King's Quest VI

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(Redirected from
King's Quest VI: Heir Today, Gone Tomorrow
)

King's Quest 6:
Heir Today, Gone Tomorrow
Single-player

King's Quest VI: Heir Today, Gone Tomorrow is a point-and-click

1993
, including more character voices, a slightly different opening movie and more detailed artwork and animation.

The name of this sequel is a pun on the common phrase "here today, gone tomorrow". This pun is related to the abrupt departure of Prince Alexander after the events of King's Quest V, where he was just rescued by King Graham along with Princess Cassima, who asked Alexander to come visit her at the end of that game.

Gameplay

Screenshot from the Windows version displaying the interface of the functions toolbar and inventory; on the left is the player character Prince Alexander

King's Quest VI is a 2D

point-and-click interface. The player is given an icon-based toolbar at the top of the screen of selectable functions: walk, look (provides a description from the narrator of the object targeted), action and talk, respectively. It also includes the item inventory (the last selected item can be picked right away) and a game options menu. This is the second game in the series to feature this interface, which was introduced in its immediate predecessor King's Quest V as a new feature of the SCI1 version of Sierra's Creative Interpreter engine; previous titles in the series featured a text parser where players had to type commands and actions instead of selecting them on the screen.[1]

Gameplay involves solving puzzles. Those include logic puzzles and interacting with characters either by dialogue or usage of collected items.

copy-protection. The player will not be able to pass the puzzles on the Cliffs of Logic that guard the Isle of the Sacred Mountain without information from the booklet. The booklet also includes a poem encoding the solution to one of the puzzles in the labyrinth on the island. In the re-released edition, the guide is part of the manual released on the game CD.[4]

Solving the puzzles in the game usually requires traveling between the islands that make up the game world, which is accomplished by means of a magic map. Although a magic map had been used in earlier games of the series such as King's Quest III, its implementation in King's Quest VI was different from earlier games in that it was only used for travel between islands, which could not be reached using the walking interface.[5]

Plot

The game takes place almost entirely in a fictional kingdom called the Land of the Green Isles. The kingdom comprises several islands, and is described as being largely isolated from the outside world.[3] The player can travel between different islands after obtaining a magic map.[1]

The center of the kingdom is the Isle of the Crown, which has an

druids, while another gives the player the option to confront Death.[6]

The game's opening cutscene shows Prince Alexander is haunted by memories of Princess Cassima, whom he met at the end of

Abdul Alhazred (named after the author of the fictional Necronomicon) has assumed control in Cassima's absence, and plans to force her to marry him. Alexander must explore the Land of the Green Isles in order to find and learn what he needs to rescue Cassima from the vizier.[7]

Multiple endings

A significant aspect of the story and gameplay is the option for the player to receive different endings based on choices made during the course of the game. Partway through the game, the player has the option to pursue either the short path, or the long path with more puzzles and a more satisfying ending. Upon completing either path, the player is given a clue about what choices would have led to the other ending. Endings contain many minor variables based on optional tasks.[2] Almost half of the game's quests are optional, many have multiple solutions, and the open world design allows players to choose the order.[8]

Development

Crew filming real-life actors for motion capture in a behind-the-scenes footage of King's Quest VI.
Robby Benson voiced the protagonist Prince Alexander

King's Quest creator and designer Roberta Williams first met with Sierra newcomer and co-designer Jane Jensen (who would go on to create the Gabriel Knight series)[1] in May 1991 to discuss the design for the upcoming sixth title in the series.[9] Williams began preliminary work on King's Quest VI in June, "laying out the basic story"[10] and worked alongside Jensen throughout July and August on coming up with design ideas; after five months, Williams and Jensen finished the documentation for the design.[9][10][11] Two key goals of the writers were to keep the game's tone consistent with its predecessors' while still making it a distinct title, and to make players connect emotionally with the game; Williams wrote the love story of Prince Alexander and Cassima specifically for this emotional attachment.[10]

