KQ7: Underrated?
Just as I feel KQ6 is overrated, I feel KQ7 is terribly underrated. In the other thread, I played Devil's Advocate when it was contrasted against KQ8, but KQ7 is truly a game I love. It's truly a modern fairy tale--something I think Roberta always wanted to create. I actually think KQ7 is the game she had wanted to create since the series began, as she'd always been influenced by Disney and fairy tales and the like, but never truly had the technology to create something Disney-like. KQ8 was a reaction to changing times and while she may have been proud of it--it was a reaction to the changing game climate.
But KQ7 is a very pure game; Roberta's influence on the game wasn't sullied by any suits or outside influences and the game to me is a masterpiece. It's truly like playing a Disney film, having a Disney game with you as the protagonist and it also manages to retain the KQ spirit. It's probably the most heart touching game in the series. If KQ4 is dark, eerie and urgent, KQ7 is light, beautiful and serene. It has some of the most beautiful artwork in the series--possibly the best and most wonderous game worlds besides KQ5.
It suffers from some of the same flaws KQ5 did--It was a transition game, a game which opened many doors, and as such, it was sort of a testing ground for new technology like KQ5 was. Later games like LSL 7 and SQ6 took the general idea that KQ7 had and improved on it, but even so, KQ7 stands as one of my favorite KQ games, and I wish we'd had another game or two in that Disney-esque style.
My top 5 KQ Games:
1) KQ5
2) KQ1SCI
3) KQ7
4) KQ4
5) KQ8
But KQ7 is a very pure game; Roberta's influence on the game wasn't sullied by any suits or outside influences and the game to me is a masterpiece. It's truly like playing a Disney film, having a Disney game with you as the protagonist and it also manages to retain the KQ spirit. It's probably the most heart touching game in the series. If KQ4 is dark, eerie and urgent, KQ7 is light, beautiful and serene. It has some of the most beautiful artwork in the series--possibly the best and most wonderous game worlds besides KQ5.
It suffers from some of the same flaws KQ5 did--It was a transition game, a game which opened many doors, and as such, it was sort of a testing ground for new technology like KQ5 was. Later games like LSL 7 and SQ6 took the general idea that KQ7 had and improved on it, but even so, KQ7 stands as one of my favorite KQ games, and I wish we'd had another game or two in that Disney-esque style.
My top 5 KQ Games:
1) KQ5
2) KQ1SCI
3) KQ7
4) KQ4
5) KQ8
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Comments
Don't get me wrong, I play it occasionaly and find enjoyment out of it. But its not one I go out of playing often. Because I have many reasons why I don't like it. I don't really find it all that fun.
This review hits on many of reasons why I find the game one of the weakest entries into the series;
http://www.justadventure.com/reviews/KQ7/KQ7.shtm
Yet, she may not have even wrote the story... Some interviews, and articles claim that Roberta was busy working on Phantasmagoria and left Lorelei Shannon to design the game in her place. The credits even say the game is "based on Roberta William's King's Quest", what is that supposed to mean?.
So is it really 'pure' Roberta game?
KQ4 and KQ5 are closer to pure Roberta games, and the puzzle types, the use of classic fairy tales, etc, shows.
Nah, I'd call KQ5 truly underrated.
I'd say that most critics hit the nail on the head with KQ7... they had valid criticisms.
Hmm, come to think of it, the game has quite a few few mythological references, some references to Shakespeare (possibly), and references to urban myths (Jackalope). But how many things in KQ7 even have to do with classical fairy tales (i.e. a direct reference)? I can't think of any off the top of my head... Not like I could with the previous games in the series...
She was working on Phantas sure, but it seems she had the idea for what the story would be and the idea that it would be a Disney-esque game. Yes, a lot was left to Lorelei but Lorelei seems to have stayed really true to Roberta's vision...Whereas, say, with KQ6, Jane Jensen took a lot of her own ideas and added them into the game after the fact.
Also, if you watch the interviews and whatnot around the making of KQ7, Roberta really does seem into it. The hint book also seems to imply that Roberta had a great deal of influence on the Ooga Booga section.
Unlike KQ6 or KQ8, KQ7 isn't a game where Roberta came out and said, "My influence was diminished." Even in the July '97 defense of KQ8, notice she never mentions KQ6's change of direction--but she keeps bringing up how she felt creating KQ7 and her motivations behind it, etc.
I think Roberta and Lorelei worked on it together and then Roberta focused on Phantas and Lorelei filled in the blanks. A more collaborative process than KQ6.
