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Studio: |
Sierra
On-Line |
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Designer(s): |
Roberta
Williams |
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Part of series: |
Kingʼs
Quest |
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Release: |
September 1988 |
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Main credits: |
Programming: Chane Fullmer, Ken Koch |
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Useful links: |
Playthrough: Part 1 (60 mins.) |
Part 2 (61 mins.) |
Part 3 (69 mins.) |
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Basic Overview King’s Quest IV came into my own life relatively late — I distinctly remember
playing both Space Quest III and Leisure Suit Larry II much later than The Perils Of Rosella — meaning that I
never lived on my own through the life-changing experience it provided gamers
back in the fall of 1988. But I was still impressed when playing it for the
first time, and I still remain impressed even today, dusting it off for this
nostalgic review. Back then, it was every bit as revolutionary (perhaps even
more so) than the first King’s Quest game, but there is a difference: King’s Quest IV remains a beautiful
game even today. Its graphics look
respectably ancient rather than humiliatingly «dated»; its music sounds as
fresh and wonderful as ever; its perfectly constructed storyline still forms
a smoothly flowing fairy-tale narrative; and in its darkest moments, I dare
say it can still terrify a young player’s heart. Of course, the tremendous artistic
success of the game was largely due to the huge progress of the computing
industry in the mid-1980’s. Advances in processing and storing power,
transition to VGA, development of the first proper sound cards — Sierra was
one of the first game developers to make good use of all of that (somewhat to
the detriment of fans who could not afford this richness: I remember well how
much frickin’ time it would take to load a new screen or restore a game after
Rosella’s umpteenth demise, and I only heard the game’s music properly,
rather than through my trusty PC Speaker, some time in the mid-1990’s). But
the marvel of the game is that it is still a gas to play even in its
minimalistic, AGI-based early variant, with inferior graphics and no proper
music. The reason is that King’s Quest
IV also represented a major step forward in adventure game storytelling.
It featured a strong and resourceful female protagonist (yes, contrary to
religious rumors that strong playable female characters are still lacking in
video games, they actually go all the way back to Rosella in 1988); it took
place in real time, with a day-to-night cycle realised in stunning graphic
detail; it featured several interconnected subplots which you could take on
in any order; it improved upon the dialog and the text parser; it had a
wonderful mix of humor and terror; it made you actually care about the
characters — and rejoice in its happy ending (provided you’d actually
achieved it, because there was actually an alternate tragic ending). Along with The Colonel’s Bequest, the game represented Roberta Williams at
the height of her powers — her talents may have been insufficient to properly
establish her as a creator in the more modern age of computing (remember Phantasmagoria?), but she was just all
right for that crazy little period in 1988-89 when adventure gaming was just
entering adulthood. King’s Quest III
had already proven that she was capable of creating a truly gripping
experience, but the sequel went even further with its humanization of the
title character and deepening of suspense and intrigue. In retrospect, it
still remains a fairly naïve narrative, crudely concocted out of a bunch
of familiar fairy-tale motives, but the extra detalization, added
emotionality, and occasionally unexpected plot twists are all juicy enough to
overlook the simplicity of it all — something that is harder to do for King’s Quest III, and absolutely
impossible for the first two games in the series. Small wonder, then, that
the game became both a major critical and
commercial hit upon release — solidifying Sierra’s status and laying the
groundwork for what I still consider the truly golden period of the company
(1988-1990). |
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Content evaluation |
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Plotline Unlike the first two games,
King’s Quest III actually ended on
a cliffhanger — with King Graham flinging his adventurer’s hat in the air and
his two children rushing forward to pick it up, thus implying that there will be a sequel, come hell or high water.
So for those who had already played the previous game, King’s Quest IV confounded expectations right from the start.
