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King's Quest

is an ongoing episodic video game series developed by The Odd Gentlemen, published by Sierra Entertainment and distributed by Activision. read more

Genres Adventure
Themes Fantasy
Status: Released
Release: 28-Jul-2015


is an ongoing episodic video game series developed by The Odd Gentlemen, published by Sierra Entertainment and distributed by Activision.

It is a new reimagining of the King's Quest series. While it is an adventure game like the previous games in the series, the interface is not fully point-and-click (the PC version only uses point and click for the dialogue and first person scenes).Image title

The game is one of several attempts at resurrecting or rebooting the King's Quest franchise. The new chapters are seen as neither a remake nor necessarily a sequel but a "re-imagining" (the original games are considered to be part of the canon of the new series, as each chapter will take place between those games, but previous games may be reinterpreted in completely new ways (such as the reimagined dragon well scene inspired by events in King's Quest I)). It is not, however, considered King's Quest IX, according to Matt Korba.

The game is to be released in five parts between 2015 and 2016, with an optional playable Epilogue only included in King's Quest: The Complete Collection edition.

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Unlike previous King's Quest video games, the new King's Quest is not a point-and-click adventure. Instead, it is anadventure game that tasks players to control Graham, who ventures to different places to become a knight. The movement of Graham can be completely controlled by players. According to Matt Korba, the game's creative director, the game's controls focuses on "one-button context." As a result, the game does not have any complicated interfaces or controls. Throughout the game, players can interact with different environmental objects. For instance, players can pick up, gather and inspect different scenery items. They can switch to first-person perspective when inspecting them. The game is narrated by the old Graham and his granddaughter Gwendolyn. Players' actions in the game change the narrative. For instances, performing certain actions unlocks additional dialogue. When players make wrong decisions and die, Graham replies with phrases like "That’s what would have happened if I did that," before players respawn. Players also make decisions throughout the game that are divided into three different approaches, namely bravery, wisdom and compassion. Actions performed by players have consequences and impact the game's story, and as a result, change the game's overall experience. Most of these choices are gameplay-based. According to Korba, all the choices made by Graham are heroic, and there is no way for players to build a "bad" Graham.

While the first section of the game is linear, levels open up eventually. Players are free to explore levels, and the game does not feature any prescribed or predetermined paths. Players can also use a variety of methods to complete their objectives, and are tasked to solve various puzzles in the game, even though there are no fixed solutions to these puzzles. Players can also enter conversations with anyone in the game. The game features branching dialogue. In addition, the game features some action sequences, quick-time events, and on-rail platform elements.

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King Graham shares his previous adventures with his curious grand daughter, Gwendolyn. It is through these tales that Gwendolyn learns about the life led by her grandfather.

ChapterRelease date
Windows, PS3 & PS4 releaseX360 & XONE release

Chapter I: "A Knight to Remember"July 28, 2015July 29, 2015
Graham's journey of becoming a knight begins in this chapter. It takes place before the original King's Quest as being remembered by the present day Graham -who is now old- narrating it to his grand daughter, Gwendolyn.

Chapter II: "Rubble Without a Cause"December 15, 2015December 15, 2015
Graham goes on his first adventure as a newly crowned king of Daventry, to save the kingdom from invading goblins.



Chapter V: "TBD"TBATBA

Epilogue: "TBD"TBATBA

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There have been multiple attempts to create a sequel or reboots to King's Quest: Mask of Eternity, all of which never went past the announcement or concept stages.

After the release of Mask of Eternity, Sierra had planned to develop a sequel, and announced its release in King's Quest: Mask of Eternity Prima's Official Strategy Guide. Roberta Williams had revealed her plans, had she made a sequel, with an interview with Talkspot. Either a new main character would be introduced, or possibly the main protagonist would be Connor from Mask of Eternity, as King Graham was too old to go on his own adventures, and Alexander was busy in his role as king of the Land of Green Isles. Other ideas included massive multiplayer component, and love triangle between Rosella, Edgar, and Connor. Although sales for King's Quest 8 were more successful than King's Quest VII, and other adventure games at the time of its release, they did not reach intended numbers, and future Sierra game sequels in King's Quest and other IPs were cancelled (with exception of Leisure Suit Larry: Magna Cum Laude).

