By Edge Staff
January 24, 2009
See also:
Related Articles:
Jane Jensen’s Gabriel Knight mysteries saw the light of day between 1993 and 1999, a volatile period in publisher Sierra’s chequered history. Among the best graphic adventures ever written, the mysteries melded classic detective noir with supernatural overtones.
Yet while most point-and-click stalwarts of the ’90s – like Sierra’s own King’s Quest, LucasArts’ The Secret Of Monkey Island and to a lesser extent Revolution’s Beneath A Steel Sky – focused on laughs, Gabriel Knight instead delved into grisly supernatural murders, including Voodoo murders in New Orleans, a spate of ‘werewolf killings’ in Bavaria, and even the apparent abduction of an infant by vampires in France.
Complex, mature and emotionally involving, 1993’s Sins Of The Father has retrospectively staked its claim as a major milestone in the history of graphic adventures. “It really was the first of its kind,” Jensen agrees.
“When I proposed Sins, marketing had an adverse reaction to the darkness of the concept and even Ken Williams [founder of Sierra Entertainment] said: ‘OK, I’ll let you do it, but I wish you’d come up with something happier!’ Sierra and Ken were good like that, though. They granted us a great deal of creative freedom. It’s something you don’t really see any more.”
If the prevailing, brooding theme of Sins is hardly cut from the stereotypical adventure cloth, then Gabriel Knight himself – a wise-cracking, chauvinistic failed author turned bookstore owner who discovers he’s the last in a line of demon-slaying schattenjägers (shadow hunters) – is hardly a run-of-the-mill Threepwood or Wilco lone either.
“Gabriel himself emerged from that process of looking for a new game series when I had the opportunity to propose one at Sierra. He wasn’t actually in my head beforehand, but he derived from graphic novel influences like Sandman and Constantine,” recalls Jensen.
I adored the first one, almost obsessively, but it seemed the two sequels placed technology shockingly over gameplay. Maybe they were trying to save adventure gaming with FMV and new (at the time, very limited) 3D technology, but it kind of ruined it for me. Despite CGW really glowing about the 2nd, I don't think the 3rd faired as well critically.
I thought the music, which was absolutely, absurdly fantastic in the first game, really took a dive in the second and third as well, not because of a lack of compositional talent but maybe stifled motives. It tried to go all Hollywood. Comparing the first two games' soundtracks really contrasts what I used to love about game music and how it went the wrong way. The opera was great, don't get me wrong, but most of the time there wasn't any music at all, and when it was, it played second-fiddle to actors.
The last paragraph of the 5th page has some great thoughts in it. Video games really do, still, have SO MUCH untapped potential!
I want to go back and replay these games, and I really hope Jensen isn't done contributing to the industry. I'm really looking forward to her new game. She was such a hero to me in my youth!
I have to say these games were universally great. From Tim Curry's voice work in the first to perhaps the only good FMV game to the puzzles of the third installment.
Interestingly, my college roommate and I were playing The Beast Within when we were hit by the bug between the 4th and 5th disc (or was it 5th and 6th?). There was a patch, but you had to start the game over from the beginning afterward. I played us both to the point where we stopped so we could finish it.
Ah, the 90s...
Brian
www.brianwoods.com