Adventure
UPS
This demake of King's Quest 6 has been 18 years in the making
In the early 1980s, Sierra was at the forefront of the move from text adventures to adventures of the graphical kind—first with Mystery House, and later a string of games made in the studio's own Adventure Game Interpreter, like the first King's Quest and its immediate sequels. AGI allowed for sound effects, music, and 16-color vector graphics, depicting protagonists who moved around scenes with the arrow keys. You still had to type «lift plank» and «get ring» to interact with things, but you had something nice to look at in addition to the paragraph of text you'd get by typing «look» in each new location.