![]() Thankfully each class has their own method of fast travel you eventually acquire, whether by horse, secret underground tunnels or a teleportation spell, and was definitely one improvement and modern day convenience that I was thrilled to see implemented. Still, two cities is about twice as much as any of the old QFG games offered. Journeying to the Southwest gives way to an ocean and the giant port city of Try, which is actually pretty similar to Volksville in terms of amount of game content. The town is surrounded by a great forest and to the West the rolling grasslands. The initial town of Volksville is huge, including multiple shops, blacksmith, pub and inn. Having multiple classes with specific puzzles and quests is a wonderful solution for adding replayability, and the Steam version also includes nearly 60 achievements to give you even more incentive to replay as all three and perform extra feats. I’d played a bit of the Sorcerer in my Preview, and enjoyed the major side quest of collecting ingredients to learn new spells, so this time I went with Rogue and was pleased to see that breaking in and looting the various homes of Volksville and Tyr was encouraged, and each suitably offered a little minigame for sneaking and hiding (Rogue pro-tip: Always carry oil). Like Quest for Glory, you have the choice of a fighter, thief or magic-user (Brigand, Rogue and Sorcerer). Related: First Details On PC Title, Etherium Having it built into the story via choosing a mentor is a brilliant improvement over simply selecting a class at the beginning. A prologue integrates the choice to select which class you’d like to play. The overall plot unfolds slowly, taking advantage of the real time day/night cycle, and you’re free to wander the rather large Valley almost entirely from the beginning. The art style matches the tone and feel of the era, drawing heavy inspiration from 80s fantasy artwork where both men and women were scantily clad (though women much more so – the popularity of the chainmail bikini) and completely badass. ![]() None are wholly awful, and most of the main characters are quite good, thankfully, and I was impressed that nearly every single character in the game was voiced. The rest of the voice acting is very hit or miss, from the actual audio quality to the performances. Humor is extremely subjective and difficult to pull off in any game, but QFI straddles the line perfectly while poking fun at some of the aging elements of adventure games while still reveling in and enjoying them. The narrator has a hilariously over-the-top British accent, is partial to constantly cracking jokes and breaking the fourth wall, and is a good indicator for whether you’ll enjoy the overall tone of the game. Roehm is also saddled with an omnipresent narrator, which became one of the most defining features of the QFG series. He’d like nothing more than to get the hell out of the area but the bridge North is closed, and soon he’s embroiled with an overbearing sheriff, a cursed family and a creepy cult. Roehm arrives in the Valley of Krasna after he’s caught with the Baron’s daughter and hitches a ride on the back of a donkey cart. While this comes at the expense of being able to choose your own dialogue, the story and characters come alive incredibly well as you see the world through the classically swarthy, Han Solo-type anti-hero William Roehm. ![]() The biggest difference between QFI and its namesake series is that you play as a fully realized character instead of a silent avatar. Quest for Infamy is a loving homage that also stands on its own as an enjoyable romp back to Sierra’s golden age. As far as I’m aware this unique genre mixture has never been seen outside of the QFG franchise as a full commercial product until now, thanks to a successful Kickstarter campaign. It’s important to relive the history of this unique series, as Quest for Infamy is directly inspired by it in every way (if you couldn’t guess by the playful title). ![]() The series lasted five games, going from its early roots with a text parser input system to a familiar Point and Click interface of the latter King’s Quest titles, and embracing early 3D graphics with the final game. Sierra skillfully melded the super popular (at the time) 2D story-driven adventure genre with RPG skills, progression and combat. As I mentioned in my Preview for Quest for Infamy, I’m a huge fan of the classic Quest for Glory franchise of the 90s. ![]()
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