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Gabriel Knight: 20th Anniversary Edition - remake by Jane Jensen

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Sometimes, though, it's just AMAZING the kind of hate people slather on pixel art. Some dude the other day in another forum was shellac-ing it so hard, I though pixels had raped his dog once or something. Like it was a personal insult to him that people still made games..... with.... pixels!!!


Bt

Gabriel Knight wasn't actually pixel art though, was it? Its characters look like they were touched up digitized scans of motion capture.
 

Sceptic

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Good negative review by Richard Cobbett
I almost stopped reading when I got to the cat hair bit. Like his own criticism of the game, the review is full of little nitpicks that don't matter by themselves but eventually just pile up. That said it is very good in parts. His dissection of the art style, lighting, colour and atmosphere is spot on. His ripping into the added puzzles, especially the sliding blocks, deserves a :salute: regardless of how much I disagree with other parts. That his ultimate conclusion is "go play the original instead" is also a huge point in his favour. All in all it's definitely worth reading, at least he took the time to describe exactly what the problems of the remake are and why they don't work, and that's what any good review should do.
 

SCO

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The best part of the review:
gk20_5.jpg
 

Abelian

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The review was well-written and I agree with its general message, although I actually liked some of the things he didn't care for in the original, such as the sharp-tongued narrator or the snake puzzle.

Some of his proposed changes (particularly to the plot), on the other hand, would have probably drawn the ire of of many GK fans for altering the source material.

Also, when I saw that screenshot of the voodoo lady's silly machine I was seriously expecting a slot machine minigame :lol:.
 

railway

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I'm tempted to reply that no non-pixel art adventure can ever reach the animation of a pixel one, but of course that's bullshit. It's more expensive though, and it's obvious that these remakes should use pixel art.

If pixel art was not an option for the developers, hand drawn 2D art similiar to Daedalic's Chains of Satinav would have fit the game very well, I think. I would be tempted to buy a GK remake with that particular graphics style at least.

dsa_thronsaal_en.jpg

577579-the-dark-eye-chains-of-satinav-windows-screenshot-stealing.jpg

577584-the-dark-eye-chains-of-satinav-windows-screenshot-this-room.jpg

Like you said, it probably would have been more expensive to make, tough. Especially as the review makes it sound as if they already didn't have the budget to make enough animations for their 3D models.
 

SCO

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This thread has reminded me I have never played Gabriel Knight 3. Is it as good as GK1&2?
It's... a experience. I deleted it after playing, but kinda regret it. And yes, it's horribad 3d but that is not the reason.
 

Redlands

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This thread has reminded me I have never played Gabriel Knight 3. Is it as good as GK1&2?

GK3 has a lot of problems. It was the last adventure game Sierra made (if memory serves), and came at the end of the year of huge layoffs at Sierra due to the new owners fucking up everything.

Jane Jensen's biggest failing as an indie game developer by far is her choice of development partners. I think she just lucked out working for Sierra back in the day, because ever since then she's had constant problems with this stuff (I particularly remember the problems with Grey Matter), and she seems to have gotten in bed with Phoenix Online Studios, who are insufferably mediocre in so many respects (if you're going to call yourselves POS then at least you're being honest I suppose).

What I wouldn't give for her to team up with someone like Daedalic (I wouldn't say them exactly, because the tone of their games and hers don't really jibe), or even Wadjet Eye (especially if it'd stop them just losing their shit and ending game series in pants-on-head retarded ways like with Blackwell).
 

Dehumanizer

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This thread has reminded me I have never played Gabriel Knight 3. Is it as good as GK1&2?

Probably not, although I think it's better than most people say it is. It was rushed, some parts were cut (including the supposedly decent puzzle that was replaced by the infamous cat hair one -- although I still think the "get a moustache to disguise yourself as a guy with NO moustache" thing actually makes sense, the moustache is there for attracting attention to it), but it was (unlike everything Jensen made afterwards) an AAA game, with a great voice cast (arguably excepting Curry's even-worse-than-in-GK1 "sourthern" accent), historical research, some very good puzzles, and so on. Worth playing, although the 3D graphics and controls can take some time getting used to (but once you do, they become second nature).
 
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It's been cool to hate on GK3 ever since that shitty Old Man Murray article all those years ago, but I personally think it was a pretty good game and remember liking it quite a bit when it came out.

To be fair, it's been at least 10 years since I've played it last, so take it with a grain of salt. I remember some arcadey action sequences that were pretty terrible but overall the main puzzle, which runs throughout the whole game, was pretty thoughtful, and I don't remember my intelligence being particularly insulted by anything too egregious.

