King's Quest 3 VGA Remake Worth a Download!

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KQ3 Remake: Can Alexander navigate his way down the mountain without falling to his death a thousand times? I doubt it...KQ3 Remake: Can Alexander navigate his way down the mountain without falling to his death a thousand times? I doubt it...

About a year ago, Infamous Adventures released an unofficial VGA remake of King's Quest III: To Heir is Human. While graphically it is impressive with a nice MIDI score, the voice-acting is so cringe-worthy one wonders if it was done on purpose to pay homage to early CD-ROM video game voice-acting! It's worth a try for those who enjoyed the original and it was developed with Adventure Game Studio, a great Graphical Adventure Game toolkit that I need to start tooling around with.

King's Quest III VGA -- Infamous Adventures
Adventure Game Studio

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yakumo9275
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mm bugs?

apparently its a bit buggy from looking at their forums. KQ3 was a great gaem for its time (never played kq > 4), and of the 4 its got the best 'story'.

i guess im too much of an AGI guy to like these remakes.

-- Stu --

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Bill Loguidice
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The Great Repurposing Debate
yakumo9275 wrote:

apparently its a bit buggy from looking at their forums. KQ3 was a great gaem for its time (never played kq > 4), and of the 4 its got the best 'story'.

i guess im too much of an AGI guy to like these remakes.

-- Stu --

I'm torn myself about these things. I mean I realize the premise is to make the classics appeal to a whole new generation of gamers, but the resources required to bring these things up to "spec" and the talent that has to go into it seems wasted in my opinion. I'd rather see these people try something original and fail at it then take the safe route and update a previous creation. It's not like the original games aren't relatively easily accessible and playable anyway... It's almost like you'd like people like these to create the most brain-dead simple emulation front end for all the Sierra games and be done with it, and then put their focus on new stuff.

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Armchair Arcade, Inc.
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Matt Barton
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Imitation and Art
Bill Loguidice wrote:

I'm torn myself about these things. I mean I realize the premise is to make the classics appeal to a whole new generation of gamers, but the resources required to bring these things up to "spec" and the talent that has to go into it seems wasted in my opinion. I'd rather see these people try something original and fail at it then take the safe route and update a previous creation. It's not like the original games aren't relatively easily accessible and playable anyway... It's almost like you'd like people like these to create the most brain-dead simple emulation front end for all the Sierra games and be done with it, and then put their focus on new stuff.

I can definitely sympathize with this viewpoint. However, I can see some value in it, particularly if these guys are doing it to learn about how to make a great game. I'm sure they also are strong fans of the originals and see this as a way to pay homage to them, perhaps. I compare it to artists learning their trade by recreating great art. Sure it's "imitation," but it's more about technique than originality.

Still, the idea should be to only use this "crutch" as long as you need to understand how it works, and then go on and create original projects. If all you do is imitate, you're not moving above the level of technique.

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Bill Loguidice
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You can only learn so much...
Matt Barton wrote:

I can definitely sympathize with this viewpoint. However, I can see some value in it, particularly if these guys are doing it to learn about how to make a great game. I'm sure they also are strong fans of the originals and see this as a way to pay homage to them, perhaps. I compare it to artists learning their trade by recreating great art. Sure it's "imitation," but it's more about technique than originality.

Still, the idea should be to only use this "crutch" as long as you need to understand how it works, and then go on and create original projects. If all you do is imitate, you're not moving above the level of technique.

That's a great point - the first time or two it can be an incredibly valuable learning/teaching experience. I doubt that's the case though in this particular scenario, as these seem to be ongoing projects...

======================================
Bill Loguidice, Managing Director
Armchair Arcade, Inc.
(A PC Magazine Top 100 Website)
======================================

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Mat Tschirgi (not verified)
KQ 6 is worth checking out.

KQ 6 is worth checking out. KQ 4 is the most plot heavy of the early games and its allowing your avatar to be a woman gives it a unique touch.

=- Mat Tschirgi =- Armchair Arcade Editor

Mat Tschirgi (not verified)
Infamous Studios is doing SQ2 Remake Next

Infamous Studios' next project is a remake of Space Quest 2: Vohaul's Revenge, which is easily the worst game in the series. After that, they plan to do an original game. The best of the Space Quest games is either 5 or 3. Probably 5.

A majority of fan-made GAGs are original stories and not remakes, but I think remakes are good only if they add innovation on top of the original concept-- otherwise you're doing the gaming equivalent of Gus Van Sant's film Psycho, which was a colorized shot-by-shot recreation of Hitchcock's original (!).

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=- Mat Tschirgi =- Armchair Arcade Editor
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yakumo9275
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remakes
Mat Tschirgi wrote:

Infamous Studios' next project is a remake of Space Quest 2: Vohaul's Revenge, which is easily the worst game in the series. After that, they plan to do an original game. The best of the Space Quest games is either 5 or 3. Probably 5.

mm i really liked 2. didnt like 3 was nice too. didnt like 4+

I dont see the point in another remake straight after just doing a remake.

-- Stu --

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Matt Barton
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adding value to remakes
yakumo9275 wrote:

I dont see the point in another remake straight after just doing a remake.

Perhaps they could go in and actually improve the game, making it more like a LucasArts game. For instance, they could make it so that you couldn't get the game in an unwinnable state (or at least make death less painful). More hints or some sort of built-in hint mechanism would be great, too.

I mean, hell, judging from the screenshot, they've actually gone in and duplicated some of the dumbest stuff in those games (the precise work with the arrow keys and no diagonal control). Put some rails on it, or allow for a better point-and-click system. I *hated* those "puzzles" where you had to carefully inch your way across a ledge without falling off. Sheer tedium and frustration; why the hell duplicate that???

Heck, if you're going to go the trouble, I'd try to do the equivalent of a "commentary" track that gave you as much information about the game's history and development as possible during gameplay. That'd be awesome.

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Mat Tschirgi (not verified)
I think Half Life 2 Episode

I think Half Life 2 Episode 1 had a commentary for it, as well as the Rogue Squadron games for the GameCube. Game commentaries are a nice idea that should be used more often as unlockable bonus features.

Yeah, Matt, that cliff pictures in the screenshot is one of those "killer ledge" puzzles. With a keyboard you could be more precise with moving than the mouse, but it's a crappy puzzle in either case.

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=- Mat Tschirgi =- Armchair Arcade Editor

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