Conquest of the Longbow: The Legend of Robin Hood (1991)

Conquest of the Longbow: The Legend of Robin Hood (1991), designed, directed and written by Christy Marx, developed and published by Sierra On-Line

Christy Marx designed two games for Sierra. Her first game was Conquest of Camelot, a tale revolving around the Arthurian legends and the quest for the Holy Grail. The second game in the so-called Conquest series was Marx giving her spin on the legend of Robin Hood. Just like Camelot, Longbow is one of the more unique titles in the Sierra roster, especially considering the time it was made in. Unlike many other adventure games of the era, it has a much higher emphasis on the story and the narration. The game itself uses, then brand new for Sierra, mouse-driven interface and is presented in glorious 256 colour VGA.

The story begins with the troubadour singing the ballad of Robin Hood. As you might know, the setting remains more or less familiar: King Richard has been captured by King Leopold on his way back home from the crusade and Prince John is trying to capture power while the queen is trying to collect enough money to pay the ransom. In Nottingham, the sheriff is tightening the screw around normal folks, demanding more taxes and hanging those who dare to shoot the kings' deer for their supper.  And from there enters Robin Hood to the picture, already a known bandit, who is fighting in his own way against the injustice of the land while the rightful king is away and those entrusted power are misusing it to their own ends.

King Richard is captured by the men of King Leopold. He doesn't look too happy about it.

This version of the tale, while very detailed and throughout researched just as Camelot was, is presenting a tale with a different vibe in it than it usually has. Marx is again spinning a tale that is mixing together the old legends with references to pagan gods, old Druidic believes, folklore and mystical beings. The Sherwood forest has among its inhabitants' mythical beings as well besides the good fold of England and even maid Marion is a more mysterious character, being both a noble lady as well as a priestess of the forest.

When Robin finally meets Marian in this tale, they do not yet know each other in the beginning, he has to prove that he is indeed on her side and is willing to help her and the queen raise money for the ransom of King Richard. While Robin is smitten from the first glance of her because he's seen her in a dream, this can remain one-sided affection if he fumbles too badly.

The more typical parts of the story are present as well. The merry men of Robin Hood consist of 30 men, of among which are John Little, Friar Tuck and Will Scarlet. You don't see most of those men, but during the game, you do get to recruit some more. Depending on how you do some tasks, you might lose some. The more daring heists are executed from the plans drawn by the closest men of Robins, of which you have to choose the best one. This can lead to success, failure or something in between.

Robin Hood, the blonde bearded dude, and his merry men whom he has actual interaction with. While he can lose men during some raids, I do believe none of these fellas can kick the bucket.

Just like on Camelot, Longbow has a three-tier scoring system. The first is the more typical Sierra point system, which awards you with points from solved puzzles and performed actions. The second is the ransom counter, which is keeping track of the money you have managed to rise towards the ransom of King John. You need to collect at least 50 000 marks through different heists and whatnot. The third is a counter keeping track of your men and how many of them you manage to keep alive to the end.

Unlike many other Sierra games, you can play Longbow through in several different outcomes, the story has over 10 different variations, which range from Robin failing to raise the money and failing to win the affections of maid Marion to Robin getting a full pardon to himself and his men. The worst possible ending has Prince John walking away with Robin hanged because of his crimes. On my own playthrough, I managed to score over 6690 points of the possible 7325 and got a good ending, but considering the score difference, there are things I most likely didn't see in the end or during the game. Those remaining points can hardly be additional bonuses from obscure things.

Conquest of the Longbow has a tremendous amount of replay value for an adventure game and especially for an old adventure game like this is. In the time it was made, adventure games were, more or less, linear affairs, where the path was hard set to end up with only one possible outcome. With Longbow, Marx designed a game, that trumps most of the adventures that have come before or after it in terms of possible ways of possible endings. You can mess up a lot or you can outsmart every villain in the game.

Robin visiting an ancient oak in the middle of the Sherwood forest.

Of course, Longbow has puzzles in it that do require you to have the manual at hand, as there is vital information in there that isn't told in the game. This also doubles as copy protection. And like all Sierra games, you can die a lot, albeit in logical situations, so saving often is not only smart, it is mandatory. So if that irks you, you might have issues with the game. But unlike many other games from the era, there aren't situations that would end up in a walking dead scenario, where you can't progress because of a mistake from hours and many saves earlier. So in that sense, it is at least to a degree a rather typical old-school design at the same time it is something a bit different.

The puzzles themselves are mostly pretty fair. Even the manual based puzzles do end up feeling like genuine puzzles, as the answer isn't written straight in some corner of the page, but require some thinking. The two hardest puzzles are perhaps the Puzzle Box-puzzle, where you have to figure out from where to get a correct code word for a locked box and riddle puzzles, where you are asked several riddles.  In one you have to use gemstones, of which influences are told in the manual, to point three gems according to the riddle, in one you just have to know the right answer to a riddle asked. For the latter, I had to check for an answer from the net, as I couldn't figure it out as I've never been good with riddles.

Graphically Longbow looks just as good you'd imagine Sierra VGA from the '90s to look like. It isn't necessarily THE best looking game Sierra did during this time, but the graphics do look very nice, at least on par with King's Quest 5. The animation is as good as in any Sierra game from the time and the soundtrack is solid enough.  While some Sierra games from this era did come in a voice acted version as well, this wasn't one of them.