I actually remember playing the fuck out Unreal Tournament and GK3 that Christmas (I think it was 99? Not sure). Good times.
 

madrigal

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I would rather replay GK3 than this remake pos. How the fuck do you remake a game 20 years later and make the graphics worse. Terrible zoomed in graphics, clunky animation and the interface is terrible. The amount of actions has been dumbed down which strips out dialogue, which might be a blessing in disguise as the voices suck.

I am disappointed.
 

Dehumanizer

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I remember some arcadey action sequences that were pretty terrible
It's been a long time for me as well, but I don't think there were any actual arcade sequences in the game; in fact, according to this they wanted to include some, but the engine didn't support it. There *are* timed puzzles (which you can retry over and over), and there's a puzzle near the end where Gabriel has to clear a board of tiles jumping as a chess knight (get it? Knight), which anticipates Jensen's later descent into hidden object / Big Fish like games. But most of the game is about investigation, historical research and character interaction.
 

Redlands

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It's been a long time for me as well, but I don't think there were any actual arcade sequences in the game; in fact, according to this they wanted to include some, but the engine didn't support it. There *are* timed puzzles (which you can retry over and over), and there's a puzzle near the end where Gabriel has to clear a board of tiles jumping as a chess knight (get it? Knight), which anticipates Jensen's later descent into hidden object / Big Fish like games. But most of the game is about investigation, historical research and character interaction.

I'm not surprised there were timed jumping puzzles in a 3D Sierra adventure. Remember Mask of Eternity? *shudders*

I remember seeing a LP of one of Jane's hidden object games; it seemed good for what it was, but I definitely think some bad habits were picked up there.
 

cvv

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I would rather replay GK3 than this remake pos. How the fuck do you remake a game 20 years later and make
the graphics worse. Terrible zoomed in graphics, clunky animation and the interface is terrible. The amount of actions has been dumbed down which strips out dialogue, which might be a blessing in disguise as the voices suck.

I am disappointed.

GK3 is a very good game dressed in one of the ugliest graphics ever created. I tried to replay it what, three years ago but couldn't get over the first few screens. It's just vomit inducing. Apart from that it is a great adventure.

And the new remake is not that bad. There's a lot of drama around it, as usual, since core gamers are like emotionally unstable women sometimes but it's solid. My only real beef is with the voice acting which ranges from terribad (Gabriel, narrator) to meh. And I suppose the art style could've been a bit more moody but it's not a disaster.

There'll always be a lot of whining and moaning in cases like this since nostalgiafaggotry is a terrible disease. But most of it is usually a load of grognard bullshit. I remember when LucasArts came up with the MI 1/2 remakes, a lot of people shaking their canes, yelling something about the old pixel graphicz being betterz when they were young...yeah, whatever.

:rolls eyes, waves hand:
 

taxalot

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There is nothing inherently wrong with a remake. There is, however, when the remake looks worse than the original. This is the major issue here.
 

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Another good Gabriel Knight-themed article by Richard Cobbett, this time entirely about the storytelling and presentation: http://www.pcgamer.com/gabriel-knight-and-the-colours-of-voodoo/

Every Saturday, Richard Cobbett digs into the world of story and writing in games - some old, some new. First up, a bit of both. What can you tell me about voodoo?

Many years ago, John Carmack said of stories in games that they're like stories in porn movies, "It's expected to be there, but it's not that important." I've always disagreed... with the gaming side of that I mean, not the other. Story is wonderful stuff. It's what makes our victories satisfying, it's what turns a few pixels on a screen into a character that we can fall in at least platonic love with, and what turns, say, running around a city of glorified boxes into being given the freedom of Paris.

I love story. I hope you do too. If not, I hope to convince you over time.

Where a lot of people go wrong though is thinking of story as simply 'plot' - the reason why you're shooting aliens in the face, the dead wife and child justifying some angry man's rampage, the doomsday weapon somewhere on the final level. All that is part of it, sure, but done well story is a thing that touches every part of a game. It's in the script, but it's also in the design, in the ambience, in the music, and in what's allowed to be unspoken. It's not a thing that someone simply pours onto a game when all else is done... or rather, it shouldn't be... but something that goes down to the bones.

