MAGAZINE

The Making of… The Gabriel Knight Trilogy

Edge Staff's picture

By Edge Staff

January 24, 2009

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“The fact that GK1 was successful gave us leeway with Beast that we wouldn’t have dared on Sins. Plus, everyone had big visions about FMV and Hollywood,” explains Jensen. “Personally, I’ve never been one to imagine small things, and Bob was just crazy enough to go along with the concept – and I think he nailed it! The really fun, albeit challenging, part was casting the opera singers and shooting the sequence. Still, it’s definitely among my top ten career experiences.”

Amid much clamouring by fans, the final instalment in the trilogy – Blood Of The Sacred, Blood Of The Damned – finally emerged in 1999 after an extended stint in development purgatory. At the time, its gigantic budget dwarfed all previous graphic adventures, but storm clouds were already gathering over the once-mighty point-and-click empire, and Jensen’s world at Sierra was threatening to tumble down about her ears.

“It was definitely a completely different vibe working on Blood compared to the first two,” she admits. “Previously, Sierra had been fully committed to advancing the point-and-click genre, but by the time GK3 was in production Sierra had been sold and the Williamses were no longer in charge. No one believed in adventures any more, but the management had no idea what else to do. Hence the final King’s Quest being a mixture of action and adventure, and GK3 going 3D. I was the last dinosaur on the block, no doubt about it.”

Happily, Sierra’s awkward stumbling into the third dimension enabled Jensen to push her innate talent for puzzle design to hitherto unforeseen heights. “I really liked the interactive freedom of 3D and was able to build in conundrums that simply would not have been possible with 2D or FMV. For example, the Le Serpent Rouge puzzle [revered by many hardcore point-and-click fans as the most fiendishly brilliant graphic adventure conundrum ever devised] has a lot to do with the 3D landscape. But, man, it was such a dense and difficult production, just huge and unwieldy.”

Jesse_Dylan_Watson's picture

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!

lifeat30fps's picture

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