I consider it a Roberta game with help from Lorelei, whereas KQ6 is mostly a Jane Jensen game.
I don't think Roberta ever said her influence was diminished for KQ6... or even KQ1 SCI. No one really asked her I suppose.
Also Roberta has been defensive of KQ6 in many interviews, and talkng about her involvement. Really the only time she wasn't involved was one month while she was off in Europe.
Still no one has explained "Based on Roberta's William's King's Quest" is supposed to mean? That makes it sound as if its almost a side story... With it also stating that the story was by Lorelei Shannon, as opposed to Roberta herself...
However, remember Roberta's in general was always more interested in pushing the technology of her games, story seemed to come to second.
So Roberta's influence often went much deeper in all of her games, as far as that direction.
At least KQ6 states that Roberta was involved with the story. Though Jane was also involved with the writing and designing... Infact in some interviews it seems that the story and characters may have been Roberta's ideas, Jane just made it edgier than Roberta would have.
Also as far as I know Roberta only had KQ6 to work on, when KQ6 was being developed? She wasn't splitting her time between two projects...
Note that the credits claim it was written, designed, and directed by Roberta and Jane Jensen both. Which would suggest it was joint authorship (think Kenyon Morr?).
Jane Jensen additionally was involved with the "Text & Dialogue". Which actually would imply she edited the game's story! But the story was definitely written by Roberta and Jane both (according to the credits). Jane may have 'edited' new things into that story they wrote. But both wrote the core story.
Actually the evidence for KQ7 may suggest that its a Lorelei game with help from Roberta, whereas KQ6 was a Roberta game with help from Jane Jensen, and additional work by Jane Jensen.
As far as credits go, she has a much diminished role in the development in KQ7 compared to KQ6. As far as writing, directing, etc, is concerned.
She did say she didn't even REMEMBER the Black Cloak storyline being mentioned in KQ6, that it was simply an idea loosely banded about during early story sessions and that's all. It didn't have a name; it was just a nice idea but wasn't thought of (by Roberta) as being anything worth pursuing. She didn't even know what the BCS was until fans pointed it out to her.
Also, why would she mention KQ1SCI? It's not like it was a major project, like a sequel. It was a remake and I don't think any original game creator commented on any Sierra remake, except Scott Murphy who seems to loathe SQ1VGA. She has said that Josh Mandel is the only person besides her who knows what KQ is the best, and he did design/write KQ1SCI. So, that's an indirect comment on KQ1SCI I suppose.
Also...It says "Based on characters created by Roberta Williams." I don't think it's a "side story" as you put it...That's just purism, trying to turn yet another sequel into "Not King's Quest."
And Lorelei and Roberta in the hint book talk about how fun it was designing the game TOGETHER. The laughs they had, etc. Unless that was all lies, it would seem Roberta was hands on in the process.
Personally, given what a game made by Lorelei on her own (Phantas 2) feels like, the writing style etc, plus her books, I'm inclined to say that KQ7 definately had Roberta's hand in it. Whereas with KQ6 you can plainly see even in the writing that this is a different author.
Two parts to this. Fans call it the BCS, rather than the society of Black Cloaks (the term Black Cloak Society is not official). This might cause some confusion. She does remember a group of characters working together during their story ideas though.
Secondly Roberta has claimed she was involved in writing the story with Jane Jensen in countless interviews. Including one in one of the Official Books of King's Quest. Again she also admits that Jane Jensen edited the story putting her edge into the story. So some details did crop into the game through the editing process.
There is a reason why the credits state that the game was 'written' by both Roberta and Jane Jensen. Like two authors writing teh same book, see Kenyon Morr...
Also seriously, I think Roberta had a general idea for the story as early as KQ5 (pay attention to the backstory given in that game for Green Isles, the Vizier, and Cassima, and Alexander). Back then Jane wasn't even involved.
In Roberta's own words, they 'collaborated' on writing the storyline together.
http://kingsquest.wikia.com/wiki/The_Official_Book_of_King%27s_Quest_VI_Foreword
Of course its an indirect reference to KQ1SCI and possibly his involvement as Graham.
There are actually a few interviews where Roberta talks about her work on KQ1 as well. Though she was mainly focused on KQ5 at the time. One comment by Roberta about the game is included in the Roberta William's Anthology manual btw.
No, I mean in general when someone says, "based on" it either means its a side story, or it means its an adaptation. So its a rather confusing terminology being applied to KQ7. Again I ask why did the do this?
