Retrospective: The Legend of Kyrandia: Book One

Everyone called Malcolm is evil.

It takes a big man to admit when he's wrong. I am a very big man. One of my greatest laments about the state of the adventure game is the reduction in interactivity.

Time was when an adventure game had infinite inputs. A parser bar let you type in anything you wanted. On the billion to one chance the game understood it, that command would be carried out.

Of course, inevitably you'd type "Do a poo" and then be annoyed the developers didn't write in a funny response for that. But in principle these games offered you extraordinary freedom.

Then came the verb system of LucasArts' SCUMM, where sentences were constructed in chunks. "use HAIRBRUSH on MOUNTAIN", for instance. Once again, the degree of choice felt overwhelming.

This was simplified further by Sierra, years before LucasArts moved over to it, into what I would argue was the best system: the rotating mouse cursor.

Here you would right click to change the cursor through the various verbs and then click on the item in-screen. This opened up the whole window for the gorgeous graphics of a Space Quest IV, or a Sam & Max, while allowing the player to improvise and experiment.

As the adventure's heyday drew to an end the system was reduced further - first with a "verb coin" that gave you three or four options to choose with a right click, then with the left click becoming a general "use" and a right click providing "look". It was never the same again.

'Retrospective: The Legend of Kyrandia: Book One' Screenshot 1

Oh, sorry, spoilers.

Now, most of the blasted things just have a single button which does everything. One stinking button. We went from infinity to one in 20 years.

That's not progress, that's regress. Presumably the next generation will ask us to press any button to start the game, and then play themselves for us.

That's my rant. I've made it for years. I've been wrong. Because in 1992, Westwood - the developer most famous for creating Command & Conquer - released the almost forgotten point and click adventure, The Legend Of Kyrandia: Book One.

It contained a single cursor.

I'm not really sure what to do with this information. Does it undermine everything? Is everything that's being produced now a homage to Kyrandia?

Obviously not. And not only because Kyrandia also suffers from the same issues.

To say the story owes something to the King's Quest series is a bit like saying Vodafone owes something to the Inland Revenue. In this fairytale land an evil wizard - brilliantly named Malcolm - is removing all the magic and, er, killing a few trees.

He's also turned your friendly wizard grandfather to stone! The cad. So you must seek out an amulet and then fight Malcolm because you are the chosen one, as destined before your birth.

'Retrospective: The Legend of Kyrandia: Book One' Screenshot 2

See how pretty it was? Oh, you just don't understand.

It's an odd game. The tone slips between deadly serious and slightly silly. Oddly, the guff about your destiny seems to fall entirely in the serious camp, which lends the game a sense of pomposity it really cannot sustain.

So you march about, solving puzzles, and eventually it stops. That was the model for most adventures of the time - a story happening at you between inconveniences. It's all rather charming, really.

The single cursor was in fact something of a noteworthy novelty when Kyrandia was released in 1992. LucasArts was still verb building, while Sierra had introduced the rotating cursor only the year before.

Rather than a sign of the adventure's declining mind, here it was an experiment to see if the focus could be shifted elsewhere.

In Kyrandia it was onto the inventory. Another unique element for a straight point and click adventure was the inventory's limitations.

A long running joke in the genre has always been the infinite pockets of your character, but here you had ten slots and that was it.

However, you were also able to drop objects. These would stay on the screen wherever you left them, so you had to choose what to take with you on any excursion.

Which was idiotic. Knowing which items to take with you as you walked 40 screens away required psychic powers. The inevitable traipses back offered not a jot of joy. Things got particularly tedious when stranded in the network of caves so generously provided.

The whole game requires mapping if you're to have any chance of avoiding aimless wandering. Which is something I haven't done for years.

Completely lacking squared paper I resorted to actually printing some out. Then, just as my father taught me, I began drawing squares for each location.

Westwood's game faithfully allows this, not resorting to the silly looping forests or randomly generated exits that frustrated in so many of the adventures at that time.

'Retrospective: The Legend of Kyrandia: Book One' Screenshot 3

The side effects of Sunny-D.

But the caves - the dark gloomy caves - required that you light you way with fireberries. Each berry could be moved no more than three locations before burning out, and stepping into darkness meant instant death.

The process of mapping and lighting the labyrinth is certainly an elegant logic problem, if one of the most tiresome events I've experienced.

But it turns out mapping makes everything OK! What a remarkably satisfying process that is. In fact, thanks to my complete lack of a sense of direction (I get lost going upstairs) I mapped the entire game.

As much as some of the utterly idiotic puzzles may have annoyed me, looking at that pile of paper brings me the sense of satisfaction that Anaximander must have felt as he completed his first map of the world.

It's strange that Kyrandia is so forgotten. There were three of them, to start with (only while replaying the first did I remember it's the second one - Hand Of Fate - I really liked).

Not only did the game innovate with its cursor, inventory and the (massively underused) spells the amulet offers, it was also an absolutely beautiful game.

