King's Quest: A Knight to Remember (Episode 1) - Review

So, a lot has changed in the video game industry since 1998 so the question that begs to be asked is "How much does King's Quest: A Knight to Remember differ from the original series?" Well the answer to that would be not a whole lot. The biggest and most obvious change is the graphics. The bright new engine renders hand painted characters and environments which are both beautiful and practical but the game doesn't steer too far away from its roots that it wont be recognisable.
King's Quest: A Knight to Remember has followed the footsteps of modern style narrative based video games with the likes of Telltale's "The Walking Dead" series without just blatantly copying what we've all seen before. While King's Quest is heavily narrative based, the game play does put the player in more control than what we've seen with the Telltale games.

While I'm on the topic of similarities from the Telltale games. Along with the episodic design to the game, and the heavy narrative focus, also the decisions made within the game will also influence the overarching plot of the story that you're playing through. It isn't as obvious in King's Quest like it is in the Telltale games which insist on telling you every time that "John Smith will remember that". You have the ability to move your character through a story of bravery if you choose options that are particularly valiant or you can passage through a more compassionate character story if your choices are more thoughtful for other people's feelings regardless of how they may treat you.
The main story that you will play through is a bit like a prequel to the original King's Quest game that was released about 31 years ago. The story is told by a very old King Graham (the main character for the series) which kicks off before he even became a Knight. The story telling is set up by King Graham telling bed time stories to his granddaughter Gwendolyn, of how he came to be the man he is today.

This is however just for the introduction to the game. The pace severely drops once you get into the meat of the story and game play. Unlike the Telltale series of games, that heavily focus on moving forward through a narrative without much player interaction, King's Quest will slow the pace right down and make the player start to work through puzzles to make progress. At first the tasks at hand are quite obvious and are singular in the required actions needed to progress. After these initial sections you will encounter sections that will, for example, require a pumpkin to receive a lantern, but to get the pumpkin you need to work out how to remove some squirrels, but to remove the squirrels you need to do something else. These puzzles or tasks compound over and over again to a point where I became sick of making progress to just butt my head up against another wall. The puzzles frustrated me because they all seem to have a very simple solution but for the sake of making the character do certain things, the puzzles are made difficult. For example, as I mentioned the pumpkin before. I couldn't take the pumpkin because there were Squirrels all over it, I guess guarding it in a sense. They're squirrels, not wolves. Just take the damn pumpkin from the little critters. Same goes with a piece of meat that I needed that was strung up in a trap. You can clearly see the trap set up but for some reason this gallant Knight to be can't work out the intricate design of rope and sticks to just grab the piece of meat to move on.
Lucas Aurelius (LewkOne)
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