And... done. I got the "classic" ending, for those that are wondering.
Yes, King's Story has multiple endings. 8 of them, to be precise. That shows the amount of work put into this thing. About half of those can be found via normal means, but a few of them are pretty "out there". For example, in one of them you save the wedding. THAT takes some doing.
The mission improves greatly towards the end, but by then the damage has already been done - it is nearly impossible to walk away from this one with a smile on one's face. It is just too frustrating to play.
I'm gonna do a recap:
Mission 1: Overture:
+ Intro cinematic is very faithful to Thief series.
+ The waterfall looks nice.
+ The first view of the castle is really cool.
+ Nice Gabriel Knight 2 reference.
+ The improved lockpicking sequence adds a new dimension to this "minigame".
- 90% of this massive map uses the same texture.
- 90% of this massive map involves ascending/descending rocks.
- All surfaces are deliberately made difficult to climb on/mount.
- The included map is useless.
- Objective "stay on the path" deters and punishes exploration.
- Nothing of relevance to find via exploration anyway, except for the secret.
- No indicator at starting position to show where player is coming from.
- Identical look of all terrain features makes progress troublesome.
- Intended "roadsigns" to guide the player towards the castle are nonexistant, easily missed or hard to interpret as roadsigns.
- Camvator sequence teleports the player to a new location for no discernible reason. (?!?)
- Progress hindered at four different locations without any clear signs of how to proceed, trial and error required to determine solutions.
- Out of game-knowledge required to solve last two obstacles to gain entry into castle.
- In-game solution for one obstacle is only accessible AFTER the obstacle has been cleared.
- Route between front door and back door of castle deliberately made difficult to identify as such.
- Route between front door and back door of castle deliberately made narrow and difficult to traverse.
- Improved lockpicking sequence used on the most guarded lock in entire map.
Overall: Why is this map even included? It's absolutely POINTLESS, and detracts from the FM in a massive way.
1/10, would not taff.
Mission 2: King's Chant:
+ Architecture is a faithful (?) rendition of a real-life location, which is NEVER easy to do in DromED.
+ As a result the architecture feels real and lifelike, something that cannot be said of many other FMs.
+ Beautiful interior puts almost every other FM ever made to shame.
+ Some obstacles have VERY clever solutions.
+ Writing is pretty good.
+ Good usage of music.
+ Cutscenes are very well done.
+ Plenty of optional and hidden content.
+ Exploration is rewarding.
+ Voice acting doesn't make me cringe in terror, even though I barely understand any of it.
- Freedom of movement allowed by architecture artificially limited by locking almost every door in the castle, of which only about 10% can be lockpicked.
- Mission quickly regresses into one of the biggest keyhunt FMs ever made.
- Further freedom of movement limited by careful placement of items intended ONLY to hinder progress.
- Further freedom of movement also hindered by speed of plot.
- Further freedom of movement hindered some more by certain doors never being openable at any point during the game.
- "Bodies must not be discovered" objective made overly challenging for no reason by spawning seeking guards throughout the castle at a certain point.
- Plot-vital equipment fiendishly hidden for no other reason than to provide "challenge".
- Beneficial equipment disguised by being made to appear useless, with no purpose except to confuse players.
- Solutions to certain problems counter-intuitive to gameplay.
- Plot-vital
timed objectives. (Urgh.)
- Needless confusion and delay by temporarily transferring player control to other entity than Garrett at one point.
- Inconsistency in translation work. Text is in English while all voices are in Russian save one which is in English. (?)
- Inconsistency in "condition" of critters. (Once a critter is knocked unconscious, it should STAY unconscious!)
- Loot objective is irrelevant.
- Sound effects could be used better, often just obviously looped sounds.
- Improper reaction by certain NPCs to Garrett's presence. (King doesn't mind that there's a thief robbing his castle?)
Overall: Huge and gorgeous-looking mansion mission that is bogged down by articifical restraints on movement, bottlenecks, needless "challenges" and, of course, the atrocious first mission.
5/10, needs massive work to be considered a classic.