BTW, 'based on" never means "not something".
As stated the game is specific that the story is by Lorelei Shannon, Roberta's name is left out of the "story by/written by" section of the credits. This is a fact.
Yes, there are plenty of interviews where Roberta talks the same way about Jane Jensen, and Mark Seibert in their respective games! I believe there is one or two where she talks about working with Josh as well, although Josh admits she was less involved in the remake.
Here is comment by Jane from an interview in the Royal Scribe;
Here is a comment from Roberta from Interaction magazine issue;
Notice she said she wanted to stay out of KQ development and limit her involvement, and it almost happened. But as he states in the end, it didn't happen. She remained involved.
It's interesting to note in the same issue, at the time, she looked towards a day, when there would be King's Quest games without her name on the title. She thought that would be a good thing back then!
Kinda ironic that almost happened with KQ8!
It goes on to explain that Roberta spent a year after KQ5 looking at different directions, and a more complex story filled with better characters. That the game 'bears the signature of Roberta's unique style of story telling".
It mentions that Roberta acted as Creative Consultent for Dagger of Amon Ra, but Bruce Balfour primarily worked on it, while she focused her time primarily on King's Quest VI, to make it an epic.
It goes on that Jane and Roberta hammered out the design and story, then Jane took over the actual writing and of dialogue and narration. It also says that Roberta worked with Bill Skirvin to establish teh look for the game (setting). But Skirvin was very important (of the three top people involved int he game). He was in charge of live-action video capture, costuming the actors, directing the action, and overseeing the art. Roberta essentially worked as the producer and director, directing both Jane Jensen and Bill Skirvin.
In that article they do discuss how they enjoyed working on the game together!
Interesting bit of trivial this article also talks about Scary Tales, back in 1992, which would evolve into Phantasmagoria!
Here is the Making of KQVI video, for anyone interested (I like how they describe Adventure games as being like movies where the player can make choices);
http://www.youtube.com/watch?v=DwBeQvSUBg4
They went much too far with the whole 'family game' thing that was also present in previous games - but to a much smaller extent.
They also went too far with the whole Disney look of the game... I can't think of anything good to say about that at all - the animations were very inconsistent and often terribly choppy, everything looks overly childish, and the cartoon style also takes away a lot of the detail you found in older Kings Quest games (many more nearly single-colored surfaces, etc).
And don't get me started on the storyline... while Kings Quest has had some rather silly and/or uninteresting storylines in the past... this game really takes the cake!
The intro should be sufficient warning... I still remember the first time I saw that... I was half-wondering if this was some lame joke.
In any case, this is definitely the intro that has made me dread playing the actual game itself more so than any other I've seen.
Not only is the story set-up completely uninteresting and downright boring... it's also presented in an overly childish (even girlish maybe?) and silly way, with very awful animation to top it off (reminds me of those terrible clips from those Zelda CD-I games).
There's so much wrong with this game that it feels overwhelming trying to explain why I dislike it so much... so I'll just post a little list of the main things I greatly dislike about the game at the end here -
* really bad and unconsistent animation
* ugly graphical style, overly childish and simplistic
* bad interface, way too simplified (only cool thing about it is having to examine and turn some of the items slightly)
* horribly ugly 'video' sequences... really bad quality even for the time of release, with artifacts and crap all over the place... but even worse - the actual animation itself is ugly as hell, I imagine it could actually scare me if I was in the target audience (which I have to assume is in the single digits)
* for the most part a total lack of challenging puzzles
* the storyline is boring, dumb, not at all immersive and totally uninteresting
Come to think of it, it seems to me they became much too focused on the whole Disney approach to the graphics in this game, and let it influence the rest of the game too much.
I dislike this game at least equally much as Kings Quest 8... two of my least favourite games of all time, no doubt about it.
And in both cases, I would still really dislike the games even if they weren't labelled as Kings Quest games... but maybe then I would have been lucky enough never to have even tried them out.
I was afraid there was going to be several songs during the game like how most disney games are musicals...
As for voice acting, I was watching a making of video for KQ7, and Roberta talks about how KQ7 has no name actors, and says that's a good thing! Considering that the game has the most annoying voices in the series, after KQ5 (personally I find many of the KQ5 voices less annoying), I don't think this was a good thing.
I don't want to 'defend' the game and I agree the the graphics are inconsistent. But actually, technologically the game was praised for the quality of the graphics, even if most reviewers didn't like the style of graphics. It actually pushed the technology of what PC's were capable of at that time. Mainly this had to do with SVGA graphics, and higher frames of animation. Most computers at the time couldn't handle it, causing the game to run extremely sluggish, because it was too demanding. Which actually also made it get lower scores in some reviews.
