandfather’s clock, dusting away in Grandma Knight’s attic. (Even
more annoyingly, unless you have a basic knowledge of German, you not only
have to find the book itself, but also a nearby German-English dictionary to
help you with the translation). Is this logical? Is this solvable? Is this
acceptable? I honestly cannot tell, though I do confirm that it was quite
solvable for me without any hintbooks. It does certainly conform to Jane’s
vision of Gabriel’s character: in The
Beast Within, Mrs. Smith, reading Grace’s and Gabriel’s Tarot, concludes
that "your (Grace’s) card is
all logic and reasoning, while his is spiritual and intuitive". This
probably means we shouldn’t really pout about a few of these puzzles being
based more on intuition and association than stone-cold logic. A couple of the puzzles are actually
«puzzle-ish» in nature: for instance, in order to learn the location of a
crucially important Voodoo ceremony and be able to track its participants
Gabriel needs to (a) decipher a secret Voodoo code off Marie Laveau’s
tombstone and (b) use a book on Rada drum codes to understand the relay
drummer’s message. Still later on in the game, he will actually have to
compose a Rada drum message himself (sidenote: the whole Rada drum thing is
another example of Jensen’s wicked weaving of fact and fiction — ceremonial
drums are a natural staple of the Haitian tradition, but the existence of a
special drum code for transmitting specific information seems to be her own
invention). The first two parts of the puzzle are fairly easy on the player;
the third one, again, requires a bit of the old out-of-the-box thinking and a
bit of that intuitive / associative reasoning to pull off perfectly... but
hell, I got it right on my own first try. Maybe I was just born to be a Schattenjäger, who knows.
(Actually, the only time I found myself really stumbling in the game was that
damned tile puzzle in the African hounfour, where, believe it or not, you are
once again required to remind yourself of the Three Dragons line — the good
thing is, you can at least solve it by sheer trial and error over a
permissible amount of time). As in all Sierra games, some actions in
the game remain optional and are only required to get a perfect score; the
good thing is, most of them are
fairly logical, and you’d be dumb not to try them out (like exploring all the
locked rooms in the New Orleans hounfour, for example, or searching the
dropped veil of a certain snake owner for extra evidence). Even better,
Jensen had clearly looked at enough LucasArts games to design the game in
such a way that it never puts you in an unwinnable state — any important
object you have missed can be picked up at any time, and if it can be picked
up only at a specific time, the day will never end until you have picked it
up. At least one puzzle (getting into your friend Mosely’s office after he’s
been evicted from it) may be failed by not getting the timing right — but the
good game will offer you a cop-out anyway (the desk officer will simply fall
asleep), although you might not get the perfect score as a result. Despite the darkness and danger lurking
everywhere, Gabriel Knight does
distinguish itself from the majority of Sierra games by featuring very few
death situations — in fact, no matter where he pokes his nose into, Gabriel
officially cannot die until Day 6 of the game (when you do die, it comes off as quite a shocker!), and it is not until
the very last day, during his infiltration of the Voodoo coven, that death
traps become common: the final climactic scene, in particular, requires
lightning-fast thinking in order to avoid being pummeled by your
arch-nemesis, the evil spirit Tetelo. (My main beef with that scene is that
you never have enough time to read and listen to the various descriptions of
the scene’s elements by the Narrator — all you gotta do is act, act, act, and
act quickly!). I do not actually disagree with that philosophy — it ties in
fairly well with the idea that the meat’n’potatoes of any good thriller is
the suspense and tension, while the final release has to come on quick,
relentless, hard, and brutal. And, apparently, neither does Jane, considering
that the exact same ratio of death to life was strictly observed in the next
two Gabriel Knight games as well. All in all, the challenge provided by Sins Of The Fathers is nowhere near
the level of difficulty of its prime competitor, Day Of The Tentacle, but there is still enough challenge to feel
yourself, every now and then, in the shoes of a real investigator of a murder
mystery, if not necessarily in those of a supernaturally endowed Servant of
the Light (and I am grateful to
Jensen that she refrained from turning Gabriel Knight into a wielder of magic
wands or a drinker of alchemical potions: these games operate on a whole
other level than Harry Potter or The Witcher when it comes to
distinguishing between the mundane and the supernatural). |
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Atmosphere Gabriel Knight would not be Gabriel
Knight, that is, one of the best games of all time, without its unique
atmosphere — however, despite most of the game formally taking place in New
Orleans, it must be admitted that the atmosphere in question is not
particularly New Orleanian. Fascinated as she was with some aspects of Creole
culture, not to mention both the popular and the historical perceptions of
Voodoo, Jane Jensen had never been to New Orleans herself (which is sort of
amusing, because for her next games she did
visit both Munich and Rennes-le-Château), and although the game does
feature some of the city’s notorious landmarks, such as Jackson Square, St.