After Vivendi Universal purchased Sierra, they had a new King's Quest title in development between 2001 and 2002. It was cancelled before going into production and the game never made it past the prototype stage. However, images of two renders of the playable character were leaked to the public. The elderly bearded character wore a crown-like feathered armored adventurer's cap (inspired by Graham's headwear) and wielded a giant sword and wore full armor. Because the character had the ability to flip in the air, the prototype might have been a third-person action adventure.

In addition, Silicon Knights worked on a prototype for a King's Quest game at some point before Telltale Games acquired the rights. This information was released to the public through documents on the Silicon Knights suit against Epic Games.

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On February 17, 2011, Telltale Games announced that they reached an agreement with Activision to create new episodic games based on Sierra franchises. The first Sierra intellectual property they intended to work on was King’s Quest. The game was to follow the format of previous Telltale Games series such as Tales of Monkey Island, as a continuation of the series with all new episodic games and multiple series. It was intended to preserve the back story of King's Quest, and fit into the established canon. It was intended to include the challenge and possibilities of death of the original games, but the gameplay was going to be adapted to relieve some of the frustration present in the original games. Telltale approached Roberta Williams, the originator of the series, and one of the designers on all of the original games, to see if she was interested in working on the new one. While she declined by saying she had retired from games, she did offer the development team advice, which was "very valuable," according to developer Dave Grossman. In May 2012, Dan Connors confirmed that Dave Grossman was in charge of the King's Quest project, and Telltale was working on how to proceed. Then, on April 3, 2013, it was announced that Telltale's King's Quest game was cancelled. Activision had recovered the rights to King's Quest, and had their own plans for the franchise.

In August 2014, Activision announced that they had revived the Sierra brand, and had passed development responsibilities for a King's Quest: Mask of Eternity sequel over to The Odd Gentlemen. The game will feature vocal performances by actors such as Christopher Lloyd, Wallace Shawn, Tom Kenny, Josh Keaton, Maggie Elizabeth Jones, and Zelda Williams.[22][23]

It has been stated, if the first series with Graham does well, that future King's Quest series (similar to 'seasons') by The Odd Gentlemen might follow other members of the Royal Family (but less likely to follow Connor, though he may appear in a cameo role, as King's Quest VIII is considered 'canon').

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While the game is mostly concerned with new stories, the game will re-imagine certain events, elements and backstories from previous games. Matt Korba, one of the developers describes it as similar to how different authors might retell the stories comic book heroes or the Wizard of Oz to a new audience (by telling the stories in a different way).

In the prologue of the first episode for example, the game re-imagines the sequence from King's Quest I, when Graham entered Daventry's well, the encounter with the dragon, and Graham obtaining the magic mirror. The new sequence seen in A Knight to Remember, changes many of events and puzzles that occurred in the original game, and states (on several occasions) that the mirror was the only treasure that Graham had to find before returning to castle to become king. Gwendolyn for example mentions that Graham was tasked with finding the stolen mirror, if he brought the mirror back, he would obtain the crown. A missing poster on an ad board lists only the mirror as missing. The other two treasures still exist (and can be seen in Graham's bedroom), but there is no indication that they were ever stolen.

In the original version of King's Quest, Graham was tasked with finding three treasures, which could be found in any order, but other sources place the mirror as either the first or second treasure discovered (the SCI remake of King's Quest 1: Quest for the Crown made the Shield the last treasure, and The King's Quest Companionmade the Magic Chest the last treasure). In addition the dragon's backstory has been changed Graham had previous visited the well in times past, and involved with putting the Dragon's eye out some years before. Thus rather than discovering the Dragon's Lair based on rough clues given to him by Edward about a Sorcerer, he returns to the scene of a previous events.