I would say yes, Lucasarts had some better animated game styles, but they still were VGA, and limited frames. So technically inferior. A couple of years later though Lucasarts released Monkey Island 3 which as a cool animation style, and much more consistent quality.
It also has alot of myst-like puzzles, and I'm not a fan of myst personally... That's a weakness in Torin's Passage too.
I can think of better games that have better 2D animation than this, Leisure Suit Larry Love for sail being one of them.
Its closer to Don Bluth's style and LSL 7 came out two years later.
Some praised the simplified cursor system as being a good thing, making the game more accessible to new players.
Still others liked the direction of the Disney-like graphics.
Was KQ7 overrated? Discuss?
Yes I know, I'm a horrible person.
But, perhaps its because of the experiences I had with it that make me like it so much. I used to stay over my nans place and play it for hours with her.
Though I really don't mind the 'Disney art', and I've replayed it many times and still love it.
I'm also one of the crazies who doesn't like dying in adventure games, so judge me as you will
Now, I can understand why people dislike it, but one thing I've never understood is... why the hell does everybody speak so bad about the interface? Do you guys also say the same about every game Telltale has produced? Because as far as I know, it's exactly the same interface what we are talking about (Maybe a bit different with the right click being the descriptor, but still.)
This is something I've never quite understood. Maybe it was the fact that it was one of the first adventure games to ever do it, but in this day and age, 95% of all adventure games follow the same interface style.
It's just not as fun as extra 'look icon', and the ability to look around, and be told about random things in the world.
In KQ7, trying to click on useless things, just gets you 'X's.
Yeah. It's too easy.
True but in a modern gaming environment, let's be honest, a narrator is kind of, well, redundant. People don't want one. And by the time KQ7 was out, the graphics of KQ7 were so detailed that you didn't need a narrator to tell you what was around you, and the narrator I imagine also ate up extra memory--And KQ7 already had to cut some stuff to save memory, like Malicia's backstory and possibly Graham's appearance and the Rubber Jungle.
Besides, at times Rosella or Valanice will comment on something if you click on it.
I think the narrator is a nice bonus, a nice feature but isn't something that is NECESSARY. I think the only reason the KQ games had a narrator in the first place was because the graphics of the originals were so low-quality (albeit high tech at the time) that they knew they needed some form of verbal aid to tell you what was around you and clue you into hot areas or items.
I've played some really hard games that are single cursor. That difficulty comes from the puzzles and the puzzles challenges.
If anything, multiple cursors give you variety of "narrations". But when most games do away with the narrations these days, there's no need for them.
Of course designers need to build puzzles that take advantage of less-than-obvious combinations of interactions and use them sparingly so they remain less-than-obvious, but I guess designers don't want to do that these days. Imagine Bernard walking into the surveillance room in the mansion, clicking on Edna and just pushing her, without giving the player an opportunity to talk to her first, and maybe not even trying to push her until they realized why they might have reason to.
I've never thought of the verb menu or verb icons as "the interface". I think of them as my character's abilities, in the same way a shooter has combat capabilities or a character in a platformer has various ambulatory abilities. Designers of those kinds of games are constantly looking for ways to give players more options, but we adventure gamers are stuck with one click and watch the character do what needs to be done.
This. Plus, if the writing is good, there's a whole lot of interesting little game world tidbits that are really interesting to read/hear. Extremely witty and funny responses, in Space Quest's case.
There are tantalizing things to see in KQ7, that I would have liked to know even more about. Narrator often gave you backhistory, and details about a world's culture that the character wouldn't know.
SQ6 does that, with its narrator!
Freddy Pharkas did that, Gabriel Knight 1 did that! KQ6 did that...
None to my knowledge. It's all left click = action and right click = examine. If that.
The Next Big Thing has dual interaction modes implemented as cursor cycling. (I'm assuming you didn't literally mean a menu as it should have been clear I didn't.)
What Makes You Tick: A Stitch in Time, an engaging indie adventure that recently picked up a publisher, has look/use/talk modes in a LucasArts-style verb-coin thing.
Gemini Rue has a little popup box with hand/eye/mouth/foot (yes, four!) icons not unlike the Sierra set.
I believe A Vampyre Story has multiple interaction modes, plus the flying thing. (Or am I confusing that with something else?)
