|
||||||
Studio: |
Sierra
On-Line |
|||||
Designer(s): |
Roberta
Williams |
|||||
Part of series: |
Kingʼs
Quest |
|||||
Release: |
October 1986 |
|||||
Main credits: |
Programming: Robert E. Heitman, Al Lowe, Bob Kernaghan |
|||||
Useful links: |
Playthrough: Part 1 (57 mins.) |
Part 2 (63 mins.) |
Part 3 (56 mins.) |
|||
Basic Overview By almost all accounts, King’s
Quest III gave quite a shock when it was released onto the unsuspecting
fans of King Graham, innocently grazing in the green CGA pastures of
Daventry. The opening «fanfares» were familiar, as was the logo, but their
ruler and benefactor did not walk onscreen to greet them. What appeared
instead was the grim, unsmiling, and — for that time — somewhat scary face of
a bearded magician sending lightning bolts from his fingers. Then came the
intro, and, again, no Graham, no Valanice, in fact, no kingdom of Daventry
whatsoever. You had the story of a slave boy named Gwydion, forced to live in
the service of the evil wizard with the lightning bolts, and there was no
evidence whatsoever that this slave boy had anything to do with anything in
the previous two games. Legend says that there was no limit to the fans’
indignation — not to mention that in those pre-neolithic days, there was no
Internet to help answer your questions and dissipate your doubts right on the
spot. As the game progressed, the
gamer would slowly begin to understand that, in some way, Gwydion’s fate would
be tied in with that of Daventry and King Graham, and about halfway through
it would become totally clear that this was not a «franchise reloading»,
but rather an intriguing and controversial move to perk up one’s interest.
But there was another catch: it took ages to GET «halfway through».
The game was much enhanced, for sure, but so was the difficulty. Even today’s
experienced gamers, if forced to play through King’s Quest III without
a hintbook, would have a hard time cracking some of the twisted puzzles, and
I am not even talking of the convoluted copy protection system, also a
first (and, alas, not the last) in the Sierra canon. And yet, all of the
frustration would eventually pay off. The aim of King’s Quest III was
to grip you tight, not relax you. The first two thirds of the game are among
the tensest experience one can get from Sierra On-Line: as Gwydion, you are involved
in a life-and-death struggle with your evil master, in which only a supreme
combination of intellect, speed, and agility can make you gain the upper
hand. The last third, where you can actually catch your breath, is
nevertheless also fraught with dangers at every step. But hard as it is, it
also gives an incomparable feeling of satisfaction once you overcome the
wizard, or when you finally make it to the end and restore peace and order in
your long-forgotten homeland. And however frustrated fans might have been,
this did not prevent them from making yet another sales hit of the game, or
from earning it rave reviews. To this day, it is one of the fans’ favorite
instalments in the series. |
||||||
Content evaluation |
||||||
Plotline Many elements of the plot
are incorporated in strict accordance with the classic Roberta Williams
scheme: take a fairy tale / mythological motif that you have not used up yet
and stick it in when the player least expects it. There is really nothing to
equal the silliness of having just scaled the dangerous, precipitous cliffs
on which rests the evil home of your evil master, and find yourself straight
in front of... the house of the Three Bears, who have just decided to take an
innocent stroll in the forest. Why the Three Bears? God only knows. And only
a few screens to the left, you will find Medusa from the tale of Perseus. And
a few screens to the right, the Cave of the Oracle. How they all manage to
coexist in the same universe is something that only Roberta manages to
understand. But then again, do you really need
to understand it? Just suck it in, and suck it up. In other respects, though, To
Heir Is Human is a radical departure from the previous two instalments.
First, you are now given an explicit antagonist, an anti-hero with whom you
are locked in a concealed struggle for survival. This adds such dramatic
tension to the game as has never been experienced before — and works so well
that from now on, no King’s Quest would be without an explicit bad guy
(or gal). This particular bad guy, the evil wizard controlling your destiny,
is worked over very carefully; when he appears, he is not just running silly
all over the screen, like the bad guys in Daventry and Kolyma, but
materializes and vaporizes in puffs of smoke, and each of his appearances
makes sense — he is either there to silently watch over you, or to make an
announcement, or to order you around (and woe to you if the orders are not
carried out immediately). You REALLY get to hate him. REALLY. God, how I
hated him back in the day. Second, you have the
already mentioned intrigue of how all this ties in with the prequels. For
about half of the game, you have virtually no idea how it’s gonna end — well,
obviously, you know right from the start that you have to get rid of
the wizard, but it’s rather clear that this is more of a technical duty than
the true essence of your quest. The most important question is not, ‘how do I
get out of here?’, but ‘who AM I and what am I doing here?’ (And what have
the Three Bears got to do with it?). Third, the plot happens to
unravel in real time — with a clock mapping your progress and giving
you explicit (but approximate) indication of when is a good time to hide from
danger and when is a good time to head into it, the plot seriously gains in
realism. (It can get somewhat annoying when you replay the game, though —
second time around, you are most likely able to perform all the tasks
quickly, which leaves you twiddling your thumbs for a good while). Since the game is bigger,
it also makes the settings more diverse. All of King’s Quest I took
place in Daventry, and the «enchanted island» in King’s Quest II was
merely a footnote relative to all the stuff that happened in Kolyma. But here
you will be taking a long and exciting journey — being taken from your
original setting of Llewdor to a pirate ship, then to a high mountain range,
then to your native Daventry again (one that underwent some changes, though).
