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	<title>Comments on: Eurogamer: Space Quest IV Retrospective</title>
	<atom:link href="http://www.rockpapershotgun.com/2009/08/16/eurogamer-space-quest-iv-retrospective/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.rockpapershotgun.com/2009/08/16/eurogamer-space-quest-iv-retrospective/</link>
	<description></description>
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		<title>By: ExplosiveCoot</title>
		<link>http://www.rockpapershotgun.com/2009/08/16/eurogamer-space-quest-iv-retrospective/comment-page-1/#comment-247179</link>
		<dc:creator>ExplosiveCoot</dc:creator>
		<pubDate>Mon, 17 Aug 2009 22:43:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=15996#comment-247179</guid>
		<description>The best Sierra games from each series, as remembered by my 10-year-old self:

Kings Quest IV, VI, and VII
Police Quest I and III
Space Quest I, V, and VI
Quest for Glory III and IV</description>
		<content:encoded><![CDATA[<p>The best Sierra games from each series, as remembered by my 10-year-old self:</p>
<p>Kings Quest IV, VI, and VII<br />
Police Quest I and III<br />
Space Quest I, V, and VI<br />
Quest for Glory III and IV</p>
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		<title>By: Bluto</title>
		<link>http://www.rockpapershotgun.com/2009/08/16/eurogamer-space-quest-iv-retrospective/comment-page-1/#comment-246750</link>
		<dc:creator>Bluto</dc:creator>
		<pubDate>Mon, 17 Aug 2009 16:07:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=15996#comment-246750</guid>
		<description>That falling chappie looks like Dave Jones...</description>
		<content:encoded><![CDATA[<p>That falling chappie looks like Dave Jones&#8230;</p>
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		<title>By: Sunjammer</title>
		<link>http://www.rockpapershotgun.com/2009/08/16/eurogamer-space-quest-iv-retrospective/comment-page-1/#comment-246712</link>
		<dc:creator>Sunjammer</dc:creator>
		<pubDate>Mon, 17 Aug 2009 15:32:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=15996#comment-246712</guid>
		<description>Discworld Noir is one of my favorite adventure games ever made. The clue/inventory/smell system is incredibly engrossing.</description>
		<content:encoded><![CDATA[<p>Discworld Noir is one of my favorite adventure games ever made. The clue/inventory/smell system is incredibly engrossing.</p>
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	<item>
		<title>By: kuddles</title>
		<link>http://www.rockpapershotgun.com/2009/08/16/eurogamer-space-quest-iv-retrospective/comment-page-1/#comment-246458</link>
		<dc:creator>kuddles</dc:creator>
		<pubDate>Mon, 17 Aug 2009 12:21:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=15996#comment-246458</guid>
		<description>@LionsPhil: Actually, that horrible design of dead-ends was in most of their games, not just the KQ series.  The game this article is about, for example, contains at least two of them.</description>
		<content:encoded><![CDATA[<p>@LionsPhil: Actually, that horrible design of dead-ends was in most of their games, not just the KQ series.  The game this article is about, for example, contains at least two of them.</p>
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		<title>By: animal</title>
		<link>http://www.rockpapershotgun.com/2009/08/16/eurogamer-space-quest-iv-retrospective/comment-page-1/#comment-246393</link>
		<dc:creator>animal</dc:creator>
		<pubDate>Mon, 17 Aug 2009 11:10:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=15996#comment-246393</guid>
		<description>Overall I&#039;d also rate Conquest of the Longbow and Gabriel Knight 1 as much better than any SQ, even though I enjoyed all the SQ&#039;s.

SQ5 tended to go too much towards their green eco shift, but it had a lot of great bits like the facehugger pet etc.</description>
		<content:encoded><![CDATA[<p>Overall I&#8217;d also rate Conquest of the Longbow and Gabriel Knight 1 as much better than any SQ, even though I enjoyed all the SQ&#8217;s.</p>
<p>SQ5 tended to go too much towards their green eco shift, but it had a lot of great bits like the facehugger pet etc.</p>
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		<title>By: Bobsy</title>
		<link>http://www.rockpapershotgun.com/2009/08/16/eurogamer-space-quest-iv-retrospective/comment-page-1/#comment-246277</link>
		<dc:creator>Bobsy</dc:creator>
		<pubDate>Mon, 17 Aug 2009 09:13:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=15996#comment-246277</guid>
		<description>I think &quot;stellar&quot; is going a little far. My great regret is never having played Discworld Noir, which was the only Discworld* game to feature an original plot. Oh, other than the Discworld MUD.

