
For a nostalgia driven game, there’s little real nostalgia.ĭespite all this though, King's Quest still retains a certain amount of the spirit of the originals, not least in offering a sprawling world that can more or less be explored at will, as well as putting far more focus on character and world design the other games ever did-albeit often undercut by far too many modern jokes that don't fit the fantasy mood at all, and endless crap puns that cry out for a Josh Mandel or similar to come in and show the writers how they're meant to be done. That means no pointing, no clicking, and not much in the way of puzzles.

It's designed for gamepad instead of mouse, and an adventure that happily wears action's hand-me-downs-though one that never actually goes beyond the most basic QTEs. Aside from a few references here and there, from specific lines to a very familiar looking tunnel, this King's Quest has basically nothing to do with, cough, 'Master Storyteller' Roberta Williams' rather generously remembered games. New developers The Odd Gentlemen give it their absolute all here, and that includes not relying on nostalgia. Where it succeeds is in being worth rooting for, even during its struggles. The key difference is that by the end of the episode, Graham has learned to fire a bow, while King’s Quest is still struggling with design fundamentals. King’s Quest wants to combine Telltale's current episodic style with a little old-school sensibility. Graham longs to skip straight to being the kind of knight who can cross a chasm by firing a rope arrow across it.
#Kings quest games for mac full
This reboot of the venerable King's Quest series has much in common with that young Graham-both well-meaning and full of confidence, yet frustratingly green when it comes to basics.