Another element of diversity is the ability to cast a variety of magic
spells, ingredients for which you have to gather all over the place. This
variety ensures that many obstacles in the game can be beaten in various
ways, a major improvement over the much more linear solutions in the previous
two games. |
||||||
Puzzles Not only are the puzzles in
King’s Quest III much harder than in the previous games, a few of them
are, in fact, some of the hardest puzzles ever to feature in a Sierra
game. Much of the difficulty has to do with a greatly improved and enhanced
parser (see below), giving you much more choice — and costing you a lot more
intellectual effort. But there is more to it than just tricky syntax. In the
previous games, action was pretty much limited to (a) LOOKING at everything
in sight, (b) TAKING everything that was not nailed down, (c) USING what you
have taken or GIVING what have you taken to people you encountered on your
way. Here, from time to time you have to perform more subtle actions. A large number of puzzles
revolve around your collecting ingredients for magic spells and then, later,
performing the actual spells. Preparation of the spells, however, is not an
actual puzzle; rather, it is an early and particularly twisted form of copy
protection, which has raised the ire of many a King’s Quest fan over
the years. Namely, in order to produce the desired effect, you not only have
to enter the number of the magical book page from the game’s manual, you also
have to copy — no typos, or you’re dead meat! — a large set of detailed
instructions, culminating in four lines of kiddie magic rhyme. Most people
howl about that, and for good reason — as if merely entering an unguessable
number from a page wasn’t enough. But, on the other hand, my guess is that
the authors of the game perceived a certain extra thrill in this mechanistic
re-typing of lengthy instructions and incantations, like the players were
really performing actual instructions found in an actual book of wizardry.
Besides, some of us here might need a spelling lesson from time to
time (wink wink). The most fun part, however, comes when you have your spells
all prepared and you can start experimenting with them (including on
yourself, which results in quite a few hilarious manners of death). Multiple
solutions are the norm here rather than the exception. The downside of the puzzles
is an overabundance of «arcade» sequences. Every single mountain path in
those regions seems to have intentionally been made about three inches wide,
and there seems to be a law against staircase railings or something. The road
to Daventry involves even more of these twisted paths and a tricky, annoying
climb on a rock surface (not nearly as dumb-planned as the beanstalk
ascension in King’s Quest I, but somewhere close to that range of
dumbness). Those who secretly cheered over the lack of this stuff in King’s
Quest II can go back to their air-punching routine. |
||||||
Atmosphere As I already mentioned
several times, the bulk of the atmosphere in the game is being created by the
hidden presence of Manannan the wizard. Even after replaying the game several
times, it is still possible to get the chills every time you start feeling
the guy is about to return from his journey and zap you to ashes for carrying
hidden ingredients. As long as he is active and a real threat, you never feel
safe wandering about Llewdor, but are always preoccupied about performing
your chores there as quickly as possible and getting back to the safety of
your little room. Once he is taken care of, oof! you get to revel in the
enjoyment of the beautiful countryside with renewed force, as well as a sense
of profound relaxation. Other than that, the
atmosphere is now becoming rather typical of King’s Quest: a nice
fantasy world where it is fun to escape to, but little that you haven’t seen
yet. Maybe one minor touch is the addition of an enormous desert world that
blocks your passage to the west — adding a certain sense of «inescapability»
(I suppose every single player must have tried at least once to get away from
Manannan «the easy way», only to die of heat and exhaustion a few screens
away) as well as vastness of the surrounding world. There is also a nice take
on the «scarred Daventry» world, with images that players used to remember
from the first game presented in a «devastated» perspective — the well
clogged with rocks, formerly beautiful meadows transformed into impassable
rifts and precipices, etc. This adds a decidedly odd nostalgic flavour. |
||||||
Technical features |
||||||
Graphics There are no radical
improvements here compared to King’s Quest II, but the game still
boasts an ever-increasing attention to detail. This is perhaps best evident
in the amount of «life» on screen: where the previous game was still mostly
static, Llewdor is almost Wall Street-level busy in comparison. Streams flow,
waterfalls pour, birds fly, squirrels chat with each other and wag their
tails, snakes and lizards crawl on the ground, and all of this looks as
natural as can be with a 16-color palette and three hundred pixels on the
screen. Movement is also enhanced by enlarging the number of intermediate
positions for most of the sprites. And the sprites themselves are pictured
more expressively — no longer are they viewable only as profiles without
shuddering. In particular, the sprite of Manannan, appearing and disappearing
in billows of smoke, with his beard, tall hat, and fiercely elongated eyes,
is one you shall soon learn to hate on a personal level. As for background images,
here, too, what used to be rendered in a fast, sketchy way, is now elaborated
on an entirely different level. Manannan’s dwelling is full to the brim with objects
of all kinds — pictures, maps, differently coloured books, wall decorations,
tapestries — giving the player ample time to explore all the possibilities
connected with this abundance (ample, that is, until Manannan gets back and
starts bossing you around). The pirate ship, with its variety of shields,
flags, construction details and such, is also quite a vivid place to explore.
