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Gabriel Knight: Sins of the Fathers

aka: Gabriel Knight I, Gabriel Knight: Die Sünden der Väter, Gabriel Knight: Les péchés des ancêtres, Gabriel Knight: Lucha Contra Las Fuerzas Sobrenaturales, Gabriel Knight: Pecados dos Pais, Gabriel: Zikhronot Afelim
Moby ID: 116
DOS Specs
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Description official descriptions

Gabriel Knight is a wise-cracking bookstore owner and would-be author. He is the last in a long line of Shadow Hunters, those fated to fight supernatural forces of evil. Tormented by terrifying nightmares, he must spend every waking moment scouring the side streets and back alleys of New Orleans for the key to his dark past. One day, a blood-chilling murder shocks the inhabitants of the city. The police detective assigned to investigate the crime is Gabriel's friend. In the beginning Gabriel collects evidence in hope of using the material for his new novel; but soon he finds himself personally involved in the investigation, and plunges deeper into the world of secret societies and murderous cults.

Gabriel Knight: Sins of the Fathers is a third-person puzzle-solving adventure game. Created by Jane Jensen, the game differs from Sierra's Quest games (e.g. Space Quest) by having a realistic setting and focusing (despite its supernatural elements and humor) on mature themes and detective work. In this way it is more similar to the company's earlier Laura Bow games.

The game's icon-based interface is the same as in Sierra's previous titles, with verb commands that allow interaction with the game world and its inhabitants. Though the game still has plenty of inventory-based puzzles characteristic for classic adventure, its gameplay is heavily inclined towards dialogue. Typically, Gabriel will have to interrogate other characters, choosing conversation topics and thus gradually finding clues and advancing towards the mystery's solution.

The game's locations are done in hand-painted style. The CD version of the game adds full voice-overs to the dialogues, as well as narrator's voice to text descriptions.

Spellings

  • גבריאל: זיכרונות אפלים - Hebrew spelling
  • 狩魔猎人 - Simplified Chinese spelling

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Credits (DOS version)

99 People (91 developers, 8 thanks) · View all

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Reviews

Critics

Average score: 86% (based on 33 ratings)

Players

Average score: 4.2 out of 5 (based on 307 ratings with 18 reviews)

Flawless. Simply flawless.

The Good
What's not to like about this game?

The graphics are beautiful and rich. I really liked the close-ups when you're interviewing people, and the in-game graphics are nicely done. Also, there are several comic-like cutscenes scattered throughout the game, which in my opinion add a lot.
The sounds are breathtaking. Music-wise, I've never heard MIDI sound this good, and it fits the story and world perfectly, contributing a great deal to the general atmosphere of the game, which can give you actual goosebumps. The voice acting is superb, and is my favorite to this day. Tim Curry (as Gabriel Knight) delivers a stellar performance, mixing just the right amount of sarcasm and cynicism in the everyday events in the game, but manages to convey a real sense of warmth, urgency or despair when they are called for. This is not to detract from the phenomenal voice acting of the other characters: Leah Remini (as Grace) is probably my favorite game character other than Gabriel himself, and Michael Dorn (as Dr. John) has the perfect voice for the role. Honestly, each and every actor does the job brilliantly.
The game's interface is Sierra's known point-and-click with icons, but the icons have changed slightly, to make your interaction with the world even richer. For example, there are two separate icons for general chatting and for asking specific questions. Or different icons for pick up, move, and open.
The puzzles are interesting and original, and more importantly fit surprisingly well into the plot, instead of being mix-and-match-items puzzles or the give-this-to-this-guy puzzles. They are there to advance the plot, not just to tease your brain.

And finally, we have the story.

Ah - the story.

Gabriel Knight has the best writing in a computer game ever, bar none. Once the plot grabs you by the throat (should happen by the beginning of day 4 or so), it simply does not let go of you, and you will not be able to let go of the game, until it's over.
What makes it so good? First of all the big story is a solid, interesting, suspenseful story. It's got twists and turns, and it even manages to surprise you several times. But more than that, Jane Jensen got everything done just right. The dialogs are crisp and brilliantly written, with quite a bit of humor mixed in, giving the voice actors real meaty roles to work with.
What's most contributing, at least for me, is the amount of backdrop the player receives. As early as Day 2, you'll find yourself learning a great deal about Voodoo, most (if not all) of which is absolutely correct. You'll even get to hear a lecture about Voodoo, detailing its rituals and customs further in the game. Most of what is said about New Orleans is true as well. Visiting it just a month ago, I actually knew my way around. The game world is so rich, diverse, and detailed, that you feel as though you really know the world and the characters and actually care about them.

