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KQ6 Plot

Started by Yonkey, August 14, 2006, 05:49:12 AM

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To tell you the truth, I was hoping for more out of KQ6.  It was only starting to get interesting near the end, when

[spoiler]Alex discovers all the stolen treasures, the incriminating letters to and from Shadrack, the murder mystery involving Cassima's parents, etc.[/spoiler]

It with those plot elements that I found the game deviate from a basic treasure hunt, and I believe those same elements are why the majority of fans enjoyed that game the most as well.  Sure the graphics, sound and gameplay were also revolutionary for the time, but as I mentioned in a recent interview, storyline is what most people care about in adventure games, over anything else. 8)
"A wish changes nothing. A decision changes everything."


I agree with Yonkey on the storyline front. Storyline makes a good game, not how good the graphics are. (Although they do make an interesting way of playing it...) If TSL were in early KQ graphics, I would probably still enjoy it. (I hope!)
Founder of the (new) Left Handed Alliance Of Left Handed People (LHALHP)

Gay and proud of it!

Avid Adventure Game fan


*Wonders how the thread got on to the topic of storyline, shrugs, and posts*

I agree, but also I'd like to point out that before there were good graphics, games had to be "good." They had to have a plot that could carry itself and interesting characters, and they had to engage and interest the players. I don't think an FPS with classic style graphics (old) and some of the flimsy excuses they have for plots could do all that. In fact, I think what is most immersive about FPSs is probably the realistic representation of the idea that the player is using the weapon. Aside from that, all they really accomplish is the presence of threat and violence, two more things difficult to make seem realistic or more than humorous in the case of the first without modern graphics.

On a lighter note,
Fear the mighty polyhedrons!
"For all we know there could be cubes in there the size of gorillas!"
Noli me tangere! Nescio ubi fuisti!
Don't touch me! I don't know where you've been!

Marquess of Pembroke
Duke of Saxony in Her Majesty's Court
Knight of the Swan for Her Imperial Highness

...resistance was obviously useless against a family that could invent italics.

"Let the locative live."