While not the traditional kinds of verbs/modes we're used to seeing, Machinarium -- what seems to me to be the most talked-about adventure game in non-adventure gaming communities in recent years (and it's still selling like hotcakes on the Mac App Store) -- has the functional equivalent in that the character can change size and extend limbs, innovative abilities that add complexity to interactions with the environment.
That's just off the top of my head, mind you.
Best post of the thread.
This is EXACTLY what is wrong with Telltale's approach to adventure games.
So yes, Cez, this absolutely is something that many dislike about all of Telltale's games. And something I utterly despise about KQ7 (though to be honest, the terrible interface is probably the LEAST offensive element of that awful turd of a game, in my opinion.)
The prospect of another KQ game that feels anything like KQ7 is the main thing that makes me throw up in the back of my mouth every time I think about Telltale working with the KQ license.
I never understand all the hate for KQ7...It's a beautiful game, beautiful worlds, a fun story with not too much depth, but which is well in keeping with the KQ storymold (save a world, help all the people in it, get help back, etc), it has Rosella (my second favorite KQ character next to Graham) starring in it again, it's light and not overly dark and Jane Jensen-ish like KQ6, it has great and wild and wacky characters, it was a pioneering sort of game in terms of technology like KQ5 was, I also much prefer the song in KQ7 to KQ6's Girl in the Tower.
And I absolutely do prefer Girl in the Tower.
But it is a King's Quest game...and I don't see how KQ7 is all that different in tone than say, KQ5. Style? I guess graphics are up to the viewer but I never saw anything wrong with Don Bluth style artwork. Writing? The writing is about on par with KQ1-5. The only major difference is the interface.
What about "Queen Beetrice", "King ANThony", "Queen ICEbella", the happy ants marching song into the haystack, the jollyness of the town, just the overall light hearted spirit of the game? Serenia is a very light land.
The only darkness in the game is Mordack's castle and that's not darkness from a story standpoint; it's just dark because of the creepiness of Mordack's castle.
I definitely have to disagree here. Take a look at some of the fantasy artwork that inspired the art style of KQ5. When you compare them, it's easy to see that a certain level of grit went into every aspect of KQ5's visuals that just doesn't exist in any other KQ game (well, maybe KQ1SCI and KQ4, but in a different way.)
The artwork in KQ5 always reminds me a bit of the paintings of guys like Boris Vallejo (see link below), but without all the naked titties.
http://www.google.com/search?hl=en&q=boris%20vallejo&gs_sm=e&gs_upl=515l1569l0l2764l9l7l0l0l0l0l139l770l2.5l7l0&bav=on.2,or.r_gc.r_pw.&biw=1280&bih=841&um=1&ie=UTF-8&tbm=isch&source=og&sa=N&tab=wi
Fantasy artwork that (supposedly) inspires a game is different from the feel of the game itself. It's like saying The Secret of Monkey Island is gritty because it is inspired by the book On Stranger Tides. You might make some case for MI2 with this, but not MI1. The art of MI1 might be dark in places--especially in "hell" but the overall tone of the game is comedic and silly.
The background art isn't all that goes into (nor does it have to be the largest part of) a game's overall feel. In an adventure game, the characters and dialogue play a large part in the feel of a game---even moreso with the advent of ingame speech. Additionally, the nature of the game's puzzles also play a part. In my opinion, the character portraits, dialogue, voice-acting and puzzles (pie in the face, anyone?) are so blatanly lighthearted in KQ5 that it's silly to the point of being laughably absurd.
In King's Quest 7, an entire area of the game is allocated for people who admit to being dead. Certainly, KQ6's Land of the Dead it is not, but it's still dark and foreboding-- especially considering the route to it from the forest passes by Malecia's creepy house, a carnivorous fly-trap plant and and a swamp monster. Now... given that I did just say that the puzzles, characters and dialogue make up a large part of the feel of a game, and KQ7 does have many lighthearted elements as such, but they are not near as laughably absurd as those in KQ5 unless they are intentionally absurd as in the town of Falderal. But then even the word falderal itself is defined as "foolish nonsense."
I would say that KQ7 is appropriately silly in places on purpose while KQ5 is absurd in places by mere ineptitude (a poooiisonous snake!)
KQ5 has its Black Cauldron edgier moments actually... the Dark Forest, the incredibly evil Wizard's Island and Castle... Even the desert and icy mountains, and open ocean have their lonely darker feel to to them...
Then the whole cannibal subplot on the Harpy Island...
