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Gabriel Knight 3: Blood of the Sacred, Blood of the Damned

Gabriel Knight 3: Blood of the Sacred, Blood of the Damned
Gabriel Knight 3 - Blood of the Sacred, Blood of the Damned Coverart.png
Developer(s) Sierra Studios
Publisher(s) Sierra Studios
Producer(s) Steven Hill
Designer(s) Jane Jensen
Programmer(s) Scott Honn
Writer(s) Jane Jensen
Composer(s) David Henry
Robert Holmes
Series Gabriel Knight
Platform(s) Microsoft Windows
Release November 19, 1999
Genre(s) Point-and-click adventure
Mode(s) Single-player
Aggregate score
Aggregator Score
Metacritic 80 of 100
Review scores
Publication Score
Adventure Gamers 4.0 of 5
GameSpot 6.7 of 10
IGN 8.3 of 10

Gabriel Knight 3: Blood of the Sacred, Blood of the Damned is a point-and-click adventure game, developed by Sierra Studios, and is the third title in the Gabriel Knight series. The game was designed by Jane Jensen, and was released in 1999 for PCs and again in 2001 as a part of Sierra's Best Seller Series. The plot sees Gabriel Knight and his assistant Grace Nakimura attempting to track down an infant that had been abducted from the home of a Scottish family of nobles, and features various religious, mythological and historical elements in the story - primarily vampires, the fabled legend of the Holy Grail, the Knights Templar, the Freemasons and the Priory of Sion, and Jesus.

While the previous installments focused on different graphic designs, in that the first featured computer-generated, partially rotoscoped graphics and scanned comic book art, while the second was done entirely in full motion video, Gabriel Knight 3 is the first game in the series to be in full 3D. In a departure from the previous two entries, the score was composed by David Henry, who expanded upon some of the themes created by Robert Holmes, while the game saw Tim Curry return in the role of Gabriel Knight; the voice actors for Grace and Mosely were recast. The game was released shortly after the crash of the adventure video game industry, but could not match the critical and financial success of its two predecessors, making it the last adventure game to be published by Sierra.

Gabriel Knight 3 is played from a third-person perspective, and uses a basic point-and-click interface for most actions in the game, while players have full control over the camera in regards to positioning and angle, although it cannot go beyond the location it is in and is fixed during dialogue between characters and in pre-scripted sequences; in these moments, the viewpoint moves independently of the player character. When the character is not in view of the camera and is some distance from it when they are moved, they will teleport to a spot directly close to the camera before appearing on screen. When the player interacts with something in the main character's location, such as a person or an object, an action bar appears with various verbal commands that the character can do with the object, such as picking something up, reading a book, thinking about it, or talking to a person; when in conversation with a person that the character wishes to question, the subjects that they can ask or talk about appear within a similar style of action bar. At certain points in the game, the player may venture out onto the regional map of the area and explore different locations, with more added upon them being uncovered during the course of the game.


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