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Quest for infamy characters
Quest for infamy characters








He’s a surprisingly likable pseudo-hero, for a guy gaining “infamy points” throughout his adventure. Even scenes without interactive objects used solely for travel are still unique and recognizable upon subsequent trips and mental map-making: the shadowy bend dotted with wildflowers the flat prairie covered in Stonehenge-like debris the open farmland with a talkative, but inconsequential, goat. The world is beautifully detailed and lusciously varied: just wandering the forest provides dozens of screens that each manage to present “more trees” in new ways. Thankfully, no matter your comfort level with this lack of linearity, exploring the Valley of Krasna is an absolute joy. Players familiar with this format from early Quest for Glory games-or more recent Western sandbox RPGs-should enjoy this freedom, while others may understandably wish for more direction. This is both a blessing and a curse: by the third day, you can access almost any part of the valley, but with little reason to do so. A primary quest with a villainous threat and kingdom-saving goal is introduced as you explore the world, but for the first few days it’s easy to wander without much purpose or clue to what you should be doing. Much like its inspiration, Quest for Infamy begins extremely open-ended: Roehm is really just killing time in the podunk village of Volksville until the northern bridge is repaired. Everything that is inherent to the point-and-click genre is supported by its usage-based stats, and putting time into one is bound to improve the other. His trusty bastard sword can fell a foe, cut off its head for a quest, and even breach breakable doors. Magical spells come in handy both offensively in battle and while searching for useful items in the world. The sneak skill which lets Roehm avoid fights will also help him get around quest-posted sentries. This familiar combination of adventure and RPG elements is the heart of Quest for Infamy’s gameplay, and the two are integrated seamlessly.

quest for infamy characters

Attacks’ power are determined by the type of enemy you’re fighting as well as your affinity for those skills, which-like everything else-increases with practice. Enemies will do the same, and you’ll trade attacks one-for-one until someone falls. While in combat, you have about three seconds to select an action-whether it’s a type of swordplay, magic, healing, or stealth attack-and lock in your selection. Whether you spend your days climbing trees, shooting bows, or slaughtering everything in sight, each skill comes in handy when solving puzzles and challenging enemies, both of which Roehm does plenty of.Īnother variation on the Quest for Glory formula is the switch from an active battle system to turn-based. There is still plenty of post-class freedom, however, in what skills you choose to upgrade. This is more newcomer-friendly, as it ensures you won’t create a detrimentally unbalanced character, although it does remove some of the player license. Roehm will automatically receive skill points relative to the class he chooses and any increases beyond are based solely on usage. Unlike Quest for Glory and the more recent Heroine’s Quest, Quest for Infamy does not feature a class creation option.

quest for infamy characters

#QUEST FOR INFAMY CHARACTERS SERIES#

Although all three classes share certain skills, like climbing, they each have a specialty that influences how Roehm will solve challenges: brigands use brute force to get out of jams, rogues prefer stealth, and sorcerers gain a series of spells that balance the abilities of the other two. This begins with one of three “mentors” who offer to train him in their respective areas of expertise: as a brigand, sorcerer, or rogue, which act as Quest for Infamy’s classes. With the bridge to the north temporarily down, Roehm (pronounced like “roam,” get it?) winds up trapped in the valley with little to do but wait and take on odd jobs for the equally odd locals. Our interaction with this world comes through protagonist Roehm, an aimless wanderer who flees to the Valley of Krasna after being caught in a compromising position with the baron’s daughter. This love is visible in every inch of Quest for Infamy: from its expansive lore to its saucy sense of humor to its divergent classes, it’s a world worth getting lost in numerous times.

quest for infamy characters

Quest for Infamy is a Kickstarter Cinderella story: 12 years in the making, nearly abandoned due to life-threatening illness, and brought back from the brink by the sheer passion of its co-creators (and a new kidney).ĭespite being the first original title developed by Infamous Quests, the team behind this Quest for Glory-inspired journey already had hands-on experience with Sierra games via their VGA remakes of King’s Quest III and Space Quest II, as well as a lifelong love of the genre. Swordplay combat is heavily luck-based and overly drawn out.Įxits are often hidden and fail to activate even when found.

quest for infamy characters

Lack of direction at the beginning makes it difficult to get started.








Quest for infamy characters