'Retrospective: The Legend of Kyrandia: Book One' Screenshot 4

Puns like this take you by surprise in a mostly quite serious game.

The painting is gorgeous, far ahead of the detail others were offering in '92. The animation is remarkable, the characters far more vivid and alive than you'd expect for the time.

Westwood is a studio famous for being remarkably good. Few have forgotten its most famous adventure, the troubled and brilliant Bladerunner. So why did the Kyrandia series slip through the cracks?

I'd venture possibly because it was so similar to King's Quest, despite being not nearly so insufferably smug. Westwood is a studio which will always be (rightly) remembered for Dune II, Command & Conquer, Eye Of The Beholder and Lands Of Lore (what a résumé!).

But while Kyrandia unquestionably makes some of the worst mistakes of adventures at that time (it was a year before LucasArts would convince the rest of the world that killing your character was a bad idea), it also offers some smart writing, a few nice puzzles and a bunch of daft imagination.

However, I'd prefer it if people could continue to forget about it, so my rant about the degradation of adventure controls can continue. Thanks.

Comments (30) Latest comment 11 months ago

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  • mrpsb #1 11 months ago

    "To say the story owes something to the King's Quest series is a bit like saying Vodafone owes something to the Inland Revenue."

    Hahahah excellent
  • supanova #2 11 months ago

    Really enjoyed the games by delphine Eg future wars and operation stealth on the amiga. Great games.
  • siro #3 11 months ago

    The first Kyrandia was ok, but the design mistakes you write about make it quite a flawed experience. And the cave labyrinth I (as well as everyone I ever talked about it at the time) found annoying.

    The second game, Hand of Fate, was much better. Puzzles improved, a good amount of humour and some of the best graphics in a classic adventure game. The third book lost a bit again then.
  • OnlyMe #4 11 months ago

    Absolutely loved the music and the atmosphere of this. Honestly though, I've never finished any of the three games, because I never got through the caves in the first game. And since I'm near notorious about finishing games in chronological order, I only ever tried the two other games for about ten minutes each.
  • JoeGBallad #5 11 months ago

    I miss making maps. Years ago, when I was wee, my brother and I had to fold loads of a4 sheets into squares and map out citadel for the BBC. Great game. The only way to complete it is to play it over and over, mapping slightly more each time, and then try for a perfect run.
  • Halgwet #6 11 months ago

    The first Kyrandia game was probably a learning experience for Westwood. The second game, Hand of Fate, improved in just about every category. They dialed back the seriousness of the story a bit while also making the world feel more distinct and less like generic fantasy. It was also longer, allowing you to go all over the world seeing all kinds of weird and fun places. The main character, Zanthia, had much more personality and was much more likable than Brandon (who became something of a joke in the later games). The puzzles were better and the inventory, while still limited, was much bigger so you didn't get as frustrated leaving stuff knew you would need behind. And best of all, no way to make the game unwinnable, which was pretty easy in the first game.

    The third game also holds a special place in my heart since it was the first in the series I played. It allowed you to play as Malcolm, with the change in tone that this brought, and had multiple solutions for most of the puzzles. Looking back on it now, the graphics have aged rather badly since they were done using pre-rendered 3D. The music is still awesome though, as you would expect since it was made by Frank Klepacki: http://www .youtube.com/watch?v=j-5Coz9H6-E
  • TheBard #7 11 months ago

    Zanthia, the female protagonist of The Legend of Kyrandia II - The Hand of Fate, remains to this day the most believable, fleshed-out, "real" female in gaming.

  • somnolentsurfer #8 11 months ago

    You are such a wrongface on the rotating cursor. I never played Sam and Max at the time, and I've tried several times to go back to it but always given up because endlessly clicking through the cursors, and then clicking through again because you missed the one you wanted, is absolutely infuriating. The Full Throttle system is much better.

    And besides, The Longest Journey only has a single action.
  • neonxaos #9 11 months ago

    What? In my mind, Kyrandia is by far Westwood's most famous adventure series, and Blade Runner is the forgotten gem. When Blade Runner came out here in Denmark, I cound find nobody else who had even heard of it. But they all had Kyrandia, expecially Hand of Fate seemed popular.

    So there, now I'm right and you're wrong!
    Edited by 1 at 03/04/11 @ 11:47
  • DrStrangelove #10 11 months ago

    @somnolentsurfer

    I absolutely agree with John Walker. Of all the adventure games I played, I found Sam & Max had the best control interface. Yes, I also over-clicked the action I was looking for, and that was annoying, though not terribly. But I think it was the best compromise between freedom of action and ease of use.