Yes. That about describes the game. Perfect in every respect.



The Bad
I'm hard pressed to think of anything seriously wrong with the game.
I did encounter several places where the voiceover was "clicky" or slightly buggy, and some of the puzzles might be a bit annoying (the one with the police officer in the park on day 1, or the arcade-like sequence in the catacombs). But these in no way tarnish the great experience that is GK.

The Bottom Line
I'll use my one-line summary again: Flawless. Simply flawless. Everything, from music to voices to dialogs to story to every other aspect, comes together here.
10 years and countless games after first playing Gabriel Knight, it's still the best game ever from where I'm sitting. An ever-shining gem.

DOS · by _Oracle (24) · 2003

Maybe the only adventure game to have physical effect on the way I dress.

The Good
I never was that big a fan of the Sierra adventure games. Sure, Sierra was one of my top 5 favorite game makers but, their games were either a bit childish in my taste in the case of the king quest games or didn't leave a lasting impression on me in the case of police and space quest games

That is until Gabriel Knight: Sins of Fathers.

I don't remember when or how I got the game, but about 10 minutes into the game I was hooked. First the Hero, Gabriel. I don't know who said it (maybe my brother) "Hey this guy is a like a clone of you" and maybe they were right, I was immediatly drawn in. Gabriel was like my computerized ego.

Second the place. A bookstore in New-Orleans. What can be a better setting for a occult mystery then this great city?

Third the plot. I didn't hear or read about the game before I played, so I didn't know what to expect, and a good thing it is. The plot of game (and the game as a whole) left an impression on me the same as is created by reading a great book or watching a superb movie. The hero starts the day without knowing what will happen, as he is drawn into a murder mystery the involves the occult, family heritage, romance with a stranger that cannont be, a friend that turns into a love intrest, a police detective that without his help you will not succeed and a plot that spans from New-Orleans to a castle in germany to african catacombs and back.

The only game that left me wanting to go around in blue jeans a white t-shirt and long black jacket while riding a harley around town. (I was too young for an harley)

Will always be in my eyes the best sierra game ever made, and one of best adventure games ever made.

The Bad
The only annoying thing, was a part in the african catacombs you had to click in an exact point of the screen within only a few second, otherwise you die, this was pointless, I was stuck for hours until I figured it out. But other then that there was nothing I didn't like, and I even think it was fixed with a patch.

The Bottom Line
Superb adventure, as good as any great movie or book. Still my number one favorite sierra game. (with the quest of glory games close behind)

DOS · by GrimReaper (9) · 1999

Probably the finest Sierra adventure ever made.

The Good
Being there for the original release of the first Gabriel Knight game sure was a bizarre moment in videogame history, sure, at my age I wasn't fully aware of what was going on behind the scenes, but even a kid of my age couldn't help but wonder about Sierra's newest franchise. After all, most of the games Sierra was famous for were the kid friendly King Quests and their assorted collection of comedic games. Heck! Jane Jensen's previous work as full-blown designer was that thumb-suckingly sweet acid trip known as King's Quest 6! So what gives? A SERIOUS game? (before you start annoying me let me note that I don't even bother counting the Police Quest series).

Yes, a serious game. And not only that, but remember this were the days when cds and interactive movies were all the rage, so Sierra released GK1 not just as another floppy title, but also in a cd version complete with a funky box that seems to be some sort of ninja weapon, slapped fully professional voice acting for all characters on it, and even included a self-congratulatory making-of video! Obviously Sierra placed all the chips on their golden boy not only with the hopes of getting ahead in the multimedia adventure race, but also to firmly establish another franchise from which to reap profits ad infinitum by churning out endless sequels as usual. A part of me always will delight in the tought of Sierra fucking the whole thing up and self-imploding from the failure, just because I'm that kind of sick sob that loves watching dreams crash and burn, but quite frankly I have to admit that the result was much more fulfilling for the gaming community as not only things worked out like a charm for Sierra, but us gamers got rewarded with one of the best and most original adventure games ever conceived.