Louis Cathedral, and the St. Louis Cemetery #1, most of the action takes
place indoors, in settings that could be New Orleanian, or generally
Southern, or just about anything. Jackson Square, where you will run into
musicians dutifully performing ‘When The Saints Go Marching In’, artists,
jugglers, and pesky mimes, is probably the most authentically atmospheric
depiction of the place, but Gabriel hardly ever comes there to mingle — it’s
mostly all detective business. In any case, the game is
not about New Orleans as a wholesome cultural experience; it is all about
that elusive «darkness on the edge of town», slowly and subtly constructing
an atmosphere of impending doom around the title character — and, through
him, around you, Mr. Player. The scene is already set by the opening
sequence, as a sickly-looking morning sun rises over the deserted Bourbon
Street and the huge title "DAY 1", written in blood letters, is
strewn across the screen, accompanied by the first line of Gabriel’s future
poem ("I dreamt of blood upon the shore, of eyes that spoke of
sin..."). Of course, the very next sequence is that of Grace sitting in
her nice cozy chair at her nice cozy desk, inside Gabriel’s nice cozy store,
comfortably chatting away on the phone with one of Gabriel’s sweethearts
("I’m sorry, but Gabriel is a lout, oh, I mean, he’s out"), while
the shop owner (you) clumsily stumbles out of his bedroom to grab a cup of
coffee. But this total normality of the situation does not in the least feel
normal after that opening sequence — and if there is anything that Grace and
Gabriel’s opening conversation really brings to mind, it is the barbed
exchanges between Johnny and Midge at the beginning of Hitchcock’s Vertigo, one of several classic movies
that must have been a big influence
on Jensen in her creative process. This juggling between
coziness and faint whiff of impending danger is the main element creating the
game’s atmosphere. For the first — and longest — three days of the game, the
most disturbing moments in Gabriel’s life take place at night, with a
recurrent dream involving people burned alive, people changing into leopards,
snakes, knives, and somebody who looks disturbingly like Gabriel himself
hanging from a tree. By daytime, Gabriel is mostly safe — mostly, because you never know when to
expect a small jump scare (like, from a random street performer) or a
mini-nightmare (like, while falling asleep at a boring lecture on Voudoun at
Tulane University). Still, these moments are very rare, especially when
compared to the amounts of perfectly normal conversations with the city’s
denizens. Intrigue is mostly accumulated by gradually understanding that something is happening here, but you
don’t know what it is, do you, Mr. Knight? — and, most importantly, you do
not know whether this truly has to
do with some supernatural evil at work, or if it is some unspoken evil in the
hearts of plain ordinary men that we find ourselves fighting against. In all honesty, I would say
that once Gabriel does achieve clarity and confronts the century-old Voodoo
curse head-on, this is precisely where the game begins to lose ground in
terms of atmosphere. It still works, but its straightforward transition into
the world of magical mumbo-jumbo seems half-assed and slurred, compared to
the meticulously constructed intrigue of Gabriel’s and Grace’s five-day
investigation. As a historian turned storyteller, Jensen gets top grade
marks, but as a mystic, she does not really advance past the level of the
aforementioned White Zombie — in
particular, the climactic scenes of the Voodoo rituals at the Bayou and then,
later, in the hounfour suffer from too many clichés and too many corny
lines of dialog ("oh great Badagris, take this sacrifice!" and the
like). A part of me actually wishes that she could have eliminated the
para-normal elements of the story altogether — with a little extra effort,
the game might have been turned into a dazzlingly original tale of age-old
treachery and revenge — but, on the other hand, para-normal works just fine
as an allegory for real world problems in the Gothic novel (Stoker’s Dracula is a classic example), so the
issue is not that Gabriel eventually discovers that evil spirits are real, it
is that these evil spirits look humiliatingly caricaturesque against the far
more colorful portraits of their flesh-and-blood contemporaries. The big
baddie, Tetelo, is basically just a bag of recycled tropes — even against the
portrait of her living descendant, Malia Gedde, as long as she is not
possessed by the old cliché-spouting hag. Still, the good news is
that 90% of the game is spent waiting for shit to hit the fan, and that’s the
really, really awesome part. Some might protest that any work of art in which
the exposition is more enjoyable than the resolution is deeply flawed — but
then, there are situations in which foreplay turns out to be more memorable
than the orgasm, too. For what it’s worth, this may arguably be a thing that
Jane’s work does share with at least some
of Hitchcock’s movies — in many of which the wait for the culmination really
provides more emotional payoff than the culmination itself (which is
delivered swiftly, bluntly, and with a rapid transition to final credits). At
