King's Quest V: Absence Makes the Heart Go Yonder!

aka: KQ5, King's Quest V
Moby ID: 130
DOS Specs
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Description official descriptions

On a beautiful sunny day, King Graham of Daventry decides to take a stroll in the woods surrounding his castle. When he returns, he discovers with horror that his home, Daventry Castle, has completely disappeared! Graham is at a loss, and wonders how this could have happened, when a talking owl named Cedric appears. He tells him that he saw the whole thing, and that an evil wizard named Mordack whisked the entire castle away, along with Graham's family in it. Cedric offers to take him to his homeland, Serenia, where his master, the wizard Crispin resides. Surely Crispin will be able to help King Graham rescue his family from Mordack's clutches.

King's Quest V: Absence Makes the Heart Go Yonder is an adventure game, and the first from Sierra to use a point-and-click mouse interface. Rather than typing commands on a keyboard to interact with the game world and use the arrow keys to walk around, King's Quest V instead simplifies all actions down to base commands. To access the different cursors, the player can move the mouse to the top of the screen, revealing a hidden menu with each of the different actions, as well as game options and the inventory bag. By clicking the "Walk" cursor on the screen, Graham will walk as close as he can to the appropriate area. Clicking the "Eye" cursor on items will provide a description, the same as typing "Look at". The "Hand" cursor is a multipurpose cursor that can be used to push, pull, interact with and pick up objects. The "Head" cursor is used to talk to people (and in the strange world of King's Quest, often objects and animals, too). Players can also right-click to cycle through the different available cursors. Inventory that Graham picks up now gets placed into a bag. By clicking on the bag, this opens up a sub-window that displays all the inventory that Graham currently has. In here, players can look at or interact with objects, combine them with other objects, or pick them up to use them in the game environment as another cursor.

As with most Sierra games, it is quite possible to die. Bumping into witches, poisonous scorpions, falling off edges of cliffs, dying of thirst in the desert, and many other objects, locations and characters will send Graham to an untimely demise. The player must be cautious as they explore Serenia - frequent game saving across multiple files is usually the best course of action to make sure that you don't get stuck or have to start right from the game's very beginning.

The NES port of King's Quest V retains the icon-based interface and most of the locations, puzzles, and dialogue from the earlier release. Graphics had to be re-drawn with fewer colors and less detail to fit within the restrictions of the hardware, and the artwork in many areas is different.

This version removes most alternate solutions to puzzles and does not allow many actions that would render the game unwinnable. It also shortens and eliminates several scenes; for example, it is impossible to revisit the wizard in the first house. A few locations (such as the desert) are smaller. Some death sequences have been removed or modified not to include words related to death. Finally, some text descriptions were altered.

Spellings

  • キングズ・クエストV - Japanese spelling
  • 國王密使 V - Traditional Chinese spelling

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Credits (DOS version)

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Reviews

Critics

Average score: 78% (based on 26 ratings)

Players

Average score: 3.8 out of 5 (based on 135 ratings with 12 reviews)

Lost In Translation

The Good
King's Quest V: Absence Makes the Heart Go Yonder (1990) was a fabulous entry into the already groundbreaking point n' click graphic adventuring franchise. Not only did it feature a long and detailed fantasy themed quest, with plenty of new puzzles, personalities and locations, but it also dazzled us with incredible graphics and sound, which had not been seen before on a personal computer.

The NES version of King's Quest V (1992) offer most of the elements that made the computer game successful; i.e. the same fantasy themed locations, items, puzzles, personalities, etc.

It was rare for a graphic adventure computer games to make the jump onto a home console system and it is nice to be able to play a classic adventure game, without having to master DOS or own an upscale (circa 1990) personal computer.

The Bad
The 8-bit NES simply could not recreate the same high quality animation, graphics, music and sound effects created on the personal computer. What was groundbreaking for the computer, was simply not possible for the NES.

For the NES, the game's animation and graphics are all very impressive, although some items are difficult to see and the quality of background and character detail does very greatly. Yet, it is nowhere near the same experience as playing King's Quest V on the computer.

The music and sound effects are a bit of a disappointment; both in comparison to the computer and even the abilities of the 8-bit Nintendo. When they do exist, the music and sound effects are generally best left on mute.

While the later PC CD-ROM edition of King's Quest added voice talents to read the script, such a feature was simply not possible on the Nintendo, which means that you need to be ready to read lots and lots of on-screen text and [to save your progress] write down very long passwords.

Reading the instruction manual will be a requirement because there is no mouse option. You will need to learn how to cycle between the various icon commands and then use the keypad to move the on-screen arrow to the item or person in question.

The Bottom Line
King's Quest V: Absence Makes the Heart Go Yonder (1992) offers a long and, generally, enjoyable fantasy-themed, point n' click, graphic adventure game for the 8-bit NES. The original storyline is intact, along with the original computer game's characters, locations, puzzles and item inventory.

Gamers who played the game on the personal computer when it originally came out or even the re-release on CD-ROM, may be unable to get past the hardware limitations of the 8-bit Nintendo.