Storyboards and character sketches were created by co-director and project manager Bill Skirvin and the artist team. John Shroades sketched 80 background paintings. Motion capture transcribed the movement of real-life actors shot on video to the more than 2000 character actions on computer. Williams and Skirvin chose the actors and costumes for the shootings, and Michael Hutchinson led the animation team that integrated the footage into Shroades's backgrounds.[9] Chris Braymen composed the MIDI music and produced the sound effects.[12] The 3D-animated introduction was produced by Stanley Liu of Kronos Digital Entertainment, a company that did special effects for such films as Batman Returns and The Lawnmower Man.[1][13][14] This sequence is present with different edits and narrations in each of the DOS, Windows, Amiga, and Macintosh versions.[2]

Jensen scripted the game, defining for programmers the game's responses for the player's actions and the more than 6000 lines of written messages. Robert Lindsley served as the game's lead programmer. The game was coded on an updated version of the proprietary

Sierra Creative Interpreter engine named "SCI1".[15] Robin Bradley served as the quality assurance tester; throughout July 1992 the game went through constant testing. Development wrapped in September, when Sierra's marketing and distribution departments began promoting and releasing the game.[12] In an interview with The New York Times, Williams estimated the budget to have been about US$700,000 (equivalent to $1,459,758 in 2022) and stated that the crew included more than 20 people working for 14 months.[11]

King's Quest VI was initially scheduled for release in September 1992, then delayed until mid-October.

Macintosh. The Amiga version was ported by Revolution Software.[19] Sierra, which itself converted its games for the Amiga prior to King's Quest VI, announced in early 1993 that it would cease releasing games for the platform; however, Revolution co-founder Charles Cecil offered his company to make the Amiga conversion instead. The port began development in March 1993 and was released for the Amiga in December.[20] It uses Revolution's Virtual Theatre engine instead of SCI1 due to better performance on the platform.[21]

A CD-ROM version of King's Quest VI, released in 1993 for DOS and Microsoft Windows, features an extended version of the opening sequence, a full voiceover of every line of text in the game,[2][22] and a revised soundtrack with a full version of the ballad "Girl in the Tower". The song was composed by Mark Seibert with lyrics by Jane Jensen and serves as the game's love theme, playing in the end credits.[1][23] Sierra sent a CD with the song to various radio stations and bundled with the game a pamphlet listing these stations and suggested fans to call them and ask for the song to be played.[24] This resulted in Sierra receiving legal threats from stations bothered by excessive requests from listeners. Sierra co-founder Ken Williams responded to the stations by jokingly stating that the stations "were the criminals for ignoring their customers — something I believe no business should ever do".[25] The Windows version includes higher resolution character portraits in dialogue sequences.[26]

Stuart M. Rosen directed the voice cast of King's Quest VI for the CD-ROM version,[27] which includes actor Robby Benson (voice of the Beast in Disney's Beauty and the Beast), who voiced Prince Alexander.[28] Five additional people to the game's team were involved in the development of the CD-ROM version.[28]

The second King's Quest Collection has a number of editions in which the CD with King's Quest VI do not include the "Girl in the Tower" theme song audio CD track, so the Windows version simply crash during the credits and the DOS version plays the credits with no music.[29] The King's Quest Collection release by Vivendi in 2006 includes the Windows version of the game, but is set up to run the MS-DOS version with text and speech in DOSBox.[30]

Release

Sales

According to Ken Williams, about 400,000 copies of King's Quest VI were sold in its first week of release[25] and it topped sales charts for DOS games upon release in September 1992, still holding the number one position in December that year.[31] The CD-ROM version was the 5th best-selling CD-ROM game in November 1993.[32] According to Sierra On-Line, combined sales of the King's Quest series surpassed 3.8 million units by the end of March 1996.[33] By November 2000, PC Data reported that King's Quest VI's sales in the United States alone had reached between 300,000 and 400,000 units.[34]

Critical reception

PC Magazine wrote: "King's Quest's latest sequel may be more of the same, but that's no cause for concern. A formula that's rooted in the likes of Charles Perrault and the Brothers Grimm needs no excuse for its theme. And with Sierra at the design helm, it also needs no apology for its treatment".[43] Electronic Games' reviewer Russ Ceccola wrote that the game "will fully satisfy fans of the series, inspiring them to a higher level of creativity with its almost-hidden sections and plot elements" and named it the "finest" installment in the series.[11] Writing for Compute!, Scott A. May said the game balances the story to attract all audiences and wrote that "those who love action will find plenty to pump their adrenaline, yet they won't be put off by the game's gentle, romantic side".[7] Just Adventure reviewer Adam Rodman gave the game an A.[41]