least Jensen, unlike Hitch, allows you to choose one of two endings for your
hero — the path of mutually destructive vengeance, or the path of mercy,
forgiveness, and redemption (of course, only one of the two counts as
«canon», since a dead Gabriel Knight could hardly qualify for protagonist of
the second Gabriel Knight game). And, on a side note, let us
not bypass the humor, either. Gabriel
Knight is anything but a comedy, yet there is enough funniness in it to
sometimes forget the dread and danger. In between Gabriel and Grace’s
incessant dart-flinging game ("I saw a great documentary last night on
pyramid excavations" – "You mean small, dark places that haven’t
been touched in centuries? Sounds right up your alley" – "Well, it
did help me gain a better understanding of your mind"); Desk Officer
Frick’s constantly being torn between devotion to duty and to donuts
("muffuletta sandwiches, yum!"); Gabriel’s interactions with the
wishing stump in the Voodoo museum ("I wish Malia Gedde were permanently
grafted to my thighs..."); his hilarious trolling of the poor priest in
the St. Louis Cathedral ("I’ve had impure thoughts about a woman I
met..." – "You mean thoughts of extreme sexual relations?" –
"Well, not involving animals
or anything..."); and even a set of erroneous phone calls that he can
make at random from his home office ("Hello, St. Genevieve’s Wedding
Chapel, how may I help you?" – "Boy, do I have the wrong
number!") — in between all that, we gain even more intimacy with the
characters, as they, just like us, alleviate their fears and tensions with
humor’s saving grace. And speaking of saving Grace, there is even time for
Gabe to punch a few jokes right before the final fight to the death — in a
fairly casual manner at that, not like a James Bond one-liner or anything. Of
course, it does matter that these jokes are voiced by Tim Curry, which may be
an added bonus for some and an annoying impediment for others — so, on that
note, let us proceed to discussing the more mechanical aspects of the game. |
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Technical features |
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Graphics Although visual art
(somewhat predictably, and purely for reasons of technological progress) is
pretty much the only aspect in which the 20th Anniversary remake of Gabriel Knight could improve on the
original, I would still claim that the original graphics, as pixelated as
they are on modern screens, still hold up well. As I already said, the New
Orleans of Jane Jensen is represented mainly by interiors — Gabriel cannot be
seen walking from place to place, other than a brief animation of him getting
on his bike — but the common strategy is to pack these interiors with STUFF
from top to bottom, as if hinting at a special obsession that every
self-respecting New Orleanian must have with quaint and shiny objects of
material culture. Starting with Gabe’s own bookstore, jam-packed with books
and all other sorts of stuff all over the place (including a gargoyle and a
morbid painting by his late father), then going on through the cozy living
room of Grandma Knight, jam-packed with knick-knacks and home plants, then
through the Voodoo shop with all of its candles, dolls, and jars of
unimaginable stuff, then through the Voodoo museum with its dozens of
exhibits... well, you get the drift. It was a good thing that at
least the Windows version of the game supported higher graphical resolution
(640x480 SVGA) — not a huge deal by modern standards, but enough to sharpen
up all those little objects like the tiny tweezers and magnifying glass on
Gabriel’s table, almost indistinguishable in the DOS version. In any case,
the basic art backdrops for the game put a huge emphasis on detalization, an
the results pay off — all through the game, you get the feeling of walking
through a huge antique store. Apparently, one thing that Jane Jensen shares
in common with the abovementioned Charles Cecil of the Broken Sword fame is a (perhaps subconsciously) deep-running
hatred of all things modern — Gabriel Knight is officially set to
take place in 1993, but you wouldn’t really guess that based on the
surroundings (almost perversely and ironically so, the single most
modern-looking space in the game is actually found in the underground Voodoo
hounfour at the end of the game!). Quaint little barrooms with guys playing
chess; old-fashioned cash registers, typewriters, and chandeliers at
Gabriel’s store; 18th century mansions in the Garden District; Creole
stylistics in the house of Madame Cazaunoux — and, of course, the thoroughly
medieval atmosphere of Gabriel’s old family manor, Schloss Ritter, upon his
arrival in Bavaria... all of this is lovingly portrayed by the art team in
such a way as to suggest that you might enjoy this game the best if you
forget the 20th century ever existed. That said, things are still
handled with enough care to avoid truly absurd anachronisms à la Broken Sword (where, for instance, the
French police walking around the streets of a 1990s Paris could easily look
like stereotypical gendarmes from the era of Napoleon III). Many of the
characters you meet in New Orleans are simply old — Grandma Knight, Madame Cazaunoux, the grave watcher at St.