*I&#039;m having a very hard time not typing &quot;Discoworld&quot;.</description>
		<content:encoded><![CDATA[<p>I think &#8220;stellar&#8221; is going a little far. My great regret is never having played Discworld Noir, which was the only Discworld* game to feature an original plot. Oh, other than the Discworld MUD.</p>
<p>*I&#8217;m having a very hard time not typing &#8220;Discoworld&#8221;.</p>
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		<title>By: jackflash</title>
		<link>http://www.rockpapershotgun.com/2009/08/16/eurogamer-space-quest-iv-retrospective/comment-page-1/#comment-246101</link>
		<dc:creator>jackflash</dc:creator>
		<pubDate>Mon, 17 Aug 2009 03:56:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=15996#comment-246101</guid>
		<description>great article!</description>
		<content:encoded><![CDATA[<p>great article!</p>
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		<title>By: Kakksakkamaddafakka</title>
		<link>http://www.rockpapershotgun.com/2009/08/16/eurogamer-space-quest-iv-retrospective/comment-page-1/#comment-246073</link>
		<dc:creator>Kakksakkamaddafakka</dc:creator>
		<pubDate>Mon, 17 Aug 2009 03:05:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=15996#comment-246073</guid>
		<description>Oh, come on Bobsy, the first Discworld was stellar! Except for the showstopper bug at the end, where the dragon never shows up.</description>
		<content:encoded><![CDATA[<p>Oh, come on Bobsy, the first Discworld was stellar! Except for the showstopper bug at the end, where the dragon never shows up.</p>
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		<title>By: Alex F</title>
		<link>http://www.rockpapershotgun.com/2009/08/16/eurogamer-space-quest-iv-retrospective/comment-page-1/#comment-246036</link>
		<dc:creator>Alex F</dc:creator>
		<pubDate>Mon, 17 Aug 2009 01:52:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=15996#comment-246036</guid>
		<description>Responding mostly to the LucasArts vs. Sierra comments in the article itself:

It&#039;s worth noting, in regards to the different reputations of LucasArts and Sierra adventure game, that (so far as I&#039;m aware) LucasArts put out slightly over a dozen graphic adventure games from their start until the mid-90s. Sierra put out two or three times that number (arguably more, depending on where you want to draw the line). The Sierra catalog was far from flawless, and it&#039;s natural that a larger number of titles would tend to bring the average down. It&#039;s also easier to point to gems in the LucasArts lineup because, well, everyone who played the LucasArts games played pretty much the same ones. A possible factor in history&#039;s judgment.

Nonetheless, the best Sierra titles (and I wouldn&#039;t necessarily put Space Quest 4 among them, for the reasons John elaborates on--it&#039;s got moments of sheer brilliance, but plenty of frustrations, as well) hold up pretty well today. Gabriel Knight 1 and 2, the Quest for Glory series (it&#039;s not Police Quest, but QfG &lt;i&gt;was&lt;/i&gt; a major influence on me when I got into the games industry), King&#039;s Quest 6... I&#039;m sure we could all compile our lists of legitimate classics.

Of course, my view is colored by nostalgia as well. Space Quest 1 and 2 were among the first games my dad bought for our home computer, so my feelings for them are very fond. (Even though, as people wholly unfamiliar with how adventure games worked, it took us &lt;i&gt;ages&lt;/i&gt; to even get off the starting ship.)</description>
		<content:encoded><![CDATA[<p>Responding mostly to the LucasArts vs. Sierra comments in the article itself:</p>
<p>It&#8217;s worth noting, in regards to the different reputations of LucasArts and Sierra adventure game, that (so far as I&#8217;m aware) LucasArts put out slightly over a dozen graphic adventure games from their start until the mid-90s. Sierra put out two or three times that number (arguably more, depending on where you want to draw the line). The Sierra catalog was far from flawless, and it&#8217;s natural that a larger number of titles would tend to bring the average down. It&#8217;s also easier to point to gems in the LucasArts lineup because, well, everyone who played the LucasArts games played pretty much the same ones. A possible factor in history&#8217;s judgment.</p>
<p>Nonetheless, the best Sierra titles (and I wouldn&#8217;t necessarily put Space Quest 4 among them, for the reasons John elaborates on&#8211;it&#8217;s got moments of sheer brilliance, but plenty of frustrations, as well) hold up pretty well today. Gabriel Knight 1 and 2, the Quest for Glory series (it&#8217;s not Police Quest, but QfG <i>was</i> a major influence on me when I got into the games industry), King&#8217;s Quest 6&#8230; I&#8217;m sure we could all compile our lists of legitimate classics.</p>
<p>Of course, my view is colored by nostalgia as well. Space Quest 1 and 2 were among the first games my dad bought for our home computer, so my feelings for them are very fond. (Even though, as people wholly unfamiliar with how adventure games worked, it took us <i>ages</i> to even get off the starting ship.)</p>
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		<title>By: Stromko</title>
		<link>http://www.rockpapershotgun.com/2009/08/16/eurogamer-space-quest-iv-retrospective/comment-page-1/#comment-245906</link>
		<dc:creator>Stromko</dc:creator>
		<pubDate>Sun, 16 Aug 2009 21:48:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=15996#comment-245906</guid>
		<description>Hulk Hogan (7th comment from the top): I could do without King&#039;s Quest, but my growing up would&#039;ve been infinitely less rich without Space Quest and, more-so, Quest for Glory. 