The art style is realism full detailed painted characters, rather than feature film cell style animation...
Even the narrator gives KQ5 a more somber tone!
Careful, if this was POS forums you might be banned !
Sorry, but the swamp was not that creepy to me... KQ4 has a creepier swamp... Your examples with the canivorous plant... and the 'swamp monster''' You take out the swamp monster in an amusing manner with a perfume bottle, and its not generally that threatening of an enemy really (the Yeti in contrast was much more threatening creature, looked more threatening due to its more detailed appearance... yes, you do still take it out in a silly manner, but as a monster its much more believably threatening)... The carnivrous plant is probably one of the most sillly characters in the game (being eaten gives them the Butter crown... from the old 1980's parkay commercials)... Sorry the lighthearted, come here sugar plum, so we can eat you, doesn't creep me out at all. Malicia is probably the least threating villain in the series, and its undermined by the silly dog...
There is very little in Oogga Booga graveyard that I would consider 'dark and creepy'... Almost everyone there is silly beyond all levels of sillyness.. the Deaths are incredibly silly there too... The boogeyman jumping out at you is a cheap thrill... The Land of the Dead in KQ6 and the graveyard in KQ4 have much darker foreboding feel to them...
Being dead doesn't make somethign more 'dark'... Just look at the old movie Dracula: Dead and Loving It!
As far as artwork... KQ7's style has a far more exaggerated look to it, on the side of Alice in Wonderland, with maybe some of Tim Burton's iconic style (without Tim Burton's trademark dark moody anxiesty character style)...
I much prefer the realism of KQ5 and KQ6's style...
It also screwed up her character turning her from a strong willed, polite, heroinne willing to think of everyone but herself into to an overly selfish, pompous, and rude snot, more interested in herself than others...
It was not the same Rosella seen in KQ4...
Yeah, Cedric almost died and I was very upset about it -- annoying though his voice-actor was, he's still an owl and owls are cool.
This was my biggest problem with KQ7. I can enjoy a game even though the graphics aren't my cup of tea (and KQ7's aren't). But I didn't really like Rosella very much, for exactly the reasons you gave, or for that matter Valanice either.
I don't remember acting "overly selfish, pompous and rode" or "more interested in herself than others" in KQ7. I know everyone only watches the intro and thus gets that impression because she doesn't want to marry at 19 but if you ever play through the game fully or watch a playthrough, you see she does help a lot of people in the game and even helps to save all of Etheria.
And I always found the Swamp Monster pretty creepy. Same with the Werewoods bear, especially the Death scenes. And Colin Farwalker, arguably the creepiest character in the whole series.
The same "but the creepiness is taken away by it being dispatched in a silly manner" can be used against the Blue Beast in KQ5. Come on, a bag of peas? Cheesy.
Or throwing a pie in a yeti's face. That takes away all of the scare factor out of what could be a really scary monster.
And the Cannibal Harpies are cheesy too...They act like arguing teenage girls.
"Isn't he luscious? Mhm!"
"I don't know, he doesn't look like my type. What do you think, Cruelina?"
"I think he looks too old and tough. I like my meal to be young and tender."
"Don't be so picky. I'm tired of fish. I haven't had a man in months!"
"Yes you did! I saw you steal a man off a raft just last weak"
"Oh, he doesn't count. He was already tipped over by the time I got to him!"
"Well, at least this one's fresh."
"I don't know about you girls, but I'Mready to eat."
"Oh, you're ALWAYSready to eat. That's why you're so FAT!"
"I AM NOT!"
"YOU ARE TOO!"
"I AM NOT!"
"YOU ARE TOO!"
Present the harp to them:
"What's he doing? What's that doing?"
"I DON'T KNOW BUT I WANT IT!"
"Hey but that's not fair! Go and get it from her, get her!"
The Land of the Dead is creepy right up until the xylophone scene with the dancing skeletons. Way to utterly break a nice, spooky atmosphere!
The only game that can legitimately be called creepy/eerie/scary most of the way through is KQ4. In that game, there are no breaks really. Very few light breaks. It's the only game where the storyline is bleak (Graham dying, Genesta dying; time is of the essence) and depressing, the land is lonely and desolate save for a few inhabitants, everything and everyone else is out to kill you, and you have Lolotte, who is genuinely a scary sort of villain. A real evil witch. For me it borders on horror.
KQ6 isn't really so much dark as it is more mature in storyline and tone. But mature =/= dark. It's just simply a more complex, mature story.
KQ4 is the arguably darkest entry in the series.