When reviewing the CD-ROM version, Computer Gaming World's Charles Ardai compared the game and series to "vanilla ice cream", but praised the "incomparable" graphics and stated that the voice acting was "much stronger" than in the previous game. He concluded that "King's Quest VI is a heartily inoffensive game full of light touches and not a great deal else"; however, "for plain vanilla, King's Quest VI on CD-ROM is about as good as it gets".[22] Ardai later described the game as "best-selling though somewhat vapid ... adventures of Prince Pubescent in the Land of Cute".[44] In April 1994 the magazine said that the CD version's "quality voice talent throughout ... audibly displays that Sierra learned from their previous error", and "a worthy heir to the King's Quest lineage".[45] Writing for CD-ROM Today, Neil Randall praised the CD version's addition of voice acting and the voices themselves, but expressed disappointment that it doesn't improve the game's graphical details.[46]

CU Amiga gave a positive review of the Amiga version of the game, singling out praise for the mouse control interface, the graphics, characters and the conversion from PC done by Revolution, and gave it an 89% score.[40]
In an A− review, Peter Olafson of Amiga World equally praised Revolution's conversion and also commended the story.[39] Amiga Power reviewer Jonathan Davies was less enthusiastic, comparing it unfavorably with other contemporary point-and-click games in terms of innovation, and rated it 70%;[19] Amiga Format's Dave Golder gave a similar assessment and rated it 69%.[38]

In retrospective reviews made in the late 2000s,

GamesRadar placed it as the 5th best point-and-click adventure game in 2012,[50] and Kotaku included it in its list of the 10 adventure games "everyone must play".[51] In 2011, Adventure Gamers named King's Quest VI the 13th-best adventure game ever released.[52]

