We're here on entry number three of May Maturity after two weeks, currently hobbling along at the all-too-fitting pace of an extremely elderly person. Since we're alternating graphic adventure games and CRPGs for the time being, our next port of call is Westwood Studios's mildly satirical 1992 point-and-click The Legend of Kyrandia. More or less their take on King's Quest, in much the same way Command & Conquer was their Warcraft or how Eye of the Beholder was their Dungeon Master, Kyrandia presents a fantasy world where a deeply insane and magically powerful jester (huh, sounds familiar) is upsetting the careful balance between the world of humans and the world of nature, removing any magically powerful force of good - humanoid or otherwise - to ensure his own mad gallivanting can continue unopposed. His only major obstacle is the wimpy young apprentice mage Brandon, who is forced into action when destiny comes a-callin'.
Usual King's Quest style pablum, but The Legend of Kyrandia has a reputation for having a slightly subversive sense of humor and genre self-awareness that elevates it above the usual Sierra imitators, even if the thematically similar Simon the Sorcerer and Discworld adventure game franchises would eventually come along and eat its lunch. I've heard tell this satirical streak would become more prominent in Kyrandia's two sequels Hand of Fate and Malcolm's Revenge (the title of which is sort of a spoiler, I guess), and so I'm mostly just playing the first so I can get it out of the way and move onto those successors. I'd never played a Kyrandia game before today, but knew of them well enough by their reputation. Ditto for Westwood, whose games have always been regarded highly - I especially like the first Lands of Lore game myself, and hope to see a lot of parallels between that and Kyrandia even if they happen to occupy separate fantasy worlds.
Kyrandia's Way More Fun Than Aynrandia
So those are the opening acts of The Legend of Kyrandia. Standard, which I think is fair enough for the early chapters of an adventure game, but you can start to see how the magic and inventory systems offer a distinct variety of challenge most games of this genre hadn't yet attempted. At least it looks and sounds great for a 1992 game: the game has full voice-acting, and Westwood definitely knew their away around those MIDI keyboards.
We should also remark on the game's accessibility. Most adventure games made around 1992 had not yet emancipated themselves of the many verb commands that inundated early graphic adventure games, of the "open" and "get" and "talk to" and "sniff" and "play chequers with" variety. With its single contextual cursor, Kyrandia was one of the first adventure games I'm aware of to mitigate the amount of wasted time trying every combination of verb and object and hotspot whenever the player got stymied. In addition, using an inventory object is as simple as dragging it to and from the inventory bar and releasing the button on the intended target. You didn't even need to wait for Brandon to walk over to where the object was being used; it all happens instantaneously. The game also lets you adjust the walking speed, though it doesn't quite go so far as letting you skip screen transitions or provide a fast travel system, which are two conveniences from Toonstruck (and most modern adventure games) that I find myself missing.
At any rate, while it's a little dull, it's certainly not offensive. The goal here is to beat the game so I can understand what's going on in the sequels, anyway, so I'm invested enough to keep moving. I imagine once I get a few more spells and have more instant death perils to avoid, it'll start putting up a fight. I'm also hoping for a few more NPCs too: if this game is supposed to be known for its humor, I'd like a few more characters to bounce off than some doddering old men and a sarcastic daffodil.