Police Quest II: The Vengeance
| Industry | Video game development and publishing |
|---|---|
| Founded | 1980 |
| Headquarters | United States |
| Products | Police Quest II: The Vengeance |
Police Quest II: The Vengeance (commonly referred to as Police Quest II) is a 1988 police procedural adventure video game created and released by Sierra On-Line, with design led by Jim Walls. Serving as the second entry in the Police Quest franchise, it continues the narrative of law enforcement officer Sonny Bonds as he tracks down a fugitive.
Critics responded favorably to the title, which also experienced moderate commercial success. Its follow-up, Police Quest III: The Kindred, was released in 1991.
Gameplay
In Police Quest II, players interact through a text parser system, entering commands using verb and noun combinations such as "Unlock Door" or "Take Keys," alongside several keyboard shortcuts. Progress relies heavily on adhering to correct police protocols to accomplish tasks and achieve a high score.
Unlike the original game, driving segments are managed via parser commands like "drive station" or "chase car," eliminating direct vehicle maneuvering.
Sonny Bonds carries a firearm that requires proper loading and aiming. Although the game does not include traditional action sequences, certain timed challenges demand precise positioning and accurate shooting within the story framework.
Plot
Set in 1989 within Lytton, California, Detective Sonny Bonds is responsible for escorting Jessie Bains, a drug kingpin he previously captured, to stand trial again. Bonds has transitioned to Homicide and is romantically involved with Marie Wilkans, a former prostitute who played a role in Bains' arrest. During custody, Bains takes a prison guard hostage using a shiv and manages to escape.
Bonds teams up with his partner Keith Robinson to investigate, locating the guard’s vehicle and chasing Bains near the riverbank. A gunfight ensues before Bains evades capture. After discovering the guard’s body, Bonds suspects Bains has assumed the guard’s identity but remains uncertain about his plans. Off-duty, Bonds discusses developments with Marie over dinner.
The next day, Woody Roberts—a trial witness and ex-bartender—is found dead. Clues lead Bonds, Robinson, and SWAT to raid Bains’ motel room; although Bains is not present, they uncover Donald Colby’s business card and Marie’s lipstick. At Marie’s residence, Bonds discovers she has been kidnapped by Bains, who leaves behind a hit list targeting Bonds, Marie, Roberts, and Colby—who is now under witness protection in Steelton.
Bonds and the Lytton Police Department deduce that Bains intends to eliminate Colby in Steelton while using Marie as leverage. They notify Steelton officials and board a flight there, preventing an attempted hijacking during transit. Upon arrival in Steelton, they learn that Bains shot Colby but trace a phone call from Colby’s office to a nearby park. Pursuing Bains through sewers beneath the park, Bonds rescues Marie and fatally shoots Bains during a confrontation.
After these events, Bonds is placed on administrative leave pending an Internal Affairs inquiry; he is ultimately exonerated and honored by his department. Subsequently, he departs for The Bahamas with Marie, proposing marriage during their flight.
Development
Released in 1988 using Sierra's new SCI engine, this sequel shifted emphasis toward detective investigation and forensic procedures while preserving the series’ commitment to realism. Collecting and managing evidence correctly forms the basis of many puzzles in Police Quest II. The game debuted on IBM PC, Amiga, Atari ST, and later appeared on the NEC PC-9801, featuring redesigned anime-inspired character sprites tailored for the Japanese audience.
The storylines drew from designer Jim Walls’ own experiences and those of his colleagues within the California Highway Patrol. The antagonist Jessie Bains was modeled after an actual escaped convict active around the time of the game's release.
Reception
By the end of 1995, sales of the initial four Police Quest titles had reached 850,000 copies. Markus Krichel from PC Games observed a modest drop in player enthusiasm with the release of Police Quest: Open Season, which led Sierra On-Line to pursue a fresh approach through Police Quest: SWAT. By March 1996, Sierra announced that total sales for the entire Police Quest franchise—including the SWAT installment—had surpassed 1.2 million units.
In June 1989, the British publication Atari ST User awarded the Atari ST version a score of 9 out of 10, commending its visual presentation, storyline, attention to detail, humor, and narrative quality. Meanwhile, Computer Gaming World emphasized the game’s sophisticated graphics and captivating plot as factors that raised the standard of interactive fiction.
Among retro gaming communities, both Hardcore Gaming 101 and Adventure Gamers consider Police Quest II to be the most notable entry in the series. Hardcore Gaming 101 described it as "well-paced, fairly exciting, and more interesting than any of the others," while Adventure Gamers praised it as "an entertaining and intense retro adventure," ranking it among Sierra’s finest productions from their Golden Age. In 2011, Adventure Gamers placed it 24th on their list of greatest adventure games ever made.
Reviews
- Jeux & Stratégie issue #57
External links
- Articles with short description
- 1988 video games
- Adventure games
- Amiga games
- Atari ST games
- DOS games
- Games commercially released with DOSBox
- NEC PC-9801 games
- Police Quest and SWAT
- ScummVM-supported games
- Sierra Entertainment games
- Single-player video games
- Video games about police officers
- Video games developed in the United States
- Video games scored by Mark Seibert
- Video games set in 1988
- Video games set in California
- Video games set in Texas