First, as they saw King Graham collapse on the ground from a sudden heart
attack, they realized it was all going to get a lot more personal. Second, as
the storyline quickly congealed not around Prince Alexander, the protagonist
of the previous game, but around his sister, Princess Rosella, it would
quickly dawn upon them that they would have to step in the shoes (and, uh, in
the dress) of a girl princess — who would turn out to be anything but a damsel in distress, like she was
in King’s Quest III. Much has been written about Roberta
Williams’ fateful decision, but probably the best thing about it is that the
feminine nature of Rosella is not at all flaunted in the plot — in fact, most
of the time she is simply shown to be getting into the same kinds of perilous
situations, and braving them with the same wit and courage as her brother
Alexander. She may get a slight sexist remark or two from the rustic Seven
Dwarves, and there is a tiny bit of courting involved at the very end of the
game, but other than that, Rosella is just a sprite in a dress, albeit
rendered as more human-like through occasional close-ups and relatively
involved and emotional bits of dialog in the game’s intro and outro sections. In its essence, the plot is not that
much different from King’s Quest I
or II. In order to save her dying
father, King Graham, Rosella travels to the land of Tamir, where she has to
find a magic fruit (the smaller subplot of the game), as well as aid Genesta,
the local fairy, who had her magic talisman stolen by the evil witch Lolotte
and is now slowly dying without its power, as well as being unable to
teleport Rosella back home — this is the larger subplot, which involves
passing through several distinct trials and ultimately besting the witch.
What has significantly changed, though, is the level of detalization. There
are more locations, more characters, more puzzles, more interactions, more
suspense, and more sources of inspiration. This time, Roberta Williams pulls all the
stops and heavily borrows from all over the world. We have unicorns, Cupids,
Jonah whales, ogres guarding magic hens, traveling minstrels, zombies,
flesh-eating trees, the Graeae, the Seven Dwarves, and a mummy guarding
Pandora’s Box, all of them somehow managing to co-inhabit the couple dozen
screens of the land of Tamir and making it look much more vast than it
actually is. As usual, lots of questions remain unanswered — such as why, for
instance, is Pandora’s Box kept hidden in the crypt of a fearsome mummy which
shares the same property space with a dilapidated English manor? — but
somehow all these odd combinations still make more sense than having Little
Red Riding Hood merrily hippity-hopping a few yards away from Count Dracula’s
castle; the amount of detail that goes into all these settings reduces the
feeling that Roberta was simply pulling random shit out of her ass whenever
it was necessary to populate the next few square inches of Daventry or Kolyma
with something. Most importantly, though, the story of King’s Quest IV introduces a cohesive
and well-rounded plot. There really was no such thing to speak of in the
first two games, and the idea of King’s
Quest III was to let you know why you were playing this goddamn game in
the first place only when you were about two-thirds done with it. Here, you
are on a clear mission of rescue — save a dying father and a terminally ill
kind fairy — and you have a limited time cycle to carry it out, with each
next stage more demanding and complicated than the one before it. The
denouement, with one of the earlier plot twists cleverly reversed to make an
instrument of love into an instrument of revenge, is quite clever and
climactic, and upon completing the game, you will probably feel deep
satisfaction as Rosella lays down her Herculean burdens. |
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Puzzles The puzzle design in King’s Quest IV is relatively
benevolent compared to what may be encountered in an average Sierra game. As
long as you diligently explore your surroundings (which may be a daunting
task due not so much to the hugeness of the land, but to the increased level
of detalization), you will have your pockets bulging in no time, after which
it is usually just a matter of correctly choosing the right utensil at the
right opportunity. Unfortunately, the old stuck-o-rama curse does hit in a
few spots, as there are locations in the game which you cannot return to
after exploring (e.g. the little island in the middle of the sea), and if you
have failed to rummage through them properly, you will be forever stuck in
Tamir with no hope of fulfilling your mission. Wasting stuff is also severely
punished — do not even think of shooting that second arrow from Cupid’s bow
into the air, or you will be found sorely lacking in your hour of need;
likewise, your trusty spade only has a limited amount of charges before it
breaks into pieces, so use it sparingly. On the positive side,
despite the complexity of some of the puzzles, most of them seem logical — arguably
the strangest part of the quest takes part in a haunted mansion at night,
where you have to placate the roaming spirits for no obvious reason, but even
there it is rather the general setting that seems bizarre than the specific
tasks you have to perform, particularly if you take the time to read the
inscriptions on each of the cemetery’s tombs (and you should, some of them are quite hilarious). This is, in fact, one
of the few Sierra games which I remember being able to complete without
getting seriously stuck even once: chalk it up to intelligent and merciful puzzle
design throughout. As usual, the fun is occasionally
marred by platform-style challenges: King’s
Quest’s infamous ladders are back with a vengeance (particularly inside
Lolotte’s castle, where Rosella stands a much higher chance of breaking her
neck by falling down a few feet than she does being zapped by Lolotte
himself), and the long track down a dark cave with a carnivorous troll on
your back is quite a drag as well. Worst of the lot is the infamous whale
tongue sequence, where you have to carefully navigate the large, red, slippery
surface punctuated with dots which you think
probably somehow indicate the right path to navigate, but in reality they do
not — you can only proceed blindly, trying to memorize the path bit by bit
before you eventually get there. For some reason, apparently, Sierra
headquarters were not inundated by
death threats after they’d tried out a similar thing with King Graham
climbing up the beanstalk in the first game, so they were free to try and
pull that shit on us again here — goddammit. This time around, I guess, they
did get death threats after all, since the whale tongue became an internal
Sierra meme which would later be lambasto-referenced by Al Lowe in Leisure Suit Larry III, of all places.
