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Moving the cursor to the top edge of the screen reveals a menu that displays these same interactions and movement options, but it also has buttons to check your inventory, character stats, a menu with the time of day, a book of magic spells, and a help screen that details the different shortcuts and the meaning of the icons.
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You can also use keyboard shortcuts to change your movement mode between normal walking, sneaking to pass by undetected in certain areas, or running to move more quickly around the screen. You can then left-click a hotspot to execute the corresponding action on it. Each command is represented by its own cursor. In familiar Sierra style, you’ll right-click or use the mouse wheel or keyboard shortcuts to swap between the different types of interactions: walk, use, talk, look and attack. Each requires you to solve an initial minigame like a drinking game for the Rogue’s path or a card-matching game for the Sorcerer, but once it’s done, it’s done. You can pick the path of the Sorcerer, the Rogue or the Brigand. Early on, after the events of the first day that include witnessing the execution of an alleged criminal in the town square, you have to choose a path by talking to one of three key characters in town. The perfect quality for the protagonist of an adventure game.Īnd boy, does his quest require him to perform all kinds of tasks. Roehm is presented with the quest of recovering it on the basis of having no scruples: in other words, having such low morals and a general lack of respect that he can do whatever is required.
#Quest for infamy days series
Roehm’s arrival coincides with a series of events involving the death of a family cursed by a powerful jewel. The main plot that unfolds in the Kingdom of Lonaria is quite engrossing. You assume control within the town gates following a welcome by the bizarre but friendly trader Udo, your first encounter with some of the atrocious voice acting that plagues the game. As the title suggests, you are no hero in this game, but rather an anti-hero, if not a particularly notorious one. This amusing intro pretty much sets the tone for the rest of the game. The story follows Roehm, a ladies' man rascal who ends up in the town of Volksville after escaping the rage of a Baron whose daughter he slept with. It follows the checklist very closely, which is exactly what QFG fans want, but the delivery in some key aspects, despite its best intentions, can be a little shoddy. The result is both admirable and perplexing. It is not a remake, but rather a combination of part-clone, part-satire, and mostly faithful homage. First to the punch was the outstanding freeware adventure Heroine’s Quest, and now comes the first commercial offering, Quest for Infamy. Lately, however, we’ve been treated to a sudden, unexpected revival of the QFG formula. It’s a beloved series, and yet remarkably, until recently it was practically the only member of the sub-genre it formed. It did so by borrowing many of Sierra’s design trademarks, but also adding huge worlds filled with dozens of screens, character classes and skills, combat, and day-night cycles on top of that. The Quest for Glory series pretty much established the adventure-RPG hybrid singlehandedly back in the late ‘80s and early ‘90s.
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