Louis Cemetery #1 — obviously representing the classic, withering and dying
spirit of the city; others, like Dr. John at the Voodoo Museum or Magentia
Moonbeam at the Voodoo Parlour, clearly position themselves as traditionalist
Keepers of the Spirit; and Gabriel’s passion, Malia Gedde, simply has enough
money to allow herself to cling to the past. In other words, if you do not
hear that much jazz music in the New Orleans of Gabriel Knight, it is because the design and art teams want to
actually place you in the New Orleans that predates jazz music, even as the Times Picayune on your desk
reminds you each day that you do, in fact, find yourself straight in the
middle of the summer of 1993. That said, the artists
clearly realized that in order to achieve the required degree of immersion, the
standard backdrops were not enough: they could give you a nice panorama of
the St. Louis Cathedral or a monumental view of the imposing Schloss Ritter,
but they did little to deepen your impression of the game’s characters and
their emotional trajectories. Therefore, in an innovative departure from all
past Sierra practices, Gabriel Knight
makes a special use of close-ups. First, for most of the dialog in the game
the overall backdrop is faded out and replaced by large, detailed, and nicely
animated profiles of the characters — providing each of them with a memorable
visual personality (Gabriel’s hair in particular is quite legendary, but
there is also Grace’s piercing stare, Grandma Knight’s permanently smiling
wrinkled face, cemetery watchman Toussaint Gervais’ magnificent white
beard... way too much to mention). Large-scale facial animations had already
become common in Sierra games by 1993, but with Gabriel Knight they reached an entirely new level of realism. Second, some of the key
events in the game were introduced with a special comic-book style of cut
scenes, in which the scene was gradually filled with sequentially generated
images from one corner to another (this became less efficient, I think, when
faster CPUs began automatically speeding up the process), sometimes also
including minor pieces of animation, like changes of facial expression or
dripping blood. I wouldn’t call the panels «great art» by themselves, but
they did serve a serious purpose — for instance, simply using the overall
panorama during Gabriel’s first meeting with Malia Gedde at Lake
Pontchartrain would never allow to capture the «love at first sight» moment,
whereas the cut-panel approach does precisely that. If I recall correctly, no
other Sierra game would repeat this technique, and I am not sure if anybody
else at the time used it. It can actually be a little confusing upon first
sight, but that’s what replays are for. The bad news, of course, is
that the beautiful close-ups and the inventive cut scenes make the regular
sprites of the characters look particularly grotesque — and that is not even
the fault of modern monitors, but rather the demands of contemporary
animation algorithms, which were unable to handle serious detalisation,
meaning that a coffee-making machine or a typewriter sitting next to Gabriel
will look more recognizable as man-made artefacts than Gabriel will look
recognizable as a human being. This is where something like Day Of The Tentacle clearly wins even
in its non-remastered state, as the intentionally cartoon-oriented style of
that game, paradoxically, allowed for more realism than the diluted sprites
of Gabriel Knight. This is the
element that has always bugged me the most about the game’s style, and
probably the one that ultimately triggered the need for the 20th Anniversary
remake — ah, if only they could have replaced those sprites while keeping in
everything else... but what do we know, demanding perfection from a video
game and all. |
||||
Sound Without love, there is nothing; without
sound, there is no Gabriel Knight.