_j7lO-KH9xBa.878x0.Z-Z96KYq.jpg


As such, I thought we'd start off by looking at a classic from a slightly different perspective. If you know anything about adventure games, then Gabriel Knight needs no introduction. If not, this 1993 adventure was one of the first mainstream titles to really go for the mature audience in a way that counted as mature rather than simply adult. It sold itself as a horror game, but it was its characters and meticulous exploration of voodoo (or at least, the convincing appearance of it, especially in a time before Wikipedia) that made it a legend. Later, there was a thing about a cat-hair moustache stuck on with syrup. Let's, uh, not speak of that. Ever.

As such an overtly story-heavy game, there's a lot of interest here, from the character relationships to the setting itself, and at least one thing that I plan to return to. Instead of the words and the plot though, let's kick off with something whose influence is almost never talked about - the colour palette. Gabriel Knight only had 256 colours to work with, and part of what made it such an impressive game was how far the artists stretched them to create amazingly detailed locations like the one above. As the game goes on though, it's soon revealed to be even cleverer than it first appears. Take a look at this, the first of several graphic novel style cut-scenes, where Gabriel meets his love interest and the technical villain, socialite Malia Gedde.

S1gc9eiaepYY.878x0.Z-Z96KYq.jpg


There's a lot more going on here than first meets the eye. This is the meeting of two different worlds, in a number of ways - hero and villain, rich and poor, hunter and hunted (though neither knows that bit yet...) This is represented visually by the use of complementary yet contrasting colours - blue and orange - to the point that Malia looks more like a sunbed obsessive than the leader of a murderous voodoo cult. It's a vivd look, made all the more notable by the fact that the artist could absolutely have gone with a more subdued, less illuminated skin tone had they wanted to - just look at Gabriel himself in the middle there. It's also notable that while Malia does get described elsewhere as having copper-colour skin, the poetic description of her at the start of the game opts instead for this:

I dreamt of blood upon the shore, of eyes that spoke of sin.
The lake was smooth and deep and black, as was her scented skin...

Maybe it's just me, but bright orange is not the colour I'd personally associate with a deep lake. It is however surprisingly important for the overall art style...

UHAj3KxPp7br.878x0.Z-Z96KYq.jpg


In particular, the contrasting colours are used throughout to represent the two lovers' different worlds - Gabriel's is cold, and for much of the game actively mundane. While there's a warmth to his bookshop, generally his parts of town are painted in blues and magentas - his cop buddy Mosely adding a dose of yellow with police tape, his jacket, and his office decorations, but otherwise maintaining the mundanity. Malia's world however is implicitly one of magic and of mystery, with both fire and orange becoming recurring themes in any environment where those elements are in focus. She doesn't have exclusive rights to them, but when they appear outside of this context it's almost always either obscured or in a far more muted shade.

3hMqoA5zsRfE.878x0.Z-Z96KYq.jpg


Orange in fact soon becomes an almost invasive force in Gabriel's world, as seen here in her house - the blues and magentas representing her public identity as simply a rich socialite and philanthropist (seriously, are they ever not evil?), but the fire acting as the focal point of the scene and Malia's red clothing doubling down on it.

dNqHTKswHri7.878x0.Z-Z96KYq.jpg


In a similar vein, this shot from the voodoo museum shows another member of the cult, Dr. John, carefully standing in the small pool of orange light rather than in the part of the shop meant for tourists. Also of note is that his corner is where you find the snake that's the only thing that tries to kill Gabriel for most of the early story.

srHalFPIReCO.878x0.Z-Z96KYq.jpg


The more overtly voodoo related locations meanwhile go all-out for it. The Dixieland Drug Store that specialises in paraphernalia without actually being linked to the murders directly uses all orange. So too, initially oddly, does the church. This makes more sense later on when it proves to be the home base of the villains, accessed via a secret passage in the confessional. Yeah, this game does get a bit goofy. They have a whole James Bond base underneath it, complete with offices where people work and janitorial cupboards, but also a whole zoo full of voodoo related animals and a inter-office communication system that involves someone going to a sacrificial chamber and banging out codes on a drum. These guys badly needed e-mail.

yoiweUjsUupT.878x0.Z-Z96KYq.jpg


Even that late in the game though, the theme is continued. Here's an ancient tomb in Africa from the villains' past. Torchlight is of course always going to be orange, but someone still had to put them there, and the key colour remains notable...