See also

References

  1. ^ a b c d e Hagerup, Eivind (April 20, 1998). "King's Quest VI: Heir Today, Gone Tomorrow". Adventure Classic Gaming. Retrieved April 4, 2017.
  2. ^ a b c d e f g Morganti, Emily (May 16, 2008). "King's Quest VI: Heir Today, Gone Tomorrow REVIEW". Adventure Gamers. Retrieved April 4, 2017.
  3. ^ a b Jenson, Jane (1992). Guidebook to the Land of the Green Isles (PDF). Sierra On-Line. Retrieved July 6, 2014.
  4. ^ "1992 – King's Quest VI: Heir Today, Gone Tomorrow". Game Nostalgia. Archived from the original on February 1, 2014. Retrieved November 30, 2012.
  5. ^ King's Quest VI: Heir Today, Gone Tomorrow review
  6. ^ a b Gouskos, Carrie. "The Greatest Games of All Time: King's Quest VI: Heir Today, Gone Tomorrow". GameSpot. Archived from the original on April 10, 2006.
  7. ^
    ABC Publishing
    . pp. 88–89.
  8. ^ a b Miller, Chuck (January 1993). "King's Quest VI: Heir Today, Gone Tomorrow". Computer Gaming World. p. 12. Retrieved July 5, 2014.
  9. ^ a b c Shannon 1992, p. 2.
  10. ^
    Sierra On-Line. pp. 20–26. Archived from the original
    (PDF) on April 5, 2017. Retrieved April 3, 2017.
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  12. ^ a b Shannon 1992, p. 3.
  13. Sierra On-Line. pp. 37–40. Archived from the original
    (PDF) on April 5, 2017. Retrieved April 3, 2017.
  14. ^ Miller, Chuck (January 1993). "The Puzzling Plight of a Princess in Peril". Computer Gaming World. No. 102. pp. 12–14. Retrieved April 3, 2017.
  15. .
  16. ^ "Sierra On-Line announces King's Quest VI delayed until third quarter, profit shortfall likely". PR Newswire. September 8, 1992. Archived from the original on August 26, 2017. Retrieved August 26, 2017.
  17. ^ "Sierra On-Line reports second quarter and six-month results". PR Newswire. November 12, 1992. Archived from the original on August 26, 2017. Retrieved August 26, 2017.
  18. ^ "King's Quest VI ships Gold; hottest title for Christmas '92 tops sales of any previous Sierra adventure". PR Newswire. October 13, 1992. Archived from the original on August 26, 2017. Retrieved August 26, 2017.
  19. ^ a b c Davies, Jonathan (September 1994). "King's Quest 6". Amiga Power. No. 41. pp. 38, 39.
  20. ^ "Return of the King". The One Amiga. No. 61. November 1993. p. 48.
  21. ^ Fuente, Derek Dela (July 1993). "Beneath a Steel Sky". Joystick. No. 40. Disney Hachette Presse. p. 93.
  22. ^ a b Ardai, Charles (November 1993). "King's Quest VI on CD-ROM". Computer Gaming World. No. 112. p. 22. Retrieved April 4, 2017.
  23. Sierra On-Line. p. 49. Archived from the original
    (PDF) on October 31, 2019. Retrieved April 3, 2017.
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  25. ^ a b McElroy, Justin (July 28, 2015). "Royal with cheese: A King's Quest primer". Polygon. Retrieved April 4, 2017.
  26. .
  27. ABC Publishing
    . p. 89.
  28. ^ a b Lewis, Peter H. (December 20, 1992). "Sound Bytes: The Queen of Gaming Reigns at Sierra On-Line". The New York Times. Retrieved April 3, 2017.
  29. ^ "King's Quest VI: Heir Today, Gone Tomorrow Help". Sierra Help Pages. 2006.
  30. ^ Buying game collections Archived November 25, 2012, at the Wayback Machine. Sierra Planet.
  31. ^ "KQ Creator Gets Fortune Told". Electronic Games. Vol. 1, no. 6. March 1993. pp. 11 and 15.
  32. ^ "PC Research Hits List of Top-Selling Software". Computer Gaming World. No. 116. March 1994. p. 184.
  33. ^ Sierra On-Line Form 10-K (Report). Bellevue, Washington. March 31, 1996. pp. 7–9. Archived from the original on April 16, 2018.
  34. ^ "The 15 Most Influential Games of All Time; King's Quest IV: The Perils of Rosella". GameSpot. November 7, 2000. p. 13. Archived from the original on May 25, 2005. Retrieved February 17, 2020.
  35. ^ "King's Quest VI: Heir Today, Gone Tomorrow". GameRankings. Archived from the original on June 2, 2019. Retrieved April 3, 2017.
  36. ^ Morganti, Emily (May 16, 2008). "King's Quest VI: Heir Today, Gone Tomorrow review". Adventure Gamers. Retrieved February 15, 2020.
  37. ^ a b Lesser, Hartley; Lesser, Patricia; Lesser, Kirk (April 1993). "The Role of Computers" (PDF). Dragon. No. 192. pp. 57–58. Archived from the original (PDF) on March 19, 2015.
  38. ^ a b Golder, Dave (August 1994). "King's Quest V". Amiga Format. No. 62. pp. 58–59.
  39. ^ a b Olafson, Peter (November 1994). "The Game Preserve: King's Quest VI". Amiga World. Vol. 10, no. 11. pp. 54–56.
  40. ^
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    . No. 50. April 1994. p. 73.
  41. ^ a b Rodman, Adam. "Review: King's Quest 6: Heir Today, Gone Tomorrow". Just Adventure. Archived from the original on July 21, 2001.
  42. ^ Ricketts, Ed (December 1992). "King's Quest VI Review". PC Format. No. 15. p. 54.
  43. PC Magazine
    . Vol. 12, no. 3. pp. 470–473.
  44. ^ Ardai, Charles (March 1994). "Voices In The Knight". Computer Gaming World. pp. 32–36.
  45. ^ "Invasion Of The Data Stashers". Computer Gaming World. April 1994. pp. 20–42.
  46. ^ Randall, Neil (Winter 1993). "Entertainment: King's Quest VI". CD-ROM Today. No. 3.
  47. Allgame. Archived from the original
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  48. ^ Barton & Loguidice 2009, p. 154.
  49. PC Gamer US
    . No. 3. August 1994. p. 42.
  50. GamesRadar. Archived from the original
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  51. ^ Alexander, Jem (March 17, 2015). "The 10 Adventure Games That Everyone Must Play". Kotaku. Retrieved August 25, 2017.
  52. ^ "Top 100 All-Time Adventure Games". Adventure Gamers. December 30, 2011. Archived from the original on June 4, 2012. Retrieved February 17, 2020.

Bibliography

External links