Ta recenzja nie została jeszcze przetłumaczona — pokazujemy oryginał (English).
Year 1990, late evening, parents asleep. I'm sitting at the monitor, Sound Blaster blaring a melody that sounds medieval, and I'm figuring out how to persuade the guard at the gate without unnecessarily dying. Conquests of Camelot got me exactly like that back then — not through action, but through atmosphere and the pressure to think.

Sierra On-Line released this adventure in 1990 and Robert Williams with his team took Arthurian legend as their theme — specifically, the search for the Holy Grail. Don't expect dragon slaying or defending a castle against hordes. Arthur here isn't a warlord, but a pilgrim. Camelot is falling, the knights of the Round Table have vanished, and you must find both the lost knights and the Grail itself. The journey takes you through England, Jerusalem, and ancient mythology — the game isn't afraid to mix Christian and pagan motifs together, and it does so with surprising gravity.
The controls are classic Sierra style — a combination of text and point-and-click that Sierra used during the transition period of the late eighties — you enter commands partly with the mouse, partly with the keyboard. Today it feels a bit cumbersome, but back then it was standard. What matters more is that the game punishes you. Really. You can die, you can get stuck in a dead end, you can lose points because you didn't take an item at the right time. Sierra simply didn't coddle players. The puzzles are logical, but period-specific — sometimes they depend on whether you've read the legends or are willing to try things that a normal person wouldn't think of.

What made the game exceptional and what makes it exceptional even today is its ambition. It's not just an adventure set in medieval times — the game works with real mythology, references Chaucer, engages with Islamic culture when visiting Jerusalem, wrestles with moral decisions. For 1990 standards, this was an unusual approach. After thirty-five years, the graphics look like illustrations from an older youth book, but the music retains its dignity. What's aged worst is precisely that Sierra tradition of cruel save/load loops — without an online guide you'll sometimes be stumped for hours.

Today, Conquests of Camelot will suit anyone who loves story-driven adventures and isn't allergic to old-school difficulty. You can run it in a browser via DOSBox without problems, and it's an honest reminder of when adventures didn't have built-in hints in the menu and counted on players having patience. I had it back then. And honestly — I had more fun with it than with a lot of stuff that came out twenty years later.