8LFUCAYYEBT7.878x0.Z-Z96KYq.jpg


...while Gabriel's own ancestral home embraces the old contrast between cold and warmth, blue and orange, to the point of looking like this in the middle of summer! (This is one of the major changes made by the recent remake, making it a more modern castle, as in the sequel, and appropriately green. I totally agree with this, because the castle is bloody stupid in the original. Theme only goes so far!)

iCYX0SjEDSa9.878x0.Z-Z96KYq.jpg


Now it's certainly not the case that every case of fire and every splash of orange in the game feels like part of this theme, but the pattern is both there and present throughout most of the game. It's a natural fit in many ways. The main story revolves around a family of witch-hunters (technically, shadow hunters, but it's a witch at the centre of this story), whose mistakes have led to their family declining while Malia's rose in power to become the rulers of New Orleans. In a very real sense, they've stolen their fire. It's a thematic element that bookends the game. The first thing we see is Malia's ancestor burning at the stake while Gabriel's watches and regrets his decision. The very last thing is the final battle between the two familiesliterally ripping New Orleans apart (in arguably the only scene in gaming that makes geologists weep more than taking a tour of World of Warcraft) as Gabriel finally atones.

b7r70Dyz6T1W.878x0.Z-Z96KYq.jpg


This use of contrast is something that Gabriel Knight gets fantastic use out of, allowing it to keep its most powerful colours for its biggest scenes, but also creating a mood that's at least slightly unsettling without ever being too noticeable. In the first instance, there's a distinct split between the areas in which Gabriel is comfortable in, and those where he's at least somewhat out of his comfort zone - daffy voodoienne Magentia Moonbeam for instance is no threat, and she's just treated as a kook, while the drugstore whose owner casually mentions human sacrifice and then immediately claims all his stock is just to milk passing tourists has a slight alien element to it. Its use even extends to the death screen; the triumph of orange.

pZwtdiurM_ps.878x0.Z-Z96KYq.jpg


It must be said though that after a while, you do start to wonder about the voodoo cult's membership. They don't really do a lot during the game, and never seem to be around. Even when you go into their base, it's largely deserted. So who are these cultists? Let's see... almost entirely unknown, very mysterious, most likely bright orange to keep with the general theme they've got going here... very likely on the far wrong side of politically correct by modern standards...

gU6vMI1rbQEJ.878x0.Z-Z96KYq.jpg


Oompa Loompa, doing Voodoo

Delivering just one last warning to you

Oompa Loompa, we guarantee

Stop or you'll be eaten by Ogun Badagris.

What do you get when you get in our way?

Messing things up in ten or so days?

Keep poking round and you'll just wind up dead

And quit riding our Loa in your bed.

(That is inappropriate!)

Oompa Loompa, Gabriel Knight

We bought your books, and thought they were shite

Be smart and stay in your dull world of blue

Because the Oompa Loompas are watching you...

Always watching you.

...

Brr. Anyway, where was I? Oh, yes.

On a wider level, the colours subvert the usual concept of warm being comfortable. Here, they're always charged. The church that you expect to be safe is where a man dies horribly. The voodoo ceremonies are dangerous and intimidating, with a raw power that has nothing to do with any magic that may or may not actually be happening... at least, early on. And when those sequences reach a crescendo, the colour scheme is quick to back that up as it shifts colour all the way to blood red.

cBsUkeI0R8pO.878x0.Z-Z96KYq.jpg


None of this would work if not for the words and the storyline driving the game, but it acts as a multiplier - just one way that all the disparate elements of the game pulled together towards a common goal. The game already rests heavily on symbolism, especially in elements like Gabriel's family medallion and the use of dragon and snake imagery. Where those are always pushed front and centre though, not least in the introduction, the colours are there to be felt more than actively noticed.

This kind of direction is, for me anyway, the main thing missing in the recent remake. Where the original artists had to make every last pixel work for their money, the remake gets all the colours in the world and probably garrow too, and as such adopts a more realistic graphical approach. Here for instance is the updated cut-scene where Gabriel meets Malia, done in the remake's more modern style.

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While the art here is basically okay, it doesn't convey even half as as much as the original. Later cut-scenes fare much better at that, and are genuinely good. The backgrounds though tend to be attempts at realism compared to the stylised world of the original, and it's a distinctly different world as a result - less threatening, less alien, less hanging with menace. Not bad, but definitely different, and more than you'd think given that the details of most of the locations are much the same as they were in the original. Largely, it feels like a result of two very different goals - the remake aiming to make the existing screens as visually impressive as possible, the original on supporting the story at the expense of the immediate wow factor. (Which is of course what you'd expect a game selling HD graphics as its main selling point to do.)