However, not many point 'n click, graphic adventure games were made for the 8-bit Nintendo and this is certainly an ambition game. Fans of the adventuring gaming genre, who can look past the hardware limitations, should give this game a try.

NES · by ETJB (428) · 2023

Doesn't deserve half the good press it gets

The Good
This game has excellent graphics, great music, and a wonderful interface. I've always been firmly on the side of a graphical parser, especially in Sierra's case, where they were pretty weak as far as the text flexibility went.

The Bad
Some of the worst written puzzles on the planet. Did you accidentally throw the stick instead of the boot? Well, now you're stuck! Did you feed the eagle the wrong food? Sorry, hope you saved. So, you have those inventory catch-ems, and then you have one thing that cheapens any adventure game in my eyes, which would be mazes. There are mazes in this game, which is more or less a really lazy way to pad out the game (which is relatively short in comparison to some other games). In addition, an annoying talking owl character that provides annoying commentary on everywhere you go AND some of the worst voice acting the gaming world has seen, this game just isn't worth it.

The Bottom Line
This game isn't good. It was pretty neat whiz-bang technology at the time, but Sierra did far better games (see Kings Quest 6).

DOS · by Benjamin Vigeant (7) · 2005

Mix one park murk with one part dreck, add obfuscation. Chill and serve.

The Good
It's a Roberta Williams title

The Bad
Everything else: murky colors, difficult control system, cheap graphical shortcuts

The Bottom Line
A continuation of the King's Quest franchise, KQ5 was just as good as its predecessors... until it was added to the NES lineup. Working with the obvious space limitations of a cartridge-based game, Konami's port of KQ5 for the NES had to do away with Cedric's annoying voice, but it also meant having to do away with the rich VGA colors of the PC classic. Had Konami sat on the title until the SNES, we might have had a welcome addition to the adventure game catalog. As it was hastily thrown onto the 8-bit Nintendo, I had to prevent myself -- forcefully -- from ripping the Video Master rental out of my deck and smashing it.

NES · by horeck gruc'thalv (2) · 2005

[ View all 12 player reviews ]

Discussion

Subject By Date
Color number in the Amiga version Nowhere Girl (8680) Aug 15, 2014
Game freezing Nowhere Girl (8680) Jul 27, 2012

Trivia

A rare "king" game in the series

Despite the title of the series, there are only two installments where you actually play as a king (namely, King Graham): this one and King's Quest II.

CD version

The game was also released on CD-ROM. This CD version had full speech throughout the game.

Innovations

King's Quest V was the first adventure game to be released on CD-ROM in MPC (Multimedia PC) format, the first to have digitized voiceovers, the first to use digitized hand painted backgrounds, and the first title to cost over one million U.S. dollar to produce.

Installation

Installing the game on the PC was less intuitive than other Sierra releases due to the variety of options supported. An addendum to the manual was included which attempted to explain all of the installation options. The game could be played entirely from hard disk, half from hard drive and half on floppy, or entirely on floppy if two drives were present. If you were playing with one 3.5" drive and one 5.25" drive, installation began on either 5.25" disk #6 or 3.5" disk #10. All other combinations began installation on 5.25" disk #5 or 3.5" disk #9. (confused yet? King's Quest V may also be the only Sierra title where installation doesn't begin with either disk #1 or the Startup disk.) Probably in the interest of simplicity, media cost, and sanity most (if not all) of Sierra's later games shipped with just one set of disks per package eliminating the ability to play entirely from floppy but simplifying installation.

User interface

The first game in the King's Quest series (in fact, all classic Sierra adventures) to switch to icon control from the text parser system.

Versions

King's Quest V was the first Sierra game to be available in two separate versions: a 16 color version (supporting EGA, MCGA, VGA, and Tandy/PCjr graphics) and a 256 color version (supporting MCGA and VGA only). The 16 color version came with 10 3.5" DD disks and 6 5.25" HD disks. 5.25" DD (360k) disks could be ordered directly from Sierra. (A hard disk was required to use the 360k disks.)

Awards

  • Computer Gaming World
    • March 1992 (Issue #92) – Introduced into the Hall of Fame
    • November 1991 (Issue #88) – Adventure Game of the Year
    • November 1996 (15th anniversary issue) - #94 in the “150 Best Games of All Time”
  • GameStar (Germany)
    • Issue 12/1999 - #94 in the "100 Most Important PC Games of the Nineties" ranking

Information also contributed by Adam Baratz, Mitch Kocen, PCGamer77, Roger Wilco, Sciere and Servo

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  • MobyGames ID: 130
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Contributors to this Entry

Game added by Andy Roark.

Amiga added by POMAH. NES added by totalgridlock. Windows 3.x added by ZZip. FM Towns, PC-98, Macintosh added by Terok Nor.

Additional contributors: Katakis | カタキス, Jeanne, Chentzilla, Xoleras, Игги Друге, Paulus18950, Patrick Bregger, Kayburt.

Game added May 23, 1999. Last modified April 18, 2024.