Anyway, it’s not that bad — it
really only takes a few minutes to figure out the right path — but it is
always annoying to waste time, even small amounts of it, on blatantly stupid
challenges. |
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Atmosphere This is where the game
truly shines, in my opinion. In King’s
Quest III, the key component of atmosphere was tension and suspense — you
did not really have the inclination to stop and admire the scenery because
you knew that at any time, in any place you could have your ass kicked to
dust by the evil magician if you do not hurry up and gather those
ingredients. King’s Quest IV also
represents a battle against time, since once the day-night cycle is over, you
automatically fail in your mission; but this battle is more subtle and less
easily noticeable, actually giving you plenty of time to stop and look around
whenever you feel like it. And with the amount of loving detail that goes
into the scenery and the little animations, you were, of course, always
tempted to do just that. For all the diversity found
in the imaginary syncretized lands of Kolyma and Llewdor, the bare-bones
nature of their locations was always quick to remind you that puzzles come
first, beauty and feelings come second. The desert was there to make you
avoid poisonous snakes, the lawn in front of the Three Bears’ house was there
to help you get a thimbleful of dew — very pragmatic. Tamir, however, feels
like a land where you would actually be delighted (or, occasionally,
terrified) to take a walk, and it is not just
about the graphics. It is about the level of detail; it is about the
sometimes radical transitions between the atmosphere of adjacent screens; it
is about the subtle, but important modifications to the dialog system, both
between you and the narrator and between Rosella and the people she
encounters. It is about wishing to revisit all of Tamir’s areas at night,
just to see whether they look at all different from the daytime (they usually
do). A key element of the
earlier King’s Quest games,
starting from the second one, was to delineate «danger zones» and «safe
zones», so that you would be emotionally attracted to safe places like lawns
and seashores and reluctant to enter risky areas such as the poisonous lake
around Dracula’s castle. King’s Quest
IV’s Tamir pushes that principle to its limits (later games would
generally feature a set of different, more disjointed locations instead of
one huge chessboard), introducing a clever areal demarcation — most of the
danger zones are concentrated in the eastern part of the map, increasing as
you get closer to the mountain range that blocks passage to the right, while
the safest zones are all to the west, following a reasonably natural layout:
The Sea > The Meadows > The Forests > The Mountains. This means that
you will generally tend to stick to the sunny and green parts, with their
singing minstrels and dancing fawns and grazing unicorns, while only
reluctantly plunging into the shady and perilous eastern areas, controlled by
ogres, evil living trees, and, of course, Lolotte herself. This clever
arrangement, quickly setting up a fixed pattern of «West = Good, East = bad»
in your mind, makes King’s Quest IV
a far more immersive experience than its predecessors. Likewise, the suspense
during the game’s dangerous sections has also reached new heights here.