And who knows whether there would have been a sound truly deserving of Gabriel Knight if not for Robert
Holmes, a former LA-based session musician who went to work for Sierra in the
early 1990s and, as it happened, teamed up with Jane Jensen in what became
the single strongest Sierra bond after Ken and Roberta Williams. Not only did
Holmes compose and perform all the music for the game, but he was also
officially credited as its producer. Three years later he and Jane got
married, and he predictably went on to make the scores for all of her games, both during and
after Sierra On-Line. In fact, amusingly, Robert Holmes is not known for much
of anything else other than writing music for his wife’s games — literally
living off her creative genius! That’s okay, though, because of all the
soundtracks written for all the Sierra games I’ve played (and I have played them all), Holmes’ are the
only ones that truly stand out in memory. He would arguably hit his peak with
the second game, but there is no denying that a major reason why Sins Of The Fathers holds you in its
grip from the very opening seconds (right after Sierra’s fanfare) is the
musical opening. Even in its fully electronic, MIDI form, that shrill rising
synth-violin leading into the ominous church bell toll immediately
communicates the message that you are into something a bit more serious than
saving Princess Cassima from her tower or guiding Roger Wilco on a
garbage-towing mission. Echoes of Bach and Wagner can be heard in the melodic
structure and layering of the main theme track, and when the rock percussion
joins in, the effect is a bit similar to the one produced by ‘Live And Let
Die’, though, admittedly, a single guy producing an epic track on a MIDI
synth can only get to a certain distance away from Paul McCartney and George
Martin working on an epic track at the EMI Studios. Not only is the theme
catchy as heck — it actually has depth to it, something still very rarely
heard from Western games at the time (as opposed to Japan, where people like
Nobuo Uematsu had already been making waves since the late Eighties). The importance of the music for the
game’s atmosphere was clearly felt by the team, so much so that I usually
have to slightly lower the default volume at the start of the game —
otherwise, it can be hard to actually hear the characters talk over it. Other
than the main theme, heard only in the intro and, later on, at the climactic
ending of the game, the soundtrack is humble enough to recognize itself as a
soundtrack — consisting of generally inobtrusive, not highly dynamic looping
passages — but each track almost perfectly conveys and emphasizes the
atmosphere of each location. The St. George’s Books theme, for instance, is a
variation on the main theme, but played in a different, milder and lighter
tonality to indicate the location’s status as a more or less «safe space»
from the impending doom and gloom. Grandma Knight gets a relaxing, cozily
romantic theme to show that her little house is the place to just "take a load off" as she keeps
suggesting to her favorite Grandson ("your ONLY grandson, but nice try,
Gran!"). The Voodoo Museum theme, driven by frantic tribal percussion,
is all mystical, foggy, and wobbly, with an undercurrent of danger which you
cannot, however, adequately decipher as either a harmless shadow of the past
or an ominous portent of the future. The Police Station theme is based on a
slightly stuttering martial theme that is more comical than threatening,
quite well in line with Officer Frick’s donut belly — and so on. It is Holmes, probably, who bears chief
responsibility for not making the game all too New Orleanian in nature,
because practically none of the tracks bear any resemblance to the New
Orleanian traditions of jazz and R&B — other than the obligatory looping
bars of ‘Saints’ quietly resonating around Jackson Square. But this is, in a
way, inevitable, since most of our stereotypical ideas of New Orleanian music
revolve around partying and entertainment, while Gabriel Knight is not a game about
either. Grandma Knight might have had her childhood around the early Louis
Armstrong years, but having her blast ‘Heebie Jeebies’ around the house would
have produced the wrong feeling for the scene. And a little 18th century
Baroque-inspired theme for Madame Cazaunoux’s residence is certainly more
appropriate for her stiff and stern demeanour than, say, anything in the
style of Professor Longhair. (I do have serious doubts, though, that even
such a poshly named bar in the French Quarter as the "Napoleon
House" could attract a lot of clients by continuously blasting the
melody of Vivaldi’s "Lute Concert In D" from its speakers — not
that there’s anything wrong with that). Still, as fine as the music is, I
repeat that it may well be necessary to tune it down a bit because, believe
me, you just do not want to miss the game’s single greatest attraction — the
voice cast. Apparently, like most other Sierra products at the time, the game
was released both on CD-ROM and on
floppy discs, without voice support, but I sincerely pity those who could not
afford a CD drive in those days and had to dish out money for the floppy disc
version. For all of Ken Williams’ documented original mistrust towards
Jensen, he did help her get the budget for Sierra’s first-ever all-star cast:
the game was not the studio’s first one to hire professional artists, but
certainly the first one to have artists of the level of Tim Curry and Mark
Hamill star in chief roles. The first and last
one, to be more precise: future games, both Sierra’s and non-Sierra’s, would
typically restrict themselves to voice actors par excellence, people like Dave Fennoy or Jennifer Hale who are
on much handier terms with the microphone than the camera. But at the time
when the first Gabriel Knight was
produced, there was some genuine excitement about interactive video games
merging with actual cinema and perhaps even replacing it (you can see that
excitement with your own eyes if you watch the accompanying Making of Gabriel Knight video, with
Jensen, Curry, and Hamill all hinting at the gorgeous future to come... which
never really came, of course) — which is why, I think, all these people at
that particular moment in time were so quick to agree to Sierra’s terms, even
if I cannot imagine them making a lot of money from it. Tim Curry as Gabriel Knight was, and
continues to be a divisive choice. For the role, he expectedly takes on what
he tries to pass for a genuine New Orleanian accent, a bit of a task for
someone raised in Plymouth, and even more of a task if one tries to infuse it
with «manly charm», sleaziness, cynicism, and hip snobbery and still come
across as a likeable character with whom the player might want to identify.