Establishing itself as the first in a (hopefully) long-living series of games, "Sins of the Fathers" introduces us to the life of Gabriel Knight, your typical suave, charming and witty adventure game hero that barely makes ends meet by running one of those chic specialty bookstores in New Orleans's French Quarter (the kind cooky university professors with bushy beards and fuzzy sweaters love to get themselves lost into). Meanwhile he tries to cook up a novel about voodo stuff and somehow puts up with her clerk/assistant Grace, the typical serious and controlled female counterpart that in turn, somehow manages to put up with Gabe's annoying attitude (but secretly we all know they both want to jump in the sack -Ho HO HOW CLEVER!! ARE WE STILL IN HIGH SCHOOL??)... Anyway, par for the course I guess, but everything changes from the moment Gabe's police buddy Luke Skywalker, er... I mean Mosely (voiced by Luke himself) tips him off to a strange ritualistic murder that could serve as material for his book. From that point on Gabe will traverse the city looking for clues trying to uncover the strange voodo murders and taking the player into a downspiral ride into the underground cults and lore that have populated New Orleans since colonial times. Rich in urban legends and mysteries, New Orleans's african lore proves to be a tremendously fertile ground for Ms. Jensen to stretch out her writing legs, and thus she sets the grounds for what would become the staple of the series: meticulously researched historical facts and supernatural events as a means to carefully construct a world in which the player has no problem immersing himself and which also manages to craft a believable context that makes the action that takes place in it much more frightening and appealing.

These settings aren't constructed with lame expositions however, as Gabe is just as versed in the voodo lore as we are and takes you around New Orleans gathering facts and myths about the ancient religion, uncovering a pretty real underworld in which simple charms and rituals are everyday occurrences for some social circles, and other groups that deal with much more frighteningly deadly occurrences such as human sacrifices and assorted weirdness. By visiting scholars, cultists, shop owners, wealthy socialites and several other characters using the classic Sierra adventure gaming template, Gabe helps you construct the game world and it's inhabitants effectively immersing yourself into the mystery at hand without turning things into bland "The more you Know!..." moments as the sequels eventually developed into. It may sound cliché to say that the original is better than it's sequels, but at least on this account it's true: GK1 never lost that sense of urgency and "fuckedup-ness" that drove you forward, meaning the exposition and historic accounts were a part of the action and not just a pet-peeve of it's creator. Save for at least one sequence, the game's historic and "educational" background was firmly integrated into the issues at hand. Be it because of the carefully constructed murder conspiracy, the romantic interest involved in the middle of it, the search for Gabe's own relation to the murders, the bloody trail left by the many victims in the game, etc. The story and it's carefully researched background moves you forward and never lets down.

As I mentioned earlier, Sierra also made this game quite an event in terms of production values, and it remains as one of the best produced titles of the classic point'n click adventure genre. A class act of style that features a streamlined interface (based on the classic Sierra top tool-bar but done completely anew for the game with new actions and options [such as dialogue replaying] and it's own gloomy look), beautiful (but unfortunately pixellated) hand-drawn graphics that don't stop at illustrating the game's surroundings in vivid detail, but also incorporate rotoscoped animation for smoothly natural character movements as well as uniquely drawn character art that take the center stage whenever you trigger one of the many cinematic cutscenes that slice the screen up into edgy comic-book panels and that just ooze coolness.

Also as advertised , the CD version is a fully "talkie" product, but unlike the "recorded in the toilet and starring the programmer's parents" talkie "enhancements" of other multimedia products of it's time, Gabriel Knight features a full ensemble cast of professional figures, including Luke, Worf, King of Queen's Leah Remini, Efrem Zimbalist Jr., and even Darkness himself: Tim Curry! Furthermore, the moody soundtrack of Robert Holmes is amongst the most memorable collection of tunes ever assembled for an adventure game of that era and not only fits the game like a glove but also delivers a compelling experience on it's own.

Plus the game comes with an artsy printed graphic novel that serves as a prelude for the game! Don't you miss the days when developers did that? Now you are lucky if they remember to include the manual in pdf form...