Enemies that pop out of nowhere are bigger, faster, and more intimidating
than the nuisances of the first three games — and if the huge ogre and his
equally huge wife at least prefer to roam the forest during the daytime, the
cave troll will be surprising you in the dark, because, well, he is a cave
troll after all; that part where you have to make your way to the other side
of the mountains is probably the creepiest moment in all of Sierra’s early
history. Which reminds me that Rosella is given absolutely no slack just because
she is a girl — death is as frequent a guest in King’s Quest IV as it was before, and although no gore is
involved, watching an evil ogre drag your protagonist away by her golden
braids was quite shocking by King’s
Quest standards (actually, looks seriously disturbing even today). Yet
even the scariest moments may be intertwined with humor if you so desire —
nothing truly beats the experience of reading aloud the hilarious
inscriptions on the cemetery’s tombstones right under the noses of
bloodthirsty scavenging zombies, for instance! |
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Technical features |
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Graphics Ah, the graphics of King’s Quest IV. You know there is
something to be said about the visuals of a 1988 game when they still look
beautiful today — far more beautiful, in fact, than quite a few games from
the 1990s, especially the ugly early 3D experiments. Usually, this is chalked
up to Sierra’s transition from AGI to SCI (Sierra’s Creative Interpreter),
allowing for higher resolutions (320x200 pixels, no less!) and more colors
(16!) — but the truth is that the game looks seriously different from the
first three even in its early, barely available AGI version, meaning
that human artistic talent was just as much at work here as advances in
hardware. We might actually chalk
this up, at least partially, to the arrival of a new Sierra talent — William
D. Skirvin, who had replaced Doug MacNeill and Marc Crowe as the lead artist
for King’s Quest (he would also
work on most of the Leisure Suit Larry
games and some others as well). Under his directions, the world of King’s Quest made the most of
available colors and detail — you don’t really need to go further than the
comparison of the final shots of King’s
Quest III and the first shots of King’s
Quest IV, both picturing the exact same throne room of King Graham’s
castle in Daventry. The original still retains a bit of the austere spirit of
the original ASCII-based pseudographics, emphasizing shape over pattern; the
reworked image pretty much makes intelligent use of every single pixel,
dazzling the brain (okay, dazzling the 1988
brain) with a colorful patchwork where every piece of furniture, every wall
ornament, every item of clothing is pictured to reflect different grades of
lighting and shadow. Granted, the AGI version produces a highly smudged
effect due to the low resolution; but the VGA graphics rendered within SCI is
perfectly distinct and holds up fine today, as long as you do not try to play
the game in full screen mode on a modern screen. A whole lot of minor
creative touches was applied in the process. For the first time, we get a
proper distinction between outdoor and indoor perspective: outdoor landscapes
take up the whole screen and give you a smaller character sprite, while indoor
locations are slightly narrowed down and feature a larger and more detailed
Rosella, creating a more intimate — or, sometimes, more claustrophobic —
effect. We also get occasional close-ups of the characters, usually during
cutscenes in the intro and outro, also rendered in gorgeous detail (just look
at that fabulous screenshot of Rosella and Genesta with her multi-colored
fairy wings). Odd perspectives include looking out through a keyhole in the
ogre’s house, and, of course, the infamous inside of the whale’s mouth with a
strange perspective (Rosella has to climb all the way up to what seems to be
the whale’s teeth, yet is able at the same time to tickle his uvula — either
our girl has got very long arms or
somebody needs a lecture on cetacean anatomy). Finally, the most innovative
touch is the already mentioned day-and-night cycle: obviously, we are a very
long way from implementing that gradually on a real-time scale, but each
single outside location in Tamir is indeed presented in a daytime and a nighttime-colored
version, and the nighttime version manages to be reasonably intimidating
without sacrificing any daytime detail. Of course, it is probably a
futile affair to try and convince the average 21st century gamer about the
aesthetic wonders of a 1988 adventure video game, but you really only need to
compare it with a few other randomly chosen titles from the same era to
become aware of the visual superiority — King’s
Quest IV notably suffers less from pixel-itis in the modern era than many
of the later SCI-era games or, say, the pre-remake Secret Of Monkey Island, and, overall, of all the imaginary
locations in the franchise, Tamir ends up the one in which I’d most prefer to
spend my vacation, as long as it is possible to stick to the West Coast without
plunging too deep into the forests or mountains. |
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Sound For all of its
revolutionary qualities, arguably the
single most overwhelming thing about King’s
Quest IV was its soundtrack. The game was the first commercial PC release
to make use of the freshly developed sound cards (AdLib, Sound Blaster, etc.)