With the rise of modern sensitivity, it becomes even easier today to write him
off as «gross», «creepy» or whatever, but fuck modern sensitivity — as far as
I’m concerned, Curry did a great job with his performance. His Gabriel Knight
is rarely, if ever, directly offensive or rude: he does have a knack for
pranking his pal, Mosely (more because Mosely is a pompous ass than because
of his general personality disorder), but he is excessively polite around
people more knowledgeable than himself (like Dr. John at the Voodoo Museum or
Prof. Hartridge at Tulane University), kind and loving around Grandma Knight,
and romantically clichéd, but hardly «creepy» around his sudden love
interest, Malia Gedde. He is most certainly a guy of the I-take-what-I-want variety,
joking and provoking around boundaries — but never really overstepping them.
(Which is precisely why I am far more ambivalent about Curry’s reprisal of
the role in Gabriel Knight 3,
where, I believe, he did overstep
certain things, as well as overplayed certain others — but let us not get too
far ahead). The other great lead performance is by
Leah Remini as Grace, who, unfortunately, got to be played by three different
actors in three different games; Remini comes first in my book, though
(closely followed by Charity James in Gabriel
Knight 3 and distantly by Joanne Takahashi in 2). She is the perfect female counterpoint for Gabriel’s
manliness, as she fully matches him in sarcasm and cynicism where necessary,
but can show just as much sympathy and compassion — in fact, more sympathy and compassion, as she
constantly rebukes Gabriel for his pranks — when need arises. Remini creates
here the perfect image of a loyal, intelligent, too-wise-for-her-age sidekick
whose only reason for being a sidekick is a male-oriented market for video
games (and even that was going to change by the time of the second game). In
fact, she had been my ideal representative of womanly intelligence in
videogames for so long that I was all but horrified to discover her ties with
Scientology many years later (admittedly, though, she had been indoctrinated
by her family since childhood, and she did leave the organisation willingly
in 2013, subsequently dedicating a lot of effort to dismantle its web of lies
and corruption — good for her). The third and often unsung hero of Gabriel Knight’s voice acting is...
no, not Hamill (though his bumbling Detective Mosely will be a total blast
for anybody who only knows Mark as Luke Skywalker), and not even Michael Dorn
(whose Dr. John is so Worf-like in nature that it is quite impossible to
dislike the guy even when he proceeds to tear your heart out), but rather the
Narrator — a role which went to the then 68-year old black lady Virginia
Capers, a veteran of Broadway and TV shows who was presumably asked to
develop some sort of moody, creepy, Voodoo-flavored Caribbean accent for the
job. This she does, delivering all of her lines in a slurry, often barely
understandable drawl (non-native English speakers will have to turn on the subtitles, and probably at least some native
speakers as well) — typically sounding like a 100-year old witchdoctor
dictating her last will and testament from her dying bed; but believe you me,
no Narrator ever has managed to utter lines like "The windows are sealed
shut with old paint" or "The bookrack doesn’t open" with more
style and flair. Regardless of whether that accent is in any way «authentic»
or not, Capers is perhaps the one person most
responsible for setting the surreal and imposing atmosphere of the game. Honestly, though, I cannot think of
even a single example of downright bad acting here. Minor acting gems include
the gruffness-and-toughness of Jim Cummings as Officer Frick (still a long
way away from his most notable roles in BioWare games); the mystery-and-elegance
of Leilani Jones’ performance as Malia Gedde (it is amusing that she would
later go on to voice the much more cartoonish, but every bit as efficient
Voodoo Lady in the Monkey Island
series); and the perfect realization of the «insufferably haughty academic»
stereotype by Monte Markham as Prof. Hartridge (one of Markham’s very few
appearances in video games). "...And I am heterosexual [looking at Gabriel rather warily] —
when I practice sex at all [with a
nasal and rather condescending flair], which isn’t very often [quickly and with a small tinge of
embarrassment]" — classic, classic stuff. Given the sheer hugeness of the overall
volume of dialog, special kudos should go to Stuart M. Rosen, all of whose
previous experience was with TV animation, for directing the cast — most
likely, not an easy job with so much B-level talent in the studio. The effort
paid off dazzlingly well; and even if the voiceovers in the original game
predictably suffer from overcompression and general imperfections of voice-capturing
technologies circa 1993, the soundtrack still remains reason #1 why the 20th
Anniversary remake does not stand a ghost of a chance next to the original
game, sounding like a bored high school recital in comparison. And while
voice acting in video games has since then become a steady and respectable
profession, with many memorable performances and multiple stars accumulated
over the past 30 years, I can safely say that while some of the best games of
recent decades certainly match the level of emotion and classy theatricality
of Sins Of The Fathers, it is hard
to think of a game that would undeniably surpass it. |
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Interface Being an unusual and
