King's Quest VIII
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King's Quest VIII
''King's Quest: Mask of Eternity'' (also known as ''King's Quest VIII: Mask of Eternity'') is a hybrid point-and-click adventure and action-adventure developed and published by Sierra Studios in 1998. It was the eighth official game in the '' King's Quest'' series, the first and only game in the main series where the main character is neither King Graham nor a member of his family, as well as the first in the series to use a full 3D engine as opposed to the 2D cartoon or pixel style of the earlier games and the first to omit the sequel numbering system on box artwork and title screen. Gameplay The game combines a point-and-click single multipurpose context-sensitive cursor from '' King's Quest VII'', and a variation of the standard adventure game item inventory along the top. It also includes information about total mask pieces collected and total gold coins. A menu along the bottom of the screen includes information concerning level, character experience, curative items ...
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Sierra Entertainment
Sierra Entertainment, Inc. (formerly On-Line Systems and Sierra On-Line, Inc.) was an American video game developer and publisher founded in 1979 by Ken and Roberta Williams. The company is known for pioneering the graphic adventure game genre, including the first such game, ''Mystery House''. It is also known for its graphical adventure game series ''King's Quest'', ''Space Quest'', ''Police Quest'', ''Gabriel Knight'', ''Leisure Suit Larry'', and ''Quest for Glory'', as well as being the original publishers of Valve's ''Half-Life'' series. After seventeen years as an independent company, Sierra was acquired by CUC International in February 1996 to become part of CUC Software. However, CUC International was caught in an accounting scandal in 1998, and many of the original founders of Sierra including the Williamses left the company. Sierra remained as part of CUC Software as it was sold and renamed several times over the next few years; Sierra was formally disestablished as a c ...
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King's Quest VII
''King's Quest VII: The Princeless Bride'' is a graphic adventure game developed and published by Sierra On-Line for the MS-DOS, Microsoft Windows and Macintosh computers in 1994. It features high-resolution graphics in a style reminiscent of Disney animated films and is the only ''King's Quest'' game with multiple protagonists: Queen Valanice and Princess Rosella, who are both spirited away to the realm of Eldritch, and Rosella is transformed into a troll. They must find a way to return Rosella to normal and find her true love, get rid of a powerful evil force threatening this realm, and get back to their kingdom Daventry. ''King's Quest VII'' is the only game in the series to divide the story into chapters. Some puzzles have multiple solutions, and there are two possible endings. Critical reactions to the game were generally positive. Gameplay ''King's Quest VII'' is different from the previous ''King's Quest'' games in terms of structure. The action is separated into six chapt ...
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Holy Grail
The Holy Grail (french: Saint Graal, br, Graal Santel, cy, Greal Sanctaidd, kw, Gral) is a treasure that serves as an important motif in Arthurian literature. Various traditions describe the Holy Grail as a cup, dish, or stone with miraculous healing powers, sometimes providing eternal youth or sustenance in infinite abundance, often guarded in the custody of the Fisher King and located in the hidden Grail castle. By analogy, any elusive object or goal of great significance may be perceived as a "holy grail" by those seeking such. A "grail" (Old French: ''graal'' or ''greal''), wondrous but not unequivocally holy, first appears in ''Perceval, the Story of the Grail'', an unfinished chivalric romance written by Chrétien de Troyes around 1190. Chrétien's story inspired many continuations, translators and interpreters in the later-12th and early-13th centuries, including Wolfram von Eschenbach, who perceived the Grail as a stone. The Christian, Celtic or possibly other orig ...
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Armor Of God
The phrase "Armor of God" (, ''panoplian tou Theou'') is derived from Ephesians 6:11: "Put on the whole armour of God, that ye may be able to stand against the wiles of the devil." (King James Version).Bible Gateway Passage Lookup: Armour of God, New International Version. http://www.biblegateway.com/passage/?search=ephesians%206:10-18 As a biblical reference, the metaphor may refer to physical armour worn by God in metaphorical battles, or it may refer to vigilant righteousness in general as bestowed by the grace of God (Romans , King James Version): "The night is far spent, the day is at hand: let us therefore cast off the works of darkness, and let us put on the armour of light." Quotes The full quote as outlined in the King James Bible, is from Paul the Apostle's letter to the Ephesians : Given the many points of contact between the Book of Wisdom and Paul's writings (particularly his Epistle to the Romans), it is perhaps unsurprising that the imagery of the Armor of God ...
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Quest For The Crown
A quest is a journey toward a specific mission or a goal. The word serves as a plot device in mythology and fiction: a difficult journey towards a goal, often symbolic or allegorical. Tales of quests figure prominently in the folklore of every nation and ethnic culture. In literature, the object of a quest requires great exertion on the part of the hero, who must overcome many obstacles, typically including much travel. The aspect of travel allows the storyteller to showcase exotic locations and cultures (an objective of the narrative, not of the character). The object of a quest may also have supernatural properties, often leading the protagonist into other worlds and dimensions. The moral of a quest tale often centers on the changed character of the hero. Quest objects The hero normally aims to obtain something or someone by the quest, and with this object to return home. The object can be something new, that fulfills a lack in their life, or something that was ...
