Friday, November 29, 2013

Gabriel Knight: Sins of the Fathers

Graphic Adventure titles, ones made by Sierra especially, are a tricky genre. Infamous for their reliance on obtuse puzzles, strict adherence to sequencing and nonsensical deaths, Sierra graphic adventures like Space Quest, King’s Quest and Leisure Suit Larry are often seen as being incredibly daunting for a newcomer to the genre. Most people would rather play something like Monkey Island before checking out anything in Sierra’s vast library. This is a deserved reputation too, Sierra games have a tendency to be obnoxious at times but there are a few exceptions to this rule. Leisure Suit Larry 7 and King’s Quest VI make it clear that Sierra knew how to make a great adventure game without being overly difficult and confusing. Sierra’s “Gabriel Knight: Sins of the Fathers” is another Sierra title which is more newcomer friendly although it doesn’t quite avoid the missteps that previous Sierra titles had made.


            A phrase commonly uttered by most casual graphic adventure players is “Why would I have thought to do that” as these games can offer some really dense and nonsensical puzzles within them. Adventure games are notoriously poor at conveying what you’re supposed to do, only giving the player a vague hint at what their available options are. Combine that with relying on the players to separate key items from background objects and you have a genre that will only attract the most attentive of players. Graphic adventure games are the type of game that start out incredibly difficult but get easier once you get used to their Douglas Adams-esque logic.

            And this is, thankfully, something that Gabriel Knight manages to avoid…mostly. Gabriel Knight starts out like an adventure game should. You’re given plenty of places to explore, plenty of people to talk to and the puzzles required to move forward aren’t incredibly weird or illogical. If anything, they actually make a lot of sense. For example, the game makes it clear that you need to distract a police officer in the park. In this same park, you find a mime that follows people around. The solution is clear to even the densest of players. It still follows the adventure game model of “Here are some tools, figure out on own” but it also doesn't feel like you've been abandoned by the game designers.



            Gabriel Knight’s difficulty does slowly increase but it’s never too daunting. Generally when I was having trouble with a puzzle, it was because I was missing an item or had been overlooking something in the background. It’s not necessarily a good thing that pixel-searching is present in this game but it’s in almost every single graphic adventure so it’s excusable. There are one or two puzzles which are incredibly confusing but they’re nothing compared to some of the convoluted crap that Sierra generally threw at its players.

            Gabriel Knight has some problems with sequencing though. As with many adventure games, you often need to accomplish tasks or present items to people in a certain sequence in order to advance in the game. Gabriel Knight runs into this issue a lot and I managed to run myself into a dead end more than a few times. It’s a good rule of thumb to save often in adventure games and it’s no different here.

            One of the biggest highlights of Gabriel Knight is how dying is not a constant threat. It’ll still appear every now and then but you won’t have to worry about the most innocuous thing triggering a death cut-scene. King’s Quest, this is not. When you do die, the cut-scenes are violent and effective. They make an impact on the player and make sure that the player will try to avoid dying the next time around. They never feel cheap or undeserved. Curiosity may kill the cat in most Sierra titles but that’s not the case here.



            Gabriel Knight is an absolutely gorgeous game and one of the best looking titles that Sierra would put out before they switched over to FMV and 3D. The sprite-work is complex, detailed and smooth. The backgrounds look fantastic and serve their role as hiding spots for certain objects quite well. The character portraits also look great and the lip-syncing isn’t half bad either. For a game from 1993, that’s saying something.

            The amazing soundtrack, provided by Robert Holmes, is one of the best in Sierra’s entire catalog. It’s quiet, atmospheric and varied. From simple, quiet pieces to a wonderful rendition of “When the Saints Go Marching In”, Gabriel Knight manages to capture a distinct New Orleans flavor. Gabriel Knight is incredibly atmospheric and the music and excellent use of color help to suck the player in. Gabriel Knight captured my attention and imagination immediately and didn’t let go for quite some time.

            Gabriel Knight has an all-star cast too, a rarity for a game made in 1993. The game’s cast list features names such as Jim Cummings, Leah Remini, Michael Dorn and Rocky Carroll who all give great performances, especially Remini and Dorn. The two real stars however, are Tim Curry and Mark Hamill who play Gabriel Knight and Detective Mosely, respectively. Curry’s off-putting Cajun accent is certainly an acquired taste but it’s got that trademark Curry “ham” quality to it that makes it an absolute delight to listen to. Hamill’s accent is a bit less over-the-top than Curry’s but it’s every bit as well done. Video game voice acting was notoriously terrible in the 90s but games like Sins of the Fathers prove that it had a future. It’s some of the best voice acting I’ve heard in an early 90s game and it holds up today.



            Gabriel Knight also boasts an incredible script written by veteran Sierra scribe, Jane Jensen. Gabriel has a comment for nearly every single object and person in the game and his smarminess never feels obnoxious or unpleasant. His interactions with other characters like his assistant, Grace, and his friend, Detective Mosely, contain a lot of back and forths that give the characters a great deal of personality. Special mention goes to Grace who might just be one of the best sidekicks in any game from the 90s. The peripheral characters all have distinct personalities too that will stick with you long after the credits roll.

            Thematically, Gabriel Knight is probably closer to a Stephen King novel than anything else. Both Knight and King’s books deal with heavy supernatural themes and their influence on the everyday world but simply comparing the two would be selling Knight short. Gabriel Knight is a very unique creation despite the premise sounding like “Syfy’s Castle rip-off”. The plot itself is a great murder mystery plot that is certainly superior to your average mystery plot. It does a bang-up job of combining mystery, tension and atmosphere and the game benefits greatly from it.

            One of the primary reasons the plot is so good is because Jensen and her team make New Orleans and its characters feel alive and real. Jensen clearly had a fascination with voodoo because the game is so focused around it and the history behind it. I actually feel like I learned something about voodoo from this game (and I did some fact-checking after I finished the game, it all checked out). On top of that, every major character has little personal details about their past or current situation that helps to flesh them out again. For example, Gabriel can visit his grandmother and they can discuss his heritage, his childhood or whatever else. Some of the things they discuss are relevant to the actual game while other pieces of dialogue serve as flavor text to give the game more personality. Jensen’s team understood that a little goes a long way and Gabriel Knight’s New Orleans is one of Sierra’s best worlds because of that.



            New Orleans is so well designed and thought out that the two other locations you visit are decidedly bland in comparison. The team tried to bring one of the locations to life by giving it and its residents some history but it lacks the same punch. The game’s pacing does start to falter towards the tail end of the game and the change in location is no help. The writing throughout the entire game is uniformly excellent though, it’s some of Sierra’s best, easily.


            Gabriel Knight is one of the best adventure titles in Sierra’s entire library. Much like Sierra’s other titles, it’s got its fair share of issues in the gameplay department but they are nothing compared to some of the asinine stunts that other titles pull. The biggest draw about Gabriel Knight is its amazing story and tight dialogue. The graphics and music help to create one of the most atmospheric adventure games of all time and it all comes to together to form a nice little package that is deserving of its critical acclaim and cult status among adventure game fans. 

Final Score: 7.0

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