barrier-breaking game in so many respects, it would have been weird if Gabriel Knight did not introduce a few
notable changes to Sierra’s gameplay mechanics and graphic interface, as
well. The latter typically remains hidden during gameplay, with black empty
space left at the top of the screen to host it and similarly empty space left
at the bottom to host the subtitles (thus creating the impression of a
widescreen movie experience on a square TV screen); activating it with the
mouse reveals a stylish, stone-colored menu with a whoppin’ eight icons to turn your mouse in —
Walk, Look, Talk, Question, Take, Open, Use, and Move (for the record, a
typical Sierra point-and-click game at the time had about 4 obligatory
actions, plus, at most, 1 or 2 optional funny ones, like Space Quest’s Smell and Lick, or Larry’s legendary Unzip). From a pragmatic
standpoint, some of these are superfluous: for instance, you can open just
about any door by Using it rather than Opening it, and I can’t really
remember a single instance of the Move icon to have been uniquely relevant in
any useful way. (Talk and Question, however, do serve different functions,
since Talk is mostly about chit-chatting on minor subjects, while Question
opens up the Important Dialog screen with character close-ups). But from a
world-building perspective, they all make sense because Jensen, as she did in
King’s Quest VI, went to the
trouble of writing up various, often funny, reactions to Gabriel trying out
various actions on different objects and people. (E.g.: move Grace — "Move THAT wall of ice? Good luck!", open Grace — "I don’t even want
to think about what you mean", etc.). Given how jam-packed most of the
locations are with different hotspots for different objects, you can spend
quite a bit of time randomly poking around stuff in different ways — and
while 90% of these actions will not lead to any significant results, it may
be well worth it just to hear Virginia Capers make even more fun of you in
her mildly condescending Voodoo voice. Another unique option of the interface
is the Tape Recorder icon, by using which you can actually relisten to all of
the Important Dialog previously had with different characters. This is useful
if you want to refresh your memory, especially on all the tons of historical
and cultural information dropped on you by Dr. John, Prof. Hartridge, or
Magentia Moonbeam; but I sort of feel that it was mostly thrown in just
because Jane and Co. were so enthralled with the quality of their writing and
performing, they wanted to give you, the Player, the generous option of
relistening to all that great work whenever you felt like it, which,
according to the authors, would be all the time. I never really had to use
it, but it’s still nice to lug that Tape Recorder around as a souvenir (and
it sort of became a staple of the Gabriel Knight games from then on). Even moving around had become a little
different. In most Sierra games up to that time, you simply moved around from
one screen to another, perhaps fast-forwarding from one location to another
if you took a train or a plane; this often resulted in a lot of time-wasting
backtracking, or in getting lost if the map was too large and unwieldy. In
order to move through Gabriel Knight’s New Orleans, you simply leave your
current location and are taken to a map, where you pick your destination at
will (new destinations gradually open up as the game progresses). This, as I
have already mentioned, pretty much eliminates the chance at generating a
proper «New Orleans atmosphere» by having your character walk the bustling
streets, but it does get you very quickly to where you are going. (In Gabriel Knight 2, Jensen would adopt a
compromise where the basic principle was still the same, but you could at
least walk around the center of Munich, sucking in bits and pieces of German
life). The French Quarter map is, in its turn, integrated with the map of the
larger New Orleans area, and from there, if you so desire and when the time
comes, you can take the airplane to Munich. (Offbeat sidenote: one of the plot’s
most egregious slip-ups is the idea that, apparently, you can get from New
Orleans to Munich in less than one day and still have time left for
activities, even if you are actually
flying eastward. I cannot imagine that Jane Jensen could be so blatantly
ignorant of the structure of the space-time continuum, so I am just going to
have to assume that it was decided to keep things that way to keep the number
of overall days in the game to a nice roundish 10. We also do not bother all
that much with such boring issues as passports and visas — okay, maybe an
American in 1993 did not need a visa to fly to Germany, but surely he must
have needed one to fly to Benin). Most of the gameplay is centered around
the good old walk-talk-use mechanics, though there are also the
aforementioned puzzles with Voodoo codes and Rada drums which require a
slightly different approach (quite an intuitive one, though, no need to pull
out your manual or anything). As things begin to get tense and dangerous, the
game introduces situations which require quick reaction if you want to escape
almost certain death — as in many other Sierra games from that time, these
situations would later create a lot of trouble on faster-operating machines
(for instance, players found it nearly impossible to escape the animated
mummies in the African hounfour), but today playing the game in DOSBox with
lowered cycles niftily solves all the difficulties for you. Fortunately, Jane
Jensen has always been firmly in the camp of «no action sequences in
