I managed to make my way through two of Westwood Studios's comedic fantasy games last year, but didn't quite have enough time to complete the set. Taking elements of Sierra's King Quest and LucasArts's Secret of Monkey Island franchises but mechanically distinct from either, The Legend of Kyrandia games were difficult graphic adventure games to break into due to some odd decisions they - and they alone, from what I've been able to determine playing many Indies since - took with regards to inventory management and puzzles: the two aspects of adventure games that encompass most of the "game" part of their composition. Instead of picking up everything in sight, the Kyrandia games enforce a strict inventory limit of around ten to twelve items: instead, you can leave things scattered around with a more than decent chance that they'll still be where you left them. This also means that you can use up or toss away items, and expect them to respawn elsewhere in the world just in case you really did need them. This, coupled with a lot of magic potion creation puzzles that had you chasing ingredients halfway across the eponymous land, made the games a hard sell from a purely gameplay-respective stance.
However, the Kyrandia games have some wonderful pixel-artwork in their corner - as is typical for Westwood, creators of the intricate (if silly) Command & Conquer RTS war simulators and the Eye of the Beholder first-person dungeon-crawlers - and tend to be very well-written in a sort of Discworld self-referential fantasy world sense. Malcolm's Revenge in particular seems to be keen to mine that comedic vein, repurposing the mad jester villain of the first game and turning him into a mischievous anti-hero with an ironically minuscule amount of patience for fools. His sarcastic quips, penchant for low-key cruelty, and unorthodox approach to puzzles makes him a more compelling protagonist than the first Kyrandia's milquetoast protagonist (and now King) Brandon, at least, as does the game's story in which he tries to clear his name for the more outright evil crimes he was accused of - namely, the regicide of King Brandon's royal parents before the first game began - and then locate a way to permanently depart the kingdom that fears and hates him.
We'll be getting to some more Book 3 impressions in jester moment, but first - screenshots!
"Book 3: Malcolm's Revenge," a.k.a. "Revenge, Uh, Finds a Way"
I'm just going to pause the screenshots here to explain how the dialogue system in this game works. Malcolm has three conversational "modes": Normal, which is sarcastic and mean-spirited; Nice, which has Malcolm struggling to be polite and attentive; and Lying, which is like Nice but with more obvious falsehoods. NPCs react differently to each mode, with some only dispensing hints or advice with the right tone. It's the sort of feature I'm usually ambivalent about: on the one hand, it can be funny to have the opportunity to say shitty things to people; on the other, it means having to exhaust three dialogue trees per person instead of one, with very little difference in the responses you get. Take Zanthia, above: she responds the exact same way to Normal and Lying, but tells you about a "Circus Boat" you could use to escape Kyrandia if being Nice.
I'm going to stop here, mostly because I have no idea what to do or where to go next. Adventure games are hard to summarize like that: the last thing anyone wants to read is dozens of screenshots of hint-filled dialogue and me trying every object on every other object, but that is invariably what every adventure game playthrough turns into.
Still, it's evident that Westwood were trying a few new ideas with this last Kyrandia outing. The points system, while hardly new to adventure games as a whole, is integrated into the Kyrandia series for the first time here to - I suspect - encourage experimentation with Malcolm's various conversational tones and buffoonery. You get points for entertaining people, but also for pranking and hurting them, so even if you're not moving the game's story forward by being a dick to some random NPC, you are at least getting rewarded for some cheap laughs at their expense. It feels like the designers put this points system in so you don't accidentally miss any of their mean jokes by constantly taking the Nice route as the most likely means of making progress.
I also wish there more dumb NPCs to play the foil with: Wimpy King Brandon and his grandfather Kallak don't hang around long enough for insults, Zanthia's too sharp, the mime doesn't talk, and the weird alien kid only speaks in tongues. Seems like if you were going to hang a game on the hook that is a surly and sardonic protagonist everyone loves to hate, you'd give them more people to irritate from the start.
All the same, I was already two games into this three game series when I started this year's May Maturity season, so I'm not dropping out yet. It does feel a little more difficult than either of its forebears, largely due to a general lack of direction and some annoying quirks, so I'm intending to at least get past what I hope is an early hump before the rest of the game shows up. Keep an eye out for the Outro later this week, for a clearer picture of where this game goes.