Before Police Quest 2: The Vengeance, and back in 1980, Ken and Roberta Williams launched Sierra On-Line with Mystery House, a simple text adventure that laid the groundwork for a gaming empire. Little did they know that from humble beginnings – selling just 10,000 copies through magazine ads – they’d build a company whose games would sell hundreds of thousands and define a genre. Several factors fueled Sierra’s rise: the booming PC market (especially the dominance of IBM compatibles), the growing popularity of interactive fiction, and, crucially, Sierra’s own innovative approach to game design.
By 1984, Sierra had pioneered a unique style bringing graphical adventures to life with a pseudo-3D perspective—a groundbreaking feat for the time. This innovation, along with significant investment (over $3 million!), allowed them to push graphical fidelity further than many contemporaries. This dedication to visual presentation, combined with increasingly complex narratives, solidified Sierra’s position. Games like Leisure Suit Larry II, King’s Quest IV, Police Quest II, and Space Quest II broadened their fanbase considerably, each offering a distinct experience within the adventure genre.
But let’s focus on the gritty streets of Police Quest 2: The Vengeance.
The Story: A Cop’s Life, a Killer’s Revenge
Most players familiar with the Police Quest series know Sonny Bonds, the dedicated police officer. In the first game, Bonds successfully brought down drug kingpin Jessie Bains, aka “The Angel of Death,” dismantling his network that had infiltrated even local schools. But The Vengeance picks up a year after Bains’s conviction, with Bonds now promoted to homicide.
Just as things seem to be settling down, Bonds receives a summons to court—Bains is filing an appeal. Then the bombshell: Bains has escaped, taking a guard hostage, and is out for blood. His target? Everyone involved in putting him behind bars, including Woody Roberts, Don Cobby, Marie Wilkans, and, of course, Sonny Bonds himself. This sets the stage for a relentless manhunt, a thrilling cat-and-mouse game where only one can survive.
Gameplay and Presentation: A Step Up in Realism
Police Quest 2 showcased Sierra’s commitment to improving their adventure game formula. The graphics were a significant leap forward, boasting detailed environments and realistic character animations. The shooting sequences, a crucial element given the game’s subject matter, were particularly well-crafted. New locations, like the underwater exploration of Cotton Cove and a tense sequence aboard a hijacked plane, added variety and excitement. The gritty sewer system of Steelton provided a suitably atmospheric backdrop for the game’s climax.
The familiar Sierra interface was present, with the command parser allowing players to interact with the world using text commands. This system, while sometimes challenging, added a layer of immersion. The game also used function keys (F6, F8, and F10) for quick access to weapon commands (LOAD GUN, DRAW GUN, FIRE GUN), essential for the game’s action sequences.
The game’s music, though limited by the technology of the time (likely using AdLib or similar sound cards), effectively enhanced the atmosphere. While the command vocabulary was streamlined compared to earlier text adventures, it retained key verbs like OPEN, LOOK, READ, and USE, allowing for meaningful interaction with the environment.
Atmosphere, Action, and Puzzles: A More Refined Experience
Police Quest 2 excels in creating a palpable sense of tension and danger. Sierra clearly learned from the first game, pacing the story more effectively and eliminating tedious sections. The motel shootout, a pivotal moment in the game, is a standout scene, showcasing the game’s improved action and cinematic presentation. The hunt for Bains is a thrilling pursuit, requiring players to carefully gather clues and stay one step ahead of the cunning criminal.
The game blends traditional adventure game elements with more action-oriented sequences. Players must investigate crime scenes, interrogate suspects, and engage in tense shootouts. This blend of genres, while not always perfectly balanced, contributed to the game’s unique appeal. The “DRIVE TO” command, familiar from Leisure Suit Larry, was used for travel, adding a touch of realism to the police procedural.
In Conclusion:
Police Quest 2: The Vengeance stands as a testament to Sierra’s evolution in the adventure game genre. By improving the graphics, streamlining the gameplay, and crafting a compelling narrative, they created a memorable and thrilling experience. The game’s blend of investigation, action, and suspense, combined with its gritty atmosphere, makes it a classic for fans of the genre.
This revised version provides more context about Sierra’s history, expands on the gameplay mechanics, and uses more descriptive language to convey the game’s atmosphere and impact. It also includes some details that might not have been readily apparent from the original text, such as the sound technology and the command parser system.