Certainly, the original's locations - while beautifully done - lacked the snap factor of many other titles of around the same time, like most of Lucasarts' games or the gorgeous Hand of Fate. At first glance, they were even somewhat unpleasant by the standards of the time - claustrophobic, dark, and very restrained outside of the cut-scenes. Very few other sprite based games though managed to get the same levels of presence and texture, even in the many, many scenes when nothing was happening. It's one of the reasons they still look good today, while most games shooting for reality soon look ancient. Artistry fades much more slowly than art.

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This level of both craft and willingness to support the story isn't the kind of thing that in itself marks the distinction between a bad game and a good one, but it is the kind of thing that marks a great one from a merely good one - the willingness to dig that little bit deeper than most other games, and make all the components come together to be the sum of their parts. The writing, the plot, the characters, the research, all the most obvious elements absolutely deserve the lion's share of the credit on Gabriel Knight, much as they did in its sequel, The Beast Within's fusion of European mythology and modern adventure. The best games though find as many ways to make all their elements work together, and I don't think many would argue that Gabriel Knight doesn't qualify. It was a hit back in the 90s, and remains a classic.

But enough of all this pixel-loving. Next time, something far more rooted in the traditional story side of things, and a very different game entirely...
 

LizardKing

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Apr 12, 2012
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I tried the game and I had to quit after 20 minutes.
This new abomination lacks the warmth and atmosphere of the original.
Backgrounds look plastic and too clean and character animations are terrible.
There's no way Im going to stain my memories with this POS made by POS.
 

Abelian

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That was a good analysis and frankly I never consciously noticed that blue/orange dichotomy. He just had to mention the cat hair puzzle again, though...
 

madrigal

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They decided to keep the scoring system but when the game ends it doesn't tell you the final score so it is essential useless, which I guess fits the theme of the remake nicely.

I also think the game needed another credit sequence in the middle somewhere, it felt unbalanced with only the two credit sequences at the start and end and it would be good to remember who is responsible for this abomination.
 

taxalot

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This remake and the first Leisure Suit Larry one get me completely clueless. They have the technology, the engine, the staff to write a decent sequel and instead they decided to make a good game worse.

Don't tell me they need to reintroduce everyone to the series before doing so. That's just playing the nostalgia card and making savings on imagination and not knowing how to design a point and click anymore.

That we got this instead of Gabriel 4 makes me very, very sad. I would even have forgiven them if G4 was not that much awesome, provided they learn from their mistakes for G5. But as you can see, I have a pretty vivid imagination.
 

Redlands

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They have the technology, the engine, the staff to write a decent sequel and instead they decided to make a good game worse.

I disagree. Well, I agree with some of it, but not all of it. Phoenix Online Studios is not a particularly good development team, and it's honestly aggravating to see Jane Jensen working with them so often.

Putting aside my own annoyances with them (like the tendency to add in some annoying or blatant Easter eggs, specifically Sierra-focused ones which just leaves me with a bad taste because they're not Sierra as much as they try to be sometimes), they still have some major issues.

As a group, they've
  • only released episodic games (versus a full game, particularly one the length of this one),
  • never tackled a proper remake before,
  • have missed the point of the game worlds before (The Silver Lining, for example, was excessively dark),
  • haven't finished their first major release, despite working on it for (I believe) a decade,
  • have started focusing on becoming a publisher-developer rather than just a developer (like Wadjet Eye).
Most of their games released so far have been pretty mediocre, and that's being excessively generous in some cases. Comparing them to where Sierra was positioned when they released the original, it's not surprising that the remake failed in a lot of areas.

Also, I think a lot of the problems is that they're clearly huge fans of Jane Jensen, and have worked pretty closely with her on several projects. It's probably likely that nobody there's going to tell Jane where she's going wrong if/when she's making bad decisions: either because they simply don't have the talent/experience themselves, or that they are just so fanatic they think she's infallible.

This is one of the things that pisses me off about Sierra not being around any more: it wasn't necessarily about the Williamses, the Coles, Jane and Al and the Two Guys From Andromeda, but it was all of them working together, even if it was just being around to bounce ideas off of or to keep bad ideas in check. As much as it seems POS want to be a spiritual successor to Sierra, they can't be if they don't have the same kind of peer camaraderie dynamic going on, and I don't really see that as being possible from their output.
 

Eirikur

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Gabriel is in need of a testosterone injection, judging by his appearance. With his long platinum blonde hair, unblemished baby butt skin, and lack of facial hair, he looks veeery androgynous. If not for his chin and flat chest, he'd have an entirely feminine appearance. I preferred his more rugged appearance in the original and especially in The Beast Within. At least he doesn't have the flamboyantly gay voice from GK3 though.
 
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