KQ6 is the best in the series. By far.
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.
Last edited by Chyron8472; 03/07/2011 at 11:02 pm.