The Bad
I can only note two problems with Gabriel Knight. First of all, regardless of the nice collection of credible, well-integrated puzzles there are some that are really out there and put the game into that classic adventure gaming mode known as "clicking on everything until you stumble into what the designer wanted you to do". Particularly interesting is reading the novelized adaptations of the GK games written by Jane Jensen herself, as one gets to see that even she has problems justifying some of the more far-out puzzles in a coherent way.

The other issue I have with the game, as another reviewer commented is with the "European adventures" portion of the game. I don't have a particular problem with the story developments or the dragon's dream, but I do feel the art director lost the concept of the game there and trying to make up a cold stony castle ended up crafting the most boring location in the game, and uh... well yeah, the plot developments there seem to be extremely rushed as if Mrs. Jensen herself were always behind a wall telling Gabe to speed things up and get back to the main story "Yeah, Yeah you are a Schattenjäger now get your ass moving!" and the whole sequence has a "wham, bang, thank you m'am" feel to it.

The Bottom Line
In my mind the first really, really, REALLY good title developed by Sierra, who managed to rise out of Lucasart's shadow and prove they had game. Not just by playing coy with comic or fantastic titles, but also by releasing a full-blown adult product that excels at storytelling, immersion, scripting, gameplay and execution. This is one of the adventure genre's best moments and a true classic in every sense of the word, anyone who hasn't played it deserves to be bathed in chicken blood and sacrificed by Lt. Worf for their heresy.

Windows 3.x · by Zovni (10504) · 2004

[ View all 18 player reviews ]

Discussion

Subject By Date
Gabriel Knight Multimedia CD-ROM Edwin Drost (9479) Feb 4, 2017
The game gets stuck at day 5 Nowhere Girl (8680) Apr 28, 2016
A GK remake and no one's talking about it chirinea (47495) Nov 11, 2014
I really dislike the narrator SnubPollard (62) Feb 8, 2013

Trivia

CD version

The CD version of the game includes a 20 minute behind the scenes avi file depicting the creation of Gabriel Knight. The file also included interviews with most of the cast, lead designer/writer Jane Jensen and others.

Covermount releases

  • The full, original game on CD was bundled with the 1/2001 edition of Computer Gaming World magazine.
  • The full, original game on CD was bundled with the July 1997 edition of CD-Rom Today, a Brazilian computer magazine.

German version

The German CD-ROM version has a major bug, which causes to crash the games at at least three points during the game. The program obviously hangs, because of a corrupted soundfile. Turn off voices & music in the crashing scenes and you can go on playing.

Leilani Jones

Leilani Jones (Malia Gedde) seems to like the Voodoo Priestess gig. She also plays one in LucasArts' Curse of Monkey Island.

Novel

Jane Jensen> has written a novelization of the game, first printed in February 1997, through Penguin's ROC imprint. The game's sequel was also given the novelization treatment.

References

  • It could be a coincidence, but there is a real life blues musician from Lousiana, named Dr. John. Perhaps the character's name came from a fan.
  • On day 3, you’re able to attend a (pretty boring) lecture at the Tulane university. Take a walk in the lecture hall and read the bulletin board. After looking at it a few times, you’ll get the message “There's a notice for a lecture on Investigative Reporting techniques to be given by octogenarian Pulitzer Prize winner Laura Bow Dorian." This refers to two game characters from the Laura Bow II – Dagger of Amon Ra adventure: Laura Bow en Steve Dorian. In the game, they fell in love. An octogenarian means someone between 80 and 90 in age, so this assumes the two of them got married in the end.

Awards

  • Computer Gaming World
    • June 1994 (Issue #119) – Adventure Game of the Year (together with Maniac Mansion 2: Day of the Tentacle
    • November 1996 (15th anniversary issue) – #7 Best Way To Die In Computer Gaming (get the heart ripped out by a zombie)

Information also contributed by Alan Chan, chirinea, Chris Mikesell, Isdaron; Pseudo_Intellectual, Sciere and Zovni

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Contributors to this Entry

Game added by Eurythmic.

Windows added by Picard. Windows 3.x added by MAT. Macintosh added by Katakis | カタキス.

Additional contributors: MAT, Andrew Hartnett, Unicorn Lynx, Jeanne, Daniel Saner, chirinea, Sciere, Xoleras, Boston Low, 1gnition, Zeppin, Patrick Bregger.

Game added May 13, 1999. Last modified March 31, 2024.