adventure games, period», so you won’t have to worry about getting your
Gabriel Knight to jump his way out of or shoot it through Voodoo ambushes. In the promotional video for the game,
Mark Hamill describes how he was amazed and befuddled by the choice-based
nature of the story, pointing out how difficult it is for a voice actor to
adapt to this type of Schrödinger’s Cat approach. This is actually
curious, since, compared to the typical RPG or even to the mode of adventure
game later popularized by TellTale, Gabriel
Knight does not offer much by way of choice: every once in a while,
Gabriel is capable of giving out
different answers to proposals from other characters, but this happens fairly
rarely, and most of the game is very straightforward. Each puzzle typically
has just one correct solution; you can solve them in different order, or you
can fail and try again, but ultimately Jensen railroads you into taking the
one and only correct path. You do not have a choice about whether you want to
fall in love with Malia Gedde (you do), about whether you want to become a
Shadowhunter (you are not sure, but you will anyway), or about whether you
want to fool a harmless old lady by impersonating a priest (you do, because,
to paraphrase Day Of The Tentacle,
"if you want to save the world, you have to relieve some old ladies of
their family jewels"). You do
have a choice of whether you want to return the police badge that you stole
from your old pal Mosely to impress your potential love interest of your own
free will, or be forcefully relieved of it by an enraged Mosely on the next
day — that much choice you do have.
And then there is the endgame, of course, where you can choose to try to make
peace with your arch-enemy (and survive) or to exact vengeance on it (and die
along) — but would you really want
to leave Grace standing on the balcony of St. George’s Books in the company
of Detective Mosely, in a Gabriel Knight-less world?.. Anyway, all I wanted
to say is that the game mechanics is not really designed for multiple choice
options, and that’s fine by me; it doesn’t make the experience any less
perfect. |
||||
Verdict: A major high point in the history of
gaming whose sensory impact may have been equalled, but hardly ever beaten. In some ways, Gabriel Knight: Sins Of
The Fathers marked the highest point of the Silver Age of Adventure
Games, as I call it — that point when some people were ready to believe that
video games were about to become something much bigger than just video games,
just as some people believed around the age of Woodstock that popular music
was about to become something much bigger than just popular music. Both
parties turned out to be wrong, of course, but even if dreaming big almost
inevitably leads you to eventual disillusionment and depression, it also
often results in masterpieces which, even decades after, still have I AM SO
COOL BECAUSE THE PEOPLE WHO MADE ME DREAMT BIG written all over it in the
largest of letters. The 21st century would, of course, still see plenty of
ambitious videogame projects blowing people’s minds, from Half-Life 2
to Mass Effect to The Witcher 3 etc. etc., but it can be argued
that there was really no such time as that brief time window in the early
1990s, when technical improvements in digital video and audio led people to
think of their work in videogaming as potentially going beyond simply
«filling a niche» on the market. Talking specifically about Sins Of The
Fathers, there is just something about that game which elevates it well
above the status of «market-oriented product» and puts it into the category
of «trying to create an entirely new type of art», and, might I add, not
entirely failing in its task. That the future so subtly promised by the
game, and so unsubtly raved about in its promotional video, never really came
to pass is lamentable and most probably inevitable: neither Jane Jensen nor
anybody else in the business could find it in themselves to make the rivers
flow inwards, that is, to draw videogaming out of its niche and make it
replace TV or literature (even pulpy one) in the public conscience. This is
why, while subsequent generations of plot-based games kept improving in
technical terms — graphics, music, animations, gameplay, special effects,
overall length and size, etc. — few, if any, ever managed or even set out to
surpass the likes of Gabriel Knight in terms of character depth, plot
complexity, or literary quality of dialog: by all accounts, this would have
been a waste of time, since what was already there was quite enough for 95%
of consumers on the market — after all, nobody plays video games to find the
next War And Peace, right? Not that I am comparing Gabriel Knight
to War And Peace — far from it; for its time, it was simply a very
right step in a very right direction which could have, one fine day,
resulted in the universe of plot-based videogames producing its own War
And Peace. Instead, public disinterest and marketing strategies pretty
much halted that development, for which nobody can really be blamed. But
while many other games totally on the level with Sins Of The Fathers
have been produced since in many sub-genres, from pure adventure to action-adventure
to RPG, I still return to this one every once in a while just to experience
that rather singular jolt, to share the bottled excitement of a group of
people who felt they were working on something really, really special that
might, perhaps, one day change the world. It never did, but then again,
neither did War And Peace, and you certainly can’t blame Tolstoy for
not trying. |