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The new game now gives Graham three options for defeating the dragon, each tied to the virtues of bravery/strength/deftness, wisdom/intelligence/logic, and compassion/mercy/kindness, which influences the dragon's later role in the stories (in future chapters). Such as shooting the dragon in the eye with a bow, releasing it from the chains keeping it in bondage, or simply distracting it but leaving it chained underground. In the original game Graham had the option of killing the dragon with a knife, or putting out its flames with a bucket of water (causing it to run out of the cave's back entrance), or sneaking by it with invisibility/fairy dust. This time around Graham doesn't even take the bucket with him. Graham exits the well the same way he entered through the well, rather than taking the cave exit (exiting via the well meant less points in the original game). The game also adds a number of quicktime and rail-shooting events to the mix during some new scenes where Graham is chased by the dragon. Some of Graham's backstory even differs from that given in Sierra's previous material (including Hoyle's Official Book of Games: Volume 1, the SCI remake of King's Quest 1: Quest for the Crown, The King's Quest VI Hint Book, and The King's Quest Companion), rather than having grown up in Daventry with his Grandfather, and his Father Hereward, and educated within Edward's educational institutions (Palace School, Royal University, Daventry High School), in the new series, he is now an outsider that has recently come to Daventry, rather than a citizen of Daventry from birth. The main tale of Chapter I according to Graham, is from the time when Graham was but a lad, before he was a knight, and before he came to Daventry for the first time. He has only read about Daventry from travel guides he used to read as a child, and couldn't wait to see the famous landmarks for himself. The Merchant of Miracles surmises he is from a land whose name is hard to pronounce.

The Kingdom of Daventry itself is reimagined as a bustling walled city surrounding a huge fairy-tale inspired Castle Daventry on a hill, where as in the original game Castle Daventry was a lonely keep, surrounded by mostly wilderness.

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Script comparison

It has been stated that the game was split into separate chapters, because the game would be too long to release all at once. The Script for the first chapter alone is 640 pages long. This apparently allows for multiple branching paths, the Easter eggs, the narration, trying to use or combine the wrong objects, and dialogue trees.In comparison, King's Quest I (AGI) has about 58 pages of script, King's Quest SCI has about 95 pages of script, King's Quest 2 has about 49 pages of script, King's Quest 3 has about 85 pages of script, King's Quest 4 has about 106-108 pages of script (depending on the AGI or SCI versions), KQ5 has about 80 pages of script, KQ6 has about 285 pages of script, KQ7 has about 105 pages of script, and KQ8 has about 75 pages of script.

Some of the previews suggest that each chapter may be the size of a full length game (perhaps when puzzles are figured in the size of an early King's Quest game). The developers have said they split the game into multiple parts because it would be much too large for a single game. The first chapter of the new series is 5–10 hours long (approximately 3x that, if replayed on each of the three alternate paths, and to find al the alternate puzzle solutions), and has about as many puzzles as the first five games in original series (including about 50 items to collect and use), and a stand-alone story with a clear conclusion (but foreshadows future events).Each chapter is longer and more involved than a regular episodic series such as those made by Telltale.


Chapter I: A Knight to Remember

Chapter I: A Knight to Remember received positive reviews. Aggregating review websites GameRankings and Metacritic gave the Microsoft Windows version 84.14% based on 14 reviews and 82/100 based on 22 reviews, the Xbox One version 81.48% based on 16 reviews and 80/100 based on 26 reviews and the PlayStation 4 version 78.47% based on 17 reviews and 77/100 based on 20 reviews.

This article uses material from the Wikipedia article King's Quest (2015 video game), which is released under the Creative Commons Attribution-Share-Alike License 3.0. 



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