Of all the early AGI games, King’s Quest III is easily the richest and
most colorful when it comes to graphics; only the upgrade to SCI and higher
resolutions would raise the standard even higher. |
||||||
Sound There are some nifty
touches here in comparison to the previous games, but also some major
drawbacks. Problem number one is that by this time, Sierra people like
Margaret Lowe were already quite comfortable with milking the PC speaker for
all its worth and went on a creative spree, churning out as many musical
themes and special effects they could. But the PC speaker hadn’t changed much
over the previous three years, and its capabilities were simply abused. Many
of the sonic waves here are «aurally destructive» even today, when you
emulate the PC speaker on your progressive sound card and are in full control
of the volume; as for back in 1986, I bet most players just preferred to have
the sound turned off altogether. Sure, the grim «music» that
replaces ‘Greensleeves’ in the introduction to the game must have been an
unforgettable shock. A few of the happier themes are un-annoyingly cute and
giggly, like the one that accompanies the Three Bears wherever they are. And
the sounds that accompany Manannan’s appearance (gloomy fanfare-like note
sequence) and disappearance («whirly» sound, perfectly suitable for his
billows of smoke) are a brief touch of now-outdated genius. But other than
that, there are too many shrill, irky melodies relying on ugly frequencies
and notes that drag out long enough to choke you. The absolute nadir is in
Manannan’s laboratory, where you are forced to cast your spells to the sounds
of "mysterious music", which is not so much mysterious as
torturous: were the real-life Gwydion truly obliged to work his magic to that
kind of sound, he would probably end up with an atomic bomb in his pocket.
Fortunately, this was the last King’s Quest to be fully dependent on the
Speaker. |
||||||
Interface King’s Quest III’s major blessing and curse
at the same time is a radical improvement of the parser system. The game
understands a vast multitude of verbs and nouns now, and even prepositions —
in the previous games, most prepositions were either not recognized or
discarded, but here words like ‘under’ and ‘behind’ gain a special
importance, and this means that you won’t just get away with barely looking at
things whenever you are exploring a new location. Of course, this also makes
the gameplay much harder. The cruelest thing of all is that non-trivial
decisions can only be helpful in a very few cases, and chances are you will
encounter one of these special cases exactly by the time you have given up on
testing the limits of the parser and reverted to the old look – take – use
routine. Then you find yourself stuck and frustrated. Still, it certainly
boosts playing time. And so does the necessity to use the parser A LOT while
dealing with preparation and performing of your spells. Here, though, there
is no thinking to be done — just beware of typos. Moving around also reveals
a few interesting touches, such as the first ever «primitive physics» puzzle,
where you can carry and drop objects (one object, to be precise) at
will, although over a space of but two screens. Once you get hold of all the
magic spells, there is ample room to experiment with the transformational and
teleportational ones, which include some leeway and, strange as it seems, are
completely bug-free (not something Sierra could easily boast in its later
days). But in all other respects, there is little different about the
interface and gameplay. |
||||||
Verdict: Still worth it for suspense and intrigue King’s Quest III pushed the AGI world
as far as it could ever evolve — with the possible exception of the parser
(also improved, but could have been even more sophisticated), all the other
aspects of the game milked the AGI engine for all it was worth. Graphics,
sound, scope, length, everything was first-rate for 1986. In terms of plot
intensity, it hasn’t aged one single bit since its inception; I can vividly
imagine new gamers drawn into the confrontation with Manannan as easily as
they did at the dawn of the computer age. Only a few steps short of
perfection — the story isn’t quite as nicely fleshed out as in some of the
sequels, and, come to think of it, the whole magic spellbook affair could
have been done in a less annoying way; but perfection is never achieved in
one step, and as good as the game is, Roberta would up the stakes once more
in the sequel. |
||||||