12/24/2023 0 Comments Quest for infamy combat![]() We are incentivized to wander around town again, taking in the changes that have occured following that event, to see what people have to say in response. You are given just enough time to see all the locations and talk to each character before everyone is called to the town square to witness an execution. Afterwards, the open gates call to the player, along with the need to take a look at the town. We are let off the hay cart at the town gates with a man calling you over to take part in a conversational exposition dump. Right from the beginning, we see this same concern at work in Quest for Infamy. However, offering freedom while hinging progress upon a set of milestones to be accomplished is a balancing act that requires subtle crafting to pull off. They made you feel like an adventurer without reducing the narrative or the game’s systems to a series of repeated actions, like most action games of the time would. This design philosophy lead to a rather uneven set of games in their catalog, but when this style worked, these games really shined. It got to the point where half the fun in these games was in seeing the various ways your character could meet their untimely end. They were about an adventurer’s spirit and willingness to head into the unknown and in being a resourceful enough character able to overcome the challenges set before them. The stories were about going on journeys, styled through a remixing of classic tales. The key to these games was to wander around the world and clue in to the key signifiers that would lead the player to what he or she were intended to do. Unlike their LucasArts counterparts, which feature a more linear world of screens with puzzles based on a logic inherent to their own worlds, Sierra games - most notably the Kings Quest, Space Quest, and Quest for Glory series - were about more open exploration and puzzles, nay, obstacles (calling them puzzles seems wrong, they are presented more as challenges to be overcome or riddles to be solved) are based on recognizing myth and folklore. ![]() Infamous Quests nails it with Quest for Infamy. While Phoenix Online Studios got their start with The Silver Lining, the fan sequel to the King’s Quest series, they’ve moved away from the central form of what made Sierra game’s special. I can’t think of too many developers that owe their inspiration to them, let alone carry on the legacy of the Sierra style games. Sierra, on the other hand, seems to take a backseat in the modern landscape. Everything from Telltale’s games, Double Fine’s Broken Age, and the Wadjet Eye Games publishing catalog all owe their existence to the golden age LucasArts style. The LucasArts style has gone on to influence most modern adventure games, whether through homage, picking up where they left off, or evolving the form. ![]() I think it’s a rather solidly designed game hampered by a few execution hiccups that hold it back from being a really great game.Ī lot of the nostalgia for the point-and-click adventure games of the golden era, the time when they were the major force in the industry, seems to center on the games made by LucasArts. However, it feels like he doesn’t appreciate the specifics of the game’s design legacy, calling it “a purposefully poorly designed adventure game.” I don’t think Quest for Infamy is poorly designed at all. He recognizes that Quest for Infamy is a throwback to the classic adventure games of the ’80s and ’90s. With all due respect to my fellow Moving Pixels contributor Nick Dinicola, regarding his Quest for Infamy review, I must disagree.
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