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Episode 14 – Gabriel Knight

September 30, 2012

Welcome Blockers!

A little late, but here I am with episode 14! This time around we chat about the great paranormal mystery adventure game series, Gabriel Knight.

Gabriel Knight box artAs usual though, the news:

Project Eternity is a kickstarter RPG made in the vein of late 90’s PC RPG’s like Icewind Dale and Planetscape: Torment. If you like that style of game, check it out!

Sword of Fargoal 2 is an attempt (again on kickstarter) to bring back the Sword of Fargoal roguelike dungeon crawler from the Commodore 64. Again, if this type of game is your bag, give it a look!

Finally, in Steam news, the demo for the new X-COM: Enemy Unknown game is available for download. The full game is due to release on October 9th, 2012.

We then have two great listener emails where we go back and chat a bit about Command & Conquer.

Now, on to our main topic for the week, Sierra’s Gabriel Knight series. I go into great detail about the first game, Gabriel Knight: Sins of the Fathers. We talk story, gameplay, tech focus and the rest. In dev story I go into the rest of the games in the series as well.

I end off with a live performance of some soundtrack music from the first game.

You can get all three GK games on GoG.com:

Gabriel Knight: Sins of the Fathers

The Beast Within: A Gabriel Knight Mystery

Gabriel Knight 3: Blood of the Sacred, Blood of the Damned

Next time, we check out an interesting 1993 tactical strategy series, Syndicate. Hope to see you then!

Stream the show live:

Direct download:
http://umbcast.com/podcast/014-UMBCast-Gabriel_Knight.mp3

3 comments

  1. […] to EP 14 of the Upper Memory Block podcast, about “Gabriel Knight”. You should check it […]


  2. I’m surprised you didn’t mention the famous “cat hair mustache” puzzle, which has a reputation as the most ridiculous puzzle in graphic adventure games.


  3. The “cat hair mustache” puzzle is only a thing because of that one article. When I played that when the game came out it didn’t even register with me (and it wasn’t difficult to solve on my own). It was pretty straightforward ’80s-’90s adventure game logic and was not atypical of the genre at all, even in more serious games.



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