Robin Hood Conquest of the Longbow war ziemlich gut!

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When Conquests of the Longbow was released in 1991, Sierra Online was at the height of its creative power. Alongside the odd royal spawn, space travelers, and lecherous white-suited characters, the studio regularly ventured into more unusual territory. Especially when a game bore the personal signature of a game author. That was exactly the case here. The creative mind behind Longbow was Christy Marx, who had already proven with Conquests of Camelot two years earlier that point-and-click adventures could be far more than pixel puzzles with rubber chickens.

Where Camelot combined the Arthurian legend with spiritual riddles, ancient gods, and a critical eye on religious fanaticism, Longbow took it one step further. A historically grounded Robin Hood adventure deeply rooted in medieval myths, political conflicts, and the green magic of ancient forests. Marx was not only a developer, but also a historian at heart. For the game, she pored over ancient legends, studied clothing, heraldry, and the legal system in twelfth-century England, with the goal of telling a believable, yet fairytale-like version of the legend. In an era when many games relied on fast-paced action or crude humor, Conquests of the Longbow was almost a work of literature. The player's decisions had a real impact on the outcome; depending on whether they acted kindly or cruelly, cunningly or combatively, they influenced not only the fate of the hero but also that of the kingdom.

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