King's Quest II: Romancing The Throne - Reception

Reception

The game was well received in the press, for its innovation.. Compute! magazine said the game was Like playing an animated cartoon.

"...As a story, it's the best...an enchanting game..."-Scott Mace, Insider Magazine, "If you liked King's Quest, you'll love the sequel"-Consumer Software News, "Roberta Williams has simply outdone herself"-Computer Entertainment, King's Quest II has "the most lushly painted and highly detailed scenery seen since...well, King's Quest I."-Questbusters journal. "The interactive story is presented in full color, animated, three-dimensional graphics and scored with multipart music and sound effects. King's Quest attempts to merge the best aspects of text adventures with graphics of arcade games. The animated graphics are simply the best we have ever seen on a home computer."-Computer Gaming World, June 1985.

"I used to be a member of the I-Hate-Adventure-Games Club until I met King's Quest II, Romancing the Throne. This program is a breakthrough in game adventures. I say "game adventures" instead of adventure games because King's Quest II is mostly animation with a little typing thrown in. The first thing I said when I saw this game was ..WOW.. And I didn't stop being amazed. You never know what you might encounter just around the next bend. It might be a beautiful beach or it might be an enemy stalking you... Move King Graham to any edge of the screen and, seconds later, the next picture screen loads in. I still can't get over the graphics. The trees, buildings, lakes and ocean are all dimensionally correct. In other words, you can walk into a tree head-on, or from the sides, the back, or just walk around it. If you see a tree with a long branch that extends off onto the right side of the monitor, you will see the rest of the branch when you get to the next screen. Each screen is colorful and detailed with a good feeling of atmosphere. I thought there could be only a few screens on one 3 1/2-inch disk, but was I wrong! I counted at least 35 screens on the first disk alone. And there are two disks to the game. As you travel about this strange land you may encounter other animated characters—each with his, her, or its own personality. You might recognize some of the characters from fairy tales and legends. And you will soon find out if they are there to help or hinder you...The story itself is very well laid out. It's obvious that a lot of thought was given to how the screens would fit together and how the characters would interact. The characters you will meet are delightful. Each one has a different facial expression and can move about as freely as you. And you will find yourself freely running from a few of them...If all adventures could be this enjoyable and visually stimulating, I would have been an adventure game freak long ago. I found myself up until the wee morning hours, with just the monitor lighting, the room, laughing and smiling at a new sequence I had discovered. Then I realized I was afraid I would complete my quest, and I didn't want it to end." -Brad Kershaw, ANTIC, MAY 1986

"I first experienced computer gaming through her early work...so I sort of grew up on her style of adventure game design. She has a clean and crisp style of design that states the goals of the game clearly and makes your challenges clear, which I find refreshing...I really do think "King's Quest I" was the finest adventure game ever written, and the most fun to play...I also liked "King's Quest II" a lot. I think both of these games are great examples of the kind of adventure games that I like to play and that started the whole adventure game following in the first place. "King's Quest I" and "King's Quest II" are unlike most computer games written nowadays. Frankly, they don't feature the deep, complex plots of games like "Police Quest III" and "Conquests of the Longbow". Instead, these games are basically treasure hunts with lots of fun puzzles thrown in to add challenge. They feature simple goals—you know what it takes to win the contest with the computer. For me, adventure games have represented a pleasant diversion—something I could boot up and get lost in for a few hours at the end of a long day. I view them the same way some people review Rubics Cube or a crossword puzzle. I want simple goals—something I can jump into the middle of and go...I want hard puzzles—real mind benders—so that when I solve one I can sit smugly... with a sense of satisfaction. This straight forward "goals and puzzles" approach to adventuring represents the oldest and purest approach to the art form. Everyone at Sierra has their opinion about how adventure games should work, of course, but as for me, give me the old-time adventuring. Give me the early "King's Quests."-John Williams, Interaction Magazine, Spring 1992.

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