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King's Quest IV: (DOS)
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Let me just reiterate something. JGR, in general, is a learning experience. I'm past the point where I'm reviewing my beloved classics, and Static and I both are now spending more time in uncharted territory. I truly am playing the King's Quest series for the first time, each in order, with little foreknowledge of what's coming up (for example, I have not and will not be reading reviews for King's Quest V). So forgive me if the following comments sound a little more irate than the previous in my own little King's Quest review series. I honestly was expecting the games to be better by now, and not just a slightly new model off the factory line. But first, let's cover the achievements. At the end of King's Quest III, King Graham's daughter Rosella catches the ol' adventuring hat - an unexpected twist that sets up her top billing here. A bit of revisionist history occurs in the opening cutscene of KQ4, which has the hat landing unclaimed after Graham suffers a sudden heart attack and is confined to bed. Overcome with grief at the sight of her dying dad, Rosella sprints from the room to turn on the waterworks. As she sobs on her fathers's throne, the ever-useful magic mirror auto-dials a call to fairy princess Genesta. She has a way to save Graham if Rosella agrees to come to her kingdom and save her in return. With magic...power.......fading... Rosella agrees to a blind jump to the magical island of Tamir.
Also of note is that there's a greater range of emotion here than in the previous. I mentioned in KQ1 and 2 that I had little involvement with Graham, and he seemed more like an avatar than a character. Not so here. Rosella has clear motivation, a noble goal, and a sense of personality through her actions. The cutscenes, while lengthy, tell a clear story, and the improved graphics (more on that later) give Rosella and characters true faces that can actually emote. There's also less of a reliance on fairytales. Snow White, The Frog Prince, and nods to The Wizard of Oz do make appearances, but original encounters of the same fairytale style are more frequent. You'll meet Cupid and take his bow. You'll have to capture a unicorn and a hen that lays golden eggs. You'll spend some time in a haunted house finding items to set various ghosts to rest. There's a couple mythological creatures, but their appearance are more like cameos. Unlike the previous, you won't need to know about them ahead of time to solve their puzzles (like needing to know goats defeat trolls, a la KQ1). However, any gameplay progress made in KQ3 gets tossed in the chamber pot. This game plays identically to the less-inspired mechanics in 1 and 2. Gameplay is again predominately based around wandering the countryside. Random elements return in force, and you again have to enter and leave screens multiple times to trigger critical events. If you're confused about where to go next, chances are you'll need to wander around until one of the screens load something new. The constant peril of KQ3 is dropped, you're no longer sharing in the experiences of the main character (like rushing to create potions before he's captured and your game is over), and you're stuck having to grab any loose items and divine often unhinted uses for them later on.
Random enemies also return to bite you randomly in the ass. There are two ogres roaming near their house, and they have a chance of loading when you enter those screens. Except, they're not already there - they have to come onto the screen the same as you do, giving them the possibility of entering at the same time and on the same side as you, capturing you instantly. Now that seemed like a fluke, until the same thing happened four more times throughout the game. I would get blackjacked by a teleporting ogre just for walking onto a screen that I feel wasn't really all that close to his house to begin with. The death screen shows an EGA portrait of Roberta Williams with the suggestion "Next time, be more careful." Sure, Roberta. I'd like to know how I'm supposed to do that. Stand in one place for the whole game?
King's Quest IV gets some points for having a female lead; something a bit more radical for the time. The story goes that Roberta was concerned that male gamers wouldn't identify with a blonde, female heroine they weren't supposed to fuck. I think she avoided this well, and I've already talked about how Rosella as a character is "Graham + a lot more." But if avoiding sexism was the goal, maybe they shouldn't have made the game so astoundingly girly. You have to save your ailing daddy. There's ponies and dolphins and flowers and fairy princesses. The cutscene with Rosella and Genesta looks like dueling Barbies. And then the real kicker - one of the puzzle solutions is to walk into the dirty house of seven male dwarves and clean it. No bullshit. To win the game, you have to walk into a filthy house, see that it's filthy, type "clean," and watch in-game animations as Rosella makes the bed, washes the dishes, prepares dinner, and sweeps the fucking kitchen. My God. After that one I was waiting for the puzzle where she enters the home of the reclusive male ogre and decorates. But let's not forget the true star of the show, and perhaps the reason they stuck with familiar, established gameplay (there is such a thing as too much innovation at once) - the graphics and sound. Both make clear leaps over the previous titles in the series, and definitely take the Sierra games (and arguably all computer games) to the next level.
On the audio side, you've got music. With the proper hardware, you'll have a full orchestra supporting Rosella's adventure at key points, composed by TV and film professional William Goldstein. Now sound cards were still pretty much a novelty, certainly didn't come with any computers, and catered to a select group of users rather than the broad audience of today. There were two major methods out there, and King's Quest offers support for both.
The other option was the Adlib card for a much more reasonable $150-200 range. Naturally, the quality wasn't as impressive, but it was more affordable and thus became the standard (Sound Blaster cards would be completely compatible with Adlib). This is the squelchy, beepy MIDI you're probably used to from older games. It's still a step above silence, and far beyond anything the PC speaker could produce. Either one would have been impressive to audiences of the time, and whatever your setup, the music supports the game and mood skillfully. It is still limited, and the majority of the game rolls by without sound effects or background themes. When they do appear, it's in the intro, for specific events, or a shameless little demo (like Rosella playing a flute or a pipe organ). But even then, hey, the games have music now. Ultimately, the best way to describe this is "King's Quest Plus." If you enjoyed King's Quest I and II, you're going to have that style, plus a legitimate character, plus an emotional story, plus expanded puzzles with multiple steps, plus significantly improved visuals and audio. If you were looking for something more involved than fairy tale item hunts, or along the lines of King's Quest III, you'll be disappointed. This game resorts to the same wander-around gameplay and cheap deaths as the first two. Some areas seem so intentionally confusing as to require you to find a walkthrough (or have paid for a Sierra hint book, natch) and I can't imagine trying to play without taking frequent advantage of the built-in save system. Worthy addition to the series, but the series itself remains flawed. -reviewed 12/1/08 - game copyright 1988 Sierra On-Line
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