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KQ6: Overrated?

posted by Anakin Skywalker on - last edited - Viewed by 6.9K users

I know I'm committing blasphemy in the eyes of many KQ die hards by saying this, but am I alone in feeling that KQ6 is overrated? KQ6 kind of reminds me of TSL--It's a little too dark, it's dialogue is a little too formal and clinical (it's a bit too wordy and not to the point as the previous games), it strives--and goes overboard--in trying to get a mature, "epic" feel. It loses that fun, bright, mindless, lighthearted fairy tale feel which characterized the previous games, especially KQV (which is IMO the pinnacle of the series in many ways).

It's kind of like KQ meets GK (a series I've personally never cared for) in some ways with it's story of political intrigue, a dark murderous plot, and a secret society. It takes things into an adult sort of direction--As in, more catered to adults rather than the whole family as the previous games were.

That's not to say it doesn't have it's light moments--of course it does. But the lighthearted moments don't feel nearly as innocent or as natural as in KQV or KQVII--They feel almost kind of forced.

I actually find KQVII to be a better KQ sequel than VI. KQ7 to me is like Roberta meets Don Bluth--which IMO is a good mix.

I'll put it this way: KQVI opened the door to TSL. That makes it bad enough:p

268 Comments - Linear Discussion: Classic Style
  • @Lambonius said: I think we are mostly on the same page, actually. I don't want to be led along from cutscene to cutscene--I want to discover bits of the story as I go, through interaction and exploration.

    This is probably why I prefer Quest for Glory over King's Quest. In QFG, the story wasn't told to the player at all. It was the player's actions that MADE the story. Now that was an adventure game! ;)

    Well, sorta. In Quest for Glory, the story was still what structured everything, you just had different ways to play through it. In the first game you were always an untried adventurer who had to save the valley from brigand attacks. You could do different things to get from start to finish, but you were still following a story and for the most part faced the same challenges along the way. QfG added the role-playing aspect to an adventure game, which allowed you to define moreso who your character was within the story. Without the story, there wouldn't be any cohesion to all the things you are doing. The story ties everything together so your not just playing an elaborate puzzle game.

  • KQ6 is the best in the series. By far.

    @der_ketzer
    The earlier games in the KQ series focused primarily on exploration and not much on story, but why are you suggesting that good storytelling has to come at the expense of having bad exploration or vice versa? KQ6 was huge. You get to travel all over the place, in just about the most nonlinear fashion in the whole series.

    If you think the characters talk too much, then turn off ingame speech, for God's sake. Then the gameplay is the same as the diskette version.

    KQ5 had crappy voice acting, the puzzles were brutal and very unforgiving, the plot was truly forgettable and had holes in it (how did Daventry heal so fast after the dragon?) that only the fan-made KQ3 Redux tries to explain...

    Just because the early games didn't have much in the way of story, that doesn't mean the later games are required to also go without. Also, KQ6 takes considerably longer to beat just considering gameplay alone than the first 4 games do, so it's not like the story takes so much time to get through that you have nothing much to do otherwise.

    I tire of people playing games and having the attitude toward story of "shut up and just let me play." Back in the day, one of the things that limited games in gameplay and storytelling was the amount of available disk space. I recall Ron Gilbert saying the reason why the scene in the Governor's Mansion in SoMI was automated behind the wall is because they didn't have enough disk space to fit in a new area. But, by the time KQ5/6 came out, since games had progressed to a level where they can fit in what story they want without sacrificing gameplay, and include voice acting and everything, they should still keep it to themselves anyway?

    I don't just want a game with only lighthearted fairy-tale fetch quests. I want to care about what's happening to the characters I'm controlling and interacting with. I want to know why. We no longer need novel-sized manuals in which to tell the story. Back then, disk space was at a premium so it was easier (and cheaper) to just print it on paper. Now, the game itself can tell the story on it's own. Sure, having a long backstory in print is fun to have and read on the side, but it's not absolutely necessary to understand the plot as once it was.


    I like having a good story in my games. If you can't stand to take the time to appreciate the story because you're too impatient or shallow to care, then that's just too bad.

  • KQ5 had crappy voice acting, the puzzles were brutal and very unforgiving, the plot was truly forgettable and had holes in it (how did Daventry heal so fast after the dragon?) that only the fan-made KQ3 Redux tries to explain...


    Given that the manual says there has been a year between KQ4 and KQ5, i'd think that would be plenty of time for things to get back to normal or repaired. Actually I think the manual, even explains that things were repaired over that year.

    Also KQ3 Redux is about the third or fourth source, fan game or otherwise, to to try to explain how things were repaired, actually (counting other fan game, KQ3 by Infamous Adventures as well)...

  • @Valiento said: Given that the manual says there has been a year between KQ4 and KQ5, i'd think that would be plenty of time for things to get back to normal or repaired.

    I think the Companion even mentions the healing effort in the prelude to the events of KQ5.
    I wish the KQ Companion and/or novels would get a reprint :(

  • I believe that is true, it went beyond what the KQ5 manual only mentioned, and explained the repair processes, in slightly better detail, IIRC.

  • The KQ3 Redux magic pinball healing was pretty horrible though. It would have been far better to keep it more simple and end it with a notation of Graham saying, that now it's time for rebuilding.

  • Uh oh.

    Everyone, please stop expressing opinions. We've personally insulted Chyron8472.

    Thanks.

  • @Chyron8472 said:
    If you think the characters talk too much, then turn off ingame speech, for God's sake. Then the gameplay is the same as the diskette version.

    @Chyron8472 said:
    KQ5 had crappy voice acting

    If you think the VA is horrible just play the version without VA. And I personally like the KQ5 VA more than the one in KQ6 to be honest. Yes even the talking wolf. His voice actor did a far better job than the one of let's say the pawn-shop-owner. Every time I hear his voice I just want to quit the game and go to bed. I really cannot stand his voice because...
    @Chyron8472 said: Uh oh.

    Everyone, please stop expressing opinions. We've personally insulted Chyron8472.

    Thanks.
    Oh. I will stop then.

  • @der_ketzer said: His voice actor did a far better job than the one of let's say the pawn-shop-owner. Every time I hear his voice I just want to quit the game and go to bed.

    Hey, now, what's wrong with Skull Island's King Andre?

    Anyway, people can have their own opinions about KQ5's voice acting vs. KQ6's. I may think it's odd that you think the inexperienced Sierra employees did a better job than the professional actors, but hey, it's just different tastes.

  • @doggans said: Hey, now, what's wrong with Skull Island's King Andre?

    Anyway, people can have their own opinions about KQ5's voice acting vs. KQ6's. I may think it's odd that you think the inexperienced Sierra employees did a better job than the professional actors, but hey, it's just different tastes.

    I think for what they are supposed to be able to do the Sierra employees were doing a much better job than the professional actors.

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