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KING'S QUEST V: ABSENCE MAKES THE HEART GO YONDER

(Floppy)

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YEAR:  1990              

 

SIZE:  8.47 MB

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PLATFORMS:  SCUMM, DOSBox

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Gorgeous graphics

+  Lovely, atmospheric music

+  First King’s Quest game to introduce the Point & Click interface

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-  Many, MANY dead ends

-  Horrendous maze at Mordack’s castle

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STORY

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It’s a beautiful day in Daventry. King Graham is enjoying a leisurely

stroll in the forest, taking in all the sights and sounds, and just

thinking how good life is.

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But his good mood doesn’t last for long.

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He arrives home, to find his castle… gone! Just… vanished! Into thin

air! With his family still inside! All that’s left, is an empty space where

the castle once stood. But how? How did this happen? Who would

want to kidnap his family? How can an entire castle just disappear like

that? Graham cant believe it… he stares in utter shock. WHERE IS HIS

FAMILY?

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Luckily, Graham is not alone. A talking owl comes to his aid. The owl

tells Graham his name is Cedric, and he saw what happened.

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Apparently, an evil wizard by the name of Mordack came to Daventry

and whisked the castle away (along with Graham’s family inside),

inside a mystical whirlwind. As to WHY Mordack did that… Cedric can’t

say, but maybe Cedric’s master could help. Cedric is from the land of

Serenia, and his master is a good wizard call Crispin. Naturally, King

Graham is desperate to save his family and get his castle back, so he

agrees to go with Cedric, back to Serenia.

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But as Graham and Cedric dig deeper to unravel the mystery…

Mordack’s true intentions become frightingly clear.

 

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GAMEPLAY

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King’s Quest V: Absence Makes The Heart Go Yonder continues the

adventures of Daventry’s royal family. Games were SIGNIFICANTLY

improved with the introduction of the Point & Click interface. Gone

was the text parser and typing in phrases, to be replaced with icons

that you can click on to interact with Graham’s world. What’s more,

those icons are safely tucked away at the top of the screen, so it

doesn’t get in the way of what’s happening on-screen. To access

them, just move your mouse cursor up there.

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The icons are: Walk, Look, Interact, and Talk. Actually, there are 2

walk icons. The first allows you to walk short distances, and then stop

as soon as you hit an obstacle (a wall, a tree, a person, a rock etc). The

second allows you to walk further distances, walk around obstacles,

and walk onto the next screen. Personally, I don’t see the advantage

to the first Walk icon, so I never used it. Your inventory is stored in a

handy bag, also accessible from the menu at top of the screen. You

could use the Eye icon to get a more detailed description of any of

your items. Your score is also shown in your inventory bag. The next

icon - a floppy disc - allowed you to Save or Restore your game

progress. The Stop sign allows you to start a new game, or quit. And

the Slider Bar allows you to adjust Speed, Volume and detail to your

preference. We take these things for granted today, but back it 1990,

it was all very new and exciting.

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The King’s Quest games are known for their dead ends, but Part V is the worst offender. You could be happily playing the game, and finally realise you’re in a no-win situation because you didn’t pick up that item 2 hours ago, and there’s no way to get back now to pick it up. The game even lets you give some items to the wrong person, hence you won’t have that item when you need it. And in one instance, you see a cat chasing a rat - if you don’t act quickly and save the rat… then that rat won’t be able to help you in the future. Now, more than ever, Saving frequently into different slots, is so important! It’s also rather easy to die in the game, and I found the death messages very amusing (heehee).

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As annoying as these dead ends are, King’s Quest V is technically one

of the most important games of the King’s Quest series - just as

important as King’s Quest I, back in the day. King’s Quest I introduced

us to MOVING PICTURES on our monitors, playing out actions as we

typed them… that was mind-blowing stuff! King’s Quest V gave us the

icon-based interface, allowing us to use icons instead of typing out

sentences.

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The game has references to Manannan, which was the antagonist

from King’s Quest III. That was some lovely continuity, and a lovely

throwback to previous KQ games.

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GRAPHICS

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Graphics are another improvement over the previous King’s Quest

games, showing that Sierra strived to make each game better than

the last. The graphics are simply gorgeous, making use of the 256

colour palette. The game begins with a 10-minute cartoon

(skippable), showing us Graham strolling through the woods, Mordack

spiriting the castle away, and Graham travelling to the land of Serenia

to rescue his kidnapped family - all with such stunning, hand-painted

backgrounds.

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Conversations are shown in nice text boxes, along with the bust of

whoever’s talking. Lips move as the characters talk, making them

seem more real. The Ant King and The Bee Queen are wonderfully

animated when they talk to you, waving their legs\arms around. If you

enter a building, the interior is shown as a nicely-framed overlay,

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Inventory items are shown as icons, so you can easily see what you’re

carrying. Clicking the Eye icon on an inventory item gives you more

details about it. The inventory box automatically expands as Graham

collects more things. Hiding your score in the Inventory box was rather

strange, I though, but there you go.

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Even NPCs are beautifully animated, and get on with their own lives

regardless of whether King Graham is there or not. For example, the

toymaker’s daughter playing with her doll, or the gnome’s son playing

with his marionette, or shop customers talking to each other. I found

Cedric rather sweet, in his monocle and waistcoat.

 

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SOUND AND MUSIC

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King’s Quest V is the first game in the series to boast a full sound-

track. And we are treated to some really beautiful music throughout

the game. Everything from spooky music, to sad heart-wrenching

music, to ‘Be Careful You Don’t Get Caught’ music, to daring music, to

everything in between. It’s a pure pleasure to listen to. Even as the

game starts up, we here the familiar Sierra fanfare we know and love

today.

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Sound effects are equally impressive. I simply love the ox mooing as it

is tied up outside the gypsy caravan. And the gypsy banging his

tambourine is a nice touch, as is the cat screeching (poor cat). The

satisfying ‘tinkle’ as Graham picks up a new item is always fun to

listen out for.

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