Sierra also published the first Half-Life, so may have had a part in bringing to the world what is, to my mind, the ultimate story-telling FPS of the last few years, and enriching the modification / indie scene. Imagine if EA had published Valve&#039;s games first, and of course bought them out and forced them to make The Sims expansion packs instead of Half-Life 2.

So no, I wouldn&#039;t damn Sierra to hell just because the King&#039;s Quest&#039;s that I played were nothing but a non-stop fetch puzzle, and the other 9 that came out I simply had no interest in playing. SWAT 3 and 4 were also pretty good I think, though Police Quest: SWAT 2 was just frustrating.</description>
		<content:encoded><![CDATA[<p>Hulk Hogan (7th comment from the top): I could do without King&#8217;s Quest, but my growing up would&#8217;ve been infinitely less rich without Space Quest and, more-so, Quest for Glory. </p>
<p>Sierra also published the first Half-Life, so may have had a part in bringing to the world what is, to my mind, the ultimate story-telling FPS of the last few years, and enriching the modification / indie scene. Imagine if EA had published Valve&#8217;s games first, and of course bought them out and forced them to make The Sims expansion packs instead of Half-Life 2.</p>
<p>So no, I wouldn&#8217;t damn Sierra to hell just because the King&#8217;s Quest&#8217;s that I played were nothing but a non-stop fetch puzzle, and the other 9 that came out I simply had no interest in playing. SWAT 3 and 4 were also pretty good I think, though Police Quest: SWAT 2 was just frustrating.</p>
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		<title>By: Bobsy</title>
		<link>http://www.rockpapershotgun.com/2009/08/16/eurogamer-space-quest-iv-retrospective/comment-page-1/#comment-245856</link>
		<dc:creator>Bobsy</dc:creator>
		<pubDate>Sun, 16 Aug 2009 20:19:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=15996#comment-245856</guid>
		<description>Interestingly, Discworld II did a similar trick by having the hi-res (ish)  Rincewind of that game appear in the opening room of the first game, having a brief fourth-wall-breaking chat about better graphics and more sophisticated gameplay. Problem was that Discworld II was, despite being pretty, not a very good game. Every major puzzle handed you a shopping list of items to collect and hand in to one of the NPCs. The first Discworld game at least managed to mask this a little.

Oh, and both games were just dull, insipid re-tellings of plots from the books. Thank god(s) they never did Small Gods. Still, I&#039;d quite like to have a nostalgic bash at them both. They did, at least, have a decent cast.</description>
		<content:encoded><![CDATA[<p>Interestingly, Discworld II did a similar trick by having the hi-res (ish)  Rincewind of that game appear in the opening room of the first game, having a brief fourth-wall-breaking chat about better graphics and more sophisticated gameplay. Problem was that Discworld II was, despite being pretty, not a very good game. Every major puzzle handed you a shopping list of items to collect and hand in to one of the NPCs. The first Discworld game at least managed to mask this a little.</p>
<p>Oh, and both games were just dull, insipid re-tellings of plots from the books. Thank god(s) they never did Small Gods. Still, I&#8217;d quite like to have a nostalgic bash at them both. They did, at least, have a decent cast.</p>
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		<title>By: Casimir's Blake</title>
		<link>http://www.rockpapershotgun.com/2009/08/16/eurogamer-space-quest-iv-retrospective/comment-page-1/#comment-245808</link>
		<dc:creator>Casimir's Blake</dc:creator>
		<pubDate>Sun, 16 Aug 2009 19:10:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=15996#comment-245808</guid>
		<description>Death worked in Space Quest because it was almost always funny, and there were valid reasons to die.

In Kings Quest it was often due to a lack of dexterity, or unreasonable &quot;windows of opportunity&quot; to avoid some nasty bugger about to carve you up...  usually 2 seconds after entering a new screen.</description>
		<content:encoded><![CDATA[<p>Death worked in Space Quest because it was almost always funny, and there were valid reasons to die.</p>
<p>In Kings Quest it was often due to a lack of dexterity, or unreasonable &#8220;windows of opportunity&#8221; to avoid some nasty bugger about to carve you up&#8230;  usually 2 seconds after entering a new screen.</p>
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