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Conquests of Camelot: The Search for the Grail

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Sierra On-Line
Company typePrivate
IndustryVideo games
ProductsConquests of Camelot: The Search for the Grail

Conquests of Camelot: The Search for the Grail is a graphic adventure game released in 1990 by Sierra On-Line. This title marked the beginning of the Conquests series and was chiefly designed by Christy Marx, with visual art created by her spouse, Peter Ledger. The series also comprises a second installment: 1991’s Conquests of the Longbow: The Legend of Robin Hood. Marx was responsible for design leadership, while Ledger handled both the game's visual elements and packaging artwork.

Gameplay

The gameplay incorporates traditional Sierra adventure elements, blending puzzle-solving and riddles with action sequences, some of which allow for multiple approaches. Players earn points across three categories: Skill (actions that progress the quest or defeat foes), Wisdom (exploration, conversations, and clues), and Soul (acts of kindness). Adjusting difficulty influences the complexity of action challenges but reduces potential scoring. The soundtrack features authentic medieval compositions by Mark Seibert.

Merlin, portrayed as a guiding wizard, provides narration and assistance throughout the journey. The game employs archaic spellings like Gwenhyver, Excaliber, and magick, although modern spellings are accepted by the parser. Supplementary materials include a map depicting Arthurian-era Europe and an illustrated manual titled Liber Ex Doctrina, which offers essential background on Arthurian legends and Greco-Roman mythology necessary for solving in-game puzzles.

Plot

The narrative begins with Camelot suffering decline caused by a love triangle involving King Arthur, Guinevere, and Lancelot, resulting in famine and drought. Following a vision of the Holy Grail veiled in silver, knights Gawain, Lancelot, and Galahad set out on a quest but disappear. Players assume the role of Arthur as he endeavors to locate both the missing knights and the Grail.

Starting from Camelot, Arthur journeys throughout England. On his way to Glastonbury Tor, he engages in a joust against a Black Knight before rescuing Gawain. Within the ruins of Glastonbury Tor, Arthur encounters a deranged hermit who claims possession of the Grail left by Joseph of Arimathea. At Ot Moor, Arthur confronts the frozen Lady of the Lake, who challenges him with a riddle to secure Lancelot’s freedom.

From Southampton, Arthur traces Galahad’s path to Gaza, where Al Sirat introduces him to the cult devoted to the Six Goddesses. In Jerusalem, Arthur undergoes trials requiring acts of selflessness. After navigating dangerous catacombs and rescuing Galahad from illness, Arthur arrives at the ancient Temple of Aphrodite, who directs him toward the Grail. Although Arthur recovers it, a thief from Gaza steals it away. After reclaiming the Grail, Arthur and Galahad return to Camelot; placing it on the Christian altar banishes Mithras, ending famine and restoring prosperity. Despite healing the kingdom, a lingering curse remains within Arthur’s heart.

Historical references

Folklore is woven into dialogue and descriptions throughout the game. Merlin remarks on legendary figures such as Brutus of Troy and early saints while navigating England’s map. At Glastonbury Tor's ruins, Merlin references the origin of the Glastonbury Thorn linked to Joseph of Arimathea. The environment features a well reminiscent of the Chalice Well. Before reaching Jerusalem, Arthur pauses at the Pool of Siloam.

Themes

The narrative delves into the transformation of Sub-Roman Britain as it shifts from pagan beliefs to Christianity. Within Camelot, there is a chapel honoring both Mithras—symbolized by a labarum for Roman legionnaires—and Jesus Christ for Christian worshippers. Deities such as Cernunnos and Aphrodite are depicted as tangible yet diminishing figures, reflecting the growing dominance of Christianity. Ultimately, the Grail eradicates Mithras’s emblem in the chapel, representing its overarching significance as a relic bridging Christian and pagan traditions.

Gameplay centers on Arthur’s obligation to undertake virtuous acts to demonstrate his eligibility for the Grail. In Jerusalem, assisting inhabitants propels the storyline forward; however, ignoring these opportunities still allows completion of the game but leads to Arthur’s demise by the Grail near the conclusion.

Reception

Theo Clarke, writing in the July 1990 edition of Games International, commended Conquests of Camelot for its nuanced humor and refined presentation, assigning it a 9 out of 10 score for both gameplay and visuals despite mentioning that the EGA graphics could benefit from enhancement. Clarke characterized it as "an invigorating and demanding adventure" that would captivate enthusiasts of medieval tales.

In the July–August 1990 issue of Computer Gaming World, critic Scorpia expressed disappointment with the game's EGA visuals, considering them inferior to those in earlier Sierra releases, and noted that its relatively simple puzzles might not challenge seasoned players sufficiently.

The August 1990 issue (No. 160) of Dragon featured a review by Hartley, Patricia, and Kirk Lesser who described the title as "a masterfully designed animated adventure." They emphasized Sierra's dominance in the animated adventure genre and awarded the game 4½ out of 5 stars, recommending it as an essential purchase.

Reviews

  • Amiga Joker (September 1990)
  • Amiga Computing (September 1990)
  • Enchanted Realms (November 1990)
  • Atari ST User (April 1991)
  • Joker Verlag präsentiert: Sonderheft (1993)

External links