and MIDI synthesizer boards such as the Roland MT-32 — and in order to
emphasize this, Sierra spared no expense in hiring a professional composer,
William Goldstein. This results in not only the first proper musical soundtrack for a Sierra adventure game, but
also in one of the absolute best ones: Goldstein never worked with Sierra
again, and it wasn’t until Jane Jensen’s encounter with Robert Holmes that
the studio got itself a soundtrack composer of comparable stature. Since this is a soundtrack,
not a musical suite on its own, I will not go into major details, except
stating that the score is absolutely instrumental in supporting and enforcing
the atmosphere of magic, beauty, royal pomp, grievous solemnity, and
(occasionally) chilly dread of the game — and that Goldstein somehow manages
to do all that without falling victim to Disney-style sappy clichés
(up yours, King’s Quest VII!),
perhaps because he generally seems to look to folk and Renaissance-era music
stylistics for inspiration, or Bach on occasion (yes, there is a clichéd use of Bach’s
Toccata and Fugue in D Minor in one appropriate situation, but you don’t
really find me complaining about that). Needless to say, in order to be
properly associated, the soundtrack has
to be heard in its full glory with proper MT-32 emulation (the playthrough
links in the review provide precisely that experience), although I distinctly
remember the music being impressive even when played through a PC Speaker,
the first time I heard it: after all, a first-rate composer is always a
first-rate composer. In addition to the main
musical themes, the MIDI drivers provide tons of sound effects — roaring
ocean waves, whistling winds, chirping birds, croaking frogs, barking dogs,
neighing unicorns, everything you need to make the eco- and biodiversity of
Tamir come to life. (You do have to fiddle around quite a bit with the
emulation settings on modern PCs to have it all reproduced, though).
Curiously, this veritable overload of audio delights was not reproduced on
the same kind of scale in any other SCI-era Sierra game: it’s as if they
really blew all their load on King’s
Quest IV and then had to wait several years to rebuild their stamina
level. But while this is regrettable in general, in the case of King’s Quest IV it only makes the game
tower even higher over most of the competition — and make it an absolute
must-play even today for anybody who believes that the phrase «lasting value»
is at all appicable to a video game. |
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Interface One aspect in which King’s Quest IV still stubbornly clung
to its past (and I, for one, welcome that type of conservatism) was in
preserving the old text parser system. They could have changed that — Maniac
Mansion had already shown the world how this could be done, and King’s Quest IV does feature full-on
mouse support, meaning that you can move Rosella around and select menu
options without resorting to cursor or functional keys on the keyboard. But
apparently, Ken and Roberta were not yet fully convinced that the
point-and-click future was the right kind of future for adventure games, and
decided to stick with the parser after all. One major technical change
from the earlier AGI interpreter is that the parser now works differently:
where prior to 1988 you were typing stuff into the command line below the
graphic screen «in real time», meaning that you could walk around and type at
the same time, with SCI the command line is no longer a ubiquitous part of
the screen but, instead, appears each time you begin to type something in,
pausing the game in the process. This has two small, but nice advantages —
first, you get to enjoy a larger screen, and second, you are no longer in
danger of having your ass kicked by some roaming enemy while desperately paying
attention to the orthography of «pour toadstool powder into thermonuclear
reactor» (well, not exactly, but...). The trade-off is that, by not being
able to walk and type at the same time, you slow your game down a bit, but
this was really only a problem in the early days on weak PCs, when even
setting game speed to fastest still made the character crawl across the
screen like a snail on amphetamines. As for the power of the
parser itself, this is where things have neither significantly improved nor
worsened since King’s Quest III. I
do not remember any serious fuck-ups when trying to come up with a working
verbalization for any of the necessary actions (unlike, say, some of the
really silly jams in SCI-era Leisure
Suit Larry games), but neither were there any particularly interesting
extra options, other than a reply of "Not in front of the other game
players!" to ‘undress’ or "Perhaps you need to purchase a copy of Leisure Suit Larry?" to any
randomly used expletive. In other words, the parser, just like the overhead
menu, was quite strictly functional: nothing to detract from the
straightahead game experience. Which is hardly a bad thing when the
experience is on such a superior level. |
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Verdict: An encapsulation of everything great
about late-Eighties gaming Although no game is perfect, and most
certainly no Sierra On-Line game was ever perfect, it is almost impossible to
imagine a better adventure game than King’s Quest IV to have been
produced in 1988. In time, technology and imagination would naturally make
obsolete both the game’s technical advances and simplistic/formulaic
storyline. But just as we are still capable of being amazed, for instance, at
the level of mastery and imagination involved in the making of the Beatles’ Sgt. Pepper, easily giving in to its
magic despite the outdated nature of its technological and musical
philosophy, I think that King’s Quest IV is one of those games that
easily stands the test of time as a fully playable experience, not
just a curious museum piece. If ever you need a fully involving, immersive
experience of a good old-fashioned fairy tale, with perfectly defined black
and white tiles (all-good heroes against all-evil villains and all that), simple
enough while still coming up with a solid challenge, pristine yet beautiful
in its visuals, and featuring one of the most immersive early video game
soundtracks ever, Princess Rosella is still available as your potential alter
ego. |
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