Disguised Robin at the fare in the town, prepared to enter in the longbow competition.

Both of the Conquest games are among the more interesting titles Sierra published. Despite that, neither of them has been that well known and are less talked about even among the fans of Sierra games. It is a shame, neither of them has ever really gotten the recognition they deserved, as they are better designed than many of the other better known Sierra titles. Longbow especially feels at times almost modern in its approach of multibranched progression.

In many ways, it is a shame Christy Marx didn't design more games for Sierra, as her work is among the more interesting stuff the company published. Marx clearly devoted a lot of time in researching the stories she was compelled to turn into games, which is evident from the manual itself for Longbow with its own reference list of books about the subjects shown in the game. She was, just like the creator of Gabriel Knight Jane Jensen, willing to walk the extra mile in order to bring something more to the table.

If there are adventure titles from the '90s and '80s that deserve more widespread recognition, the Conquest games are among them and high in the list, if you ask me. Both of these games can be bought from GOG.

Comments

  1. Eric Henwood-GreerMay 29, 2020 at 3:11 AM

    Only recently discovered your blog, but have enjoyed going through your adventure game reviews which, even when we don't fully agree, are always very thoughtfully written.
    I was a huge Sierra fanboy from about the age of 8 when I discovered King's Quest II and III 9and would have been around 1988) until 1995 or so when other interests took over, although I did keep up somewhat with adventure games (certainly I played, and mostly loved, Grim Fandango and, on the Sierra side, Gabriel Knight III). I think I lucked out because the Sierra games, sophistication wise (at least to some degree) grew as I grew during that period. While I always had affection for the Quest games, and had a few friends I would share and trade games with so that I came across even the more obscure titles, until my obsession with Gabriel Knight shortly after it came out, the four games that had the biggest impact on me were ones that were not well known or popular with my friends--the two Laura Bow games (I was already a big Agatha Christie reader) and the two Conquest games. Laura Bow seems to still have a devoted, slightly cult fanbase, but the Conquest games still seem to fly under the radar even though, like you say, I think they are by far some of the best Sierra did at the time (I always fantasized what a third one would be--I believe Marx has said she was thinking of one about Greek mythology when Roberta Williams suggested Robin Hood, which was seen as popular due to the recentish movie, instead).

    I admit what's stuck the most with me from these games (and to some extent this is probably true of the Laura Bow games as well and even Gabriel Knight) is not so much the gameplay or puzzles but the overall atmosphere of the games. Robin Hood in particular was simply a world I couldn't wait to continue to explore and would think about throughout my schoolday. In fact, while by that time I was reading InterAction magazine, Conquests of the Longbow seemed sorta under the radar when it came to Sierra releases--I didn't find it until a year later when it was sold in a bundle with (rather randomly) Gobliiins and Hoyle's board games. I believe Marx has said a voice version was in the works but because the game didn't really sell, it was canceled. Which is too bad, as this could great benefit from voice acting--but then again, Sierra often had pretty poor voice work at the time, so...

    Anyway, it's been a pleasure reading your reviews.

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  2. Thank you.

    Conquest games definitely deserve more love and Chirsty Marx should get a bit more recognition of her work in game design considering how open-ended both of her Siera games are. While they are adventures, you still can do a lot of things in several ways, like in Longbow, you can get your men killed, even Marion can die if you mess up, but that doesn't hold the game in an unwinnable dead end, you just get a bad ending.

    In any case, it is a good thing you can now get Conquest tiles easily from GOG. They were, for the longest time, unavailable for a larger public, so hopefully, now they and Marx will finally get some much-deserved recognition.

    The atmosphere has always been an interesting part of old Sierra adventures. While you can argue that some of the game mechanics they utilize had aged poorly, their games always shone what came to the atmosphere. I'd even dare to claim Sierra games have overall a better atmosphere than any of the Lucasfilm titles of the era.

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  3. Eric Henwood-GreerMay 29, 2020 at 3:11 AM

    That's a very astute point about how open ended her games were, particularly for the time. Maybe, even, that gave them less appeal to Sierra fans back then...

    Your last paragraph is exactly how I feel, and probably why I remain more nostalgic for Sierra games than LucasArts ones (a very generalized statement). Of course I also had more patience as a gamer then, but there was a reason I often didn't mind spending long amounts of time just hanging around in the game, trying to figure out a puzzle (I wasn't able to use hint lines and the only hint book I remember buying was for Amon Ra). At least by 1989, to generalize again, the art and music and even characters really did create a distinct sense of a world.

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  4. Eric Henwood-GreerMay 29, 2020 at 3:11 AM

    Great points as well. We can all, particularly in hindsight, fault Sierra's puzzles (sometimes more than others), but with only a few exceptions they almost always nailed the look/sound/atmosphere aspect (personally I never liked the look or feel of the Police Quest games in any of their iterations but that may just be an issue with the games...) And, for whatever reason, when I see people write about the games now they don't often get the credit for that.

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  5. One aspect that probably attributed a lot to the atmosphere was that Sierra did put a lot of money in research and development. The did quite a bit in pushing better graphics- and sound cards in order to give the players new experiences. They also noticed quite early the importance of having proper artists doing the game art, many of which were trained traditional artists and animators before they went to Sierra. It was the same with music as well, they hired professionals for that.

    I'm not saying others didn't do the same, Lucas definitely, but Sierra was a spear tip there.

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