    @Walker

    "Everyone called Malcolm is evil." No. Not Malcolm Tucker.
  • OrgasmicMutton #11 11 months ago

    Ah, mapping areas. Being younger than John most of the games I played tended not to require so much of the player. The only time i remember studiously drawing a map was for The Island of the Dome of the Slate test when trying to become a Wizard in Little Big Adventure 2. It was a maze where you could only see the tiles immediately surrounding yours and it had several bits where it raised and lowered the level to try and confuse you (it worked!). I painstakingly mapped it all out because that was the kind of thing I had the patience to do back then. The most satisfying thing about it was that on replaying the game a couple of years later I managed to find my map lying in the bottom of a drawer (I never tended to chuck things out) and thus breeze through the area in no time at all, even taking some seeming leap of faith jumping shortcuts thanks to the accuracy of my scribblings from before.
  • dwalker109 #12 11 months ago

    I lapped this up back in the day - the fact that it used the same typeface as Lucasarts games made me feel right at home. I finished the first two, but I had to use walkthroughs at various bits - Fireberries bring back a lot of memories!
  • caligari #13 11 months ago

    I always get this game mixed up with 'Curse of Enchantia'.

    That one was bastard hard - but I think I was probably just a stupid kid.
  • Kaminari #14 11 months ago

    "It's strange that Kyrandia is so forgotten."

    Huh? Where have you been living for the past 20 years?
  • Stoatboy #15 11 months ago

    @caligari: Me too. Was Enchantia the stupid one where you had to use a fishing rod on a bloke frozen in a block of ice? Your character then snapped the fishing rod in half, rubbed the two sticks he'd created together to make a fire, and thus melted the ice. Obvious really. o_O

    Fuck me, I've played some horrible games in my time.
  • eloquent_coat #16 11 months ago

    i was seriously disappointed by this when i played it back in the day on the amiga. i remember walking around a boring forest, then a cave where you'd continuously get lost, and i think i pretty much gave up soon after that, as i was bored of my inventory consisting of nothing but gems and blueberries too :( and i think i died lots. could you die in this?

    i guess i wanted it to be like monkey island, but it didn't click with me at all.
  • obscured021 #17 11 months ago

    i liked the hands of faith but lands of lore what a game, Patrick Stewart whispering in my ear before bed time, awsome!, you also left out blade runner on that list which was great too.
  • comissars_handgun #18 11 months ago

    Shit I actually did think this was some kind of spinoff or prequel or something for the Kings Quest games.
  • caligari #19 11 months ago

    @ stoatboy - to be honest, I probably never got that far. I used to love the art-style and sound, but it always left me very confused - especially after playing 'slicker' versions of the genre (Monkey Island, Simon The Sorcerer etc).

    I seem to remember getting lost in a cave - where I'd walk around picking up lots of pointless (well - what seemed to be pointless) rocks.

    I'm watching this play-through at the mo: http://www .youtube.com/watch?v=2Lc2OuKqga8
  • FortysixterUK #20 11 months ago

    Texty and pointy clicky adventure games were never a draw for me. Neither were sports games.
    So there.
  • MiY4MOTO #21 11 months ago

    The sequel, Hand of Fate, was excellent. However I do remember struggling to make mustard in it (for reasons which escape me).

    Control wise I always felt that Lucasarts' 'Full Throttle' nailed it. It was the pinnacle of the SCUMM controls, though I though 'The Dig' was their finest hour. (Sam and Max was a little *too* abstract, Full Throttle too short) Day of The Tentacle was a close second mind.

    I could have loved 'Grim Fandango' but I couldn't play it. My point and click brain refused to grasp the controls & I just kept hoping for a mouse patch. :(

    Edited for damn iPhone keyboard & clumsy fingers.
    Edited by 1 at 04/04/11 @ 00:05
  • oerhoert #22 11 months ago

    This was a wonderful piece of retro game journalism. Keep up the good work.
  • Daikon #23 11 months ago

    This article makes me want to play Blade Runner again. Classic.
    I'd love a current gen Blade Runner a la Mass Effect as well!
  • SAMagic #24 11 months ago

    I once had a conversation with my brother about who would be the main character in the third game - I suggested Malcolm.

    HE LAUGHED.

    The squirrel death scene has to be seen to be believed.
  • Shabbaranks #25 11 months ago

    Mapping out the caves to drop the fireberries, that is a moment in my gaming history that will stay with me forever, good, yet frustrating times.

  • Ryslaw #26 11 months ago

    Played it on mt Amiga and loved it even though disk shuffling was annoying as hell (the same goes for all Westwood games released for Amiga - even Eye of the Beholder with only 3 disks required constant swapping while going through level 7). Gee, I do miss the times :)
  • neonxaos #27 11 months ago

    Here's an idea - a mapmaking app for iPad! That would seriously be awesome!
  • Rack #28 11 months ago

    Adventure gaming controls never really degraded though. How many times in Monkey Island 1 and 2 or Sam and Max for that matter, did you use any verb other than use, where use wouldn't make perfect sense?
  • somnolentsurfer #29 11 months ago

    @DrStrangelove Was that when you played it at the time, or have you gone back to it? If you can play it today and not find it absolutely infuriating... Well, I'm in awe of your patience.
  • levitate #30 11 months ago

    Kyrandia III, where you get to play as Malcolm, is absolutely hilarious.