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Wizard (fantasy)
A magician, also known as an enchanter/enchantress, mage, magic-user, archmage, sorcerer/sorceress, spell-caster, warlock, witch, or wizard, is someone who uses or practices magic derived from supernatural, occult, or arcane sources. Magicians are common figures in works of fantasy, such as fantasy literature and role-playing games, and enjoy a rich history in mythology, legends, fiction, and folklore. Character archetypes In medieval chivalric romance, the wizard often appears as a wise old man and acts as a mentor, with Merlin from the ''King Arthur'' stories being a prime example. Wizards such as Gandalf in ''The Lord of the Rings'' and Albus Dumbledore from ''Harry Potter'' are also featured as mentors, and Merlin remains prominent as both an educative force and mentor in modern works of Arthuriana. Other magicians, such as Saruman from ''The Lord of the Rings'' or Lord Voldemort from ''Harry Potter'', can appear as hostile villains. Villainous sorcerers were so crucial t ...
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Magic In Fiction
Magic in fiction is the endowment of characters or objects in works of fiction or fantasy with powers that do not naturally occur in the real world. Magic often serves as a plot device and has long been a component of fiction, since writing was invented. Historical beliefs Historically, witches such as the Weird Sisters in William Shakespeare's ''Macbeth,'' wizards such as Prospero in '' The Tempest'' or characters like Doctor Faustus in Christopher Marlowe's play of the same name were widely considered to be real. Contemporary authors tend to treat magic as an imaginary idea, opting to build their worlds with a blank slate where the laws of reality do not carry as much weight. Function Within a work of fantasy, magic can help to advance the plot, often providing power to heroes or to their opponents. The use of magic frequently manifests itself in a transformation of a character, if not the transformation of the fictional world. For magic to carry out its functions, it ...
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Difficulty Level
Game balance is a branch of game design that is described as a mathematical-algorithmic model of a game’s numbers, game mechanics, and relations between the two. Game balance consists of adjusting values to create a certain user experience. Players’ perception and experience are the objectives of game balancing. Overview and development Similar to game design, the definition of game balance is different between various game designers and developers. Game balance is present in every type of game in some form, so there are no existing comparable interpretations of the concept. Even so, game balance is generally understood as introducing a level of fairness for the players. This includes adjusting difficulty, win-loss conditions, game states, economy balancing, and so on to work in tandem with each other. The concept of game balance depends entirely on the type of game being discussed. Most game designers agree that game balancing serves towards providing an engaging player expe ...
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First-person (video Games)
In video games, first person is any graphical perspective rendered from the viewpoint of the player's character, or a viewpoint from the cockpit or front seat of a vehicle driven by the character. The most popular type of first-person video game today is the first-person shooter (FPS), in which the graphical perspective is an integral component of the gameplay. Many other genres incorporate first-person perspectives, including other types of shooter games (such as light gun shooters, rail shooters and shooting gallery games), adventure games (including visual novels), amateur flight simulations (including combat flight simulators), racing games (including driving simulators), role-playing video games, and vehicle simulations (including sailing simulators and vehicular combat games). Game mechanics Games with a first-person perspective are usually avatar-based, wherein the game displays what the player's avatar would see with the avatar's own eyes. Thus, players typical ...
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Third-person (gaming)
In 3D video games, a virtual camera system aims at controlling a camera or a set of cameras to display a view of a 3D virtual world. Camera systems are used in video games where their purpose is to show the action at the best possible angle; more generally, they are used in 3D virtual worlds when a third-person view is required. As opposed to filmmakers, virtual camera system creators have to deal with a world that is interactive and unpredictable. It is not possible to know where the player character is going to be in the next few seconds; therefore, it is not possible to plan the shots as a film maker would do. To solve this issue, the system relies on certain rules or artificial intelligence to select the most appropriate shots. There are mainly three types of camera systems. In ''fixed camera systems'', the camera does not move at all and the system displays the player's character in a succession of still shots. ''Tracking cameras'', on the other hand, follow the characte ...
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King's Quest VI
''King's Quest VI: Heir Today, Gone Tomorrow'' is a point-and-click adventure game, first released in 1992 as the sixth installment in the ''King's Quest'' series produced by Sierra On-Line. Written by Roberta Williams and Jane Jensen, ''King's Quest VI'' is widely recognized as the high point in the series for its landmark 3D graphic introduction movie (created by Kronos Digital Entertainment) and professional voice acting (Hollywood actor Robby Benson provided the voice for Prince Alexander, the game's protagonist). ''King's Quest VI'' was programmed in Sierra's Creative Interpreter and was the last ''King's Quest'' game to be released on floppy disk. A CD-ROM version of the game was released in 1993, including more character voices, a slightly different opening movie and more detailed artwork and animation. The name of this sequel is a pun on the common phrase "here today, gone tomorrow". This pun is related to the abrupt departure of Prince Alexander after the events of '' K ...
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Player Character
A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not controlled by a player are called non-player characters (NPCs). The actions of non-player characters are typically handled by the game itself in video games, or according to rules followed by a gamemaster refereeing tabletop role-playing games. The player character functions as a fictional, alternate body for the player controlling the character. Video games typically have one player character for each person playing the game. Some games, such as multiplayer online battle arena, hero shooter, and fighting games, offer a group of player characters for the player to choose from, allowing the player to control one of them at a time. Where more than one player character is available, the characters may have distinctive abilities and differing styles ...
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