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1. The artwork. I think the artwork is SUPERB. The backgrounds and everything are quite beautiful, and they're done VGA style, my favorite style of game. I don't see how anyone who is a fan of vintage Sierra adventure games could dislike the artwork for QFI.

2. The sound: I'll separate music and voice acting since those are 2 different things.

Music: Absolutely great. My personal favorites are the nighttime music (wandering through the valley at night) and the song you hear over the ending credits that goes "Never stop 'til we get to the top and then strike up the band"

Voice acting: Hmm, I'd say it's hit and miss. I think some if it is GREAT, some of it is good, and some of it not so much. It is a fan game not a professional game, so I have no problem with not loving everything, and most of my least favorite voices were minor characters. The voices in this game that I do LOVE include the necromancer (great job Amber Leigh!), Markus Van Houten (great job Paw Dugan!) and the narrator. I especially have to give a shout out to the narrator. I generally am not very good at remembering credits, but I know he did both the music and the narrator, 2 of my favorite things about this game. He is a major part of why I love this game so much! Great job, James Mulvale, if you're reading this.

3. The storyline: It was a great storyline to me. I guess we all have different tastes.

4. Combat system: This was not so great. But I give the programmers a free pass for this because as much as I love all the "Quest For Glory" games, even those didn't have great combat systems and those games were designed by professionals. Besides, you can bypass a lot of combat in this game by playing the archery game at Hermit Homestead. I do think it's cool that losing in combat doesn't necessarily kill you (as far as I know, combat can only kill you if it's a boss fight, if you're in the dwarf mines, or if it's one of those men in white clothes you meet in the South Woods). As far as I know this is the only "Quest For..." game where you can sometimes survive combat.

Actually, my biggest problem with the game wasn't even mentioned in this thread yet. I'm talking about the game-killing bug in the slave trader's house where you get stuck in the hallway. The good thing about this is Prospero's pill helps you circumvent this. But if you don't have the pill, it does mean there is a possible dead end in this game that wasn't meant to have any possible dead ends. I do know, though, that the game designers are aware of this bug and have at least worked on patching (I haven't bothered with getting any patched versions of this game though, because it really isn't necessary as long as you get Prospero's pill).

Bonus points for the Easter eggs, specifically the hidden bar/boss fight. That was a nice touch.


Overall, I'd give the game a 9/10. I think it's a great game. Very worthy tribute to the "Quest For Glory" series. There will never be a QFG6 so we need games like this and Heroine's Quest.
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Kamamura: Played about hour or two, done the initial quest for rogue, and I must say that Herione Quest is far better game in my opinion, not to mention free. I don't say games should be free, everyone deserves a reward for his/her creative work, but when you compare titles, price to quality ratio is always important factor.

1) Graphics - The backround art is nice and functional in QFI, with day and night cycles, and pleasant enough atmosphere. However, characters leave a lot to be desired, with incorrect proportions and poor animations. The main character resembles an Aragorn clone. Moreover, the character art contains anachronistic elements in clothing and accessories which breaks the immersion a lot. Please, if you are going to make a medieval fantasy game, borrow a book about medieval clothing and stick to it. In QFI, you will see characters in modern shirts with plastic buttons, modern glasses, etc.
Given QfI is a QfG-like game, I don't find this to be a problem. I'd think you'd realize the sort of visuals you needed to expect from this game when you found a guy in Safari get up in the, um, Inn. Play through Quest for Glory for an idea of how out there the visuals can be. Infamy never struck me as a hardcore Medieval Fantasy setting anymore than QfG did.

2) Sound - while music is inoffensive and pleasant enough, the voice-overs are downright terrible, resembling beginner actors who overact constantly and try to sound funny in all the wrong places.
I found the voicing to be quite charming, personally. The voice work isn't the issue at all, rather the issue is the quality of the 'sound' itself, when it comes to voice, leaves something to be desired. Still, I think that can be forgiven, given the manner in which this game seems to have been made. The music is actually quite good, and suffers no such sound quality issues.

3) Writing and backstory - very inconsistent and mostly on the poor side of things. While both games (QFI and HQ) are strongly inspired by Quest for Glory, Heroine Quest at least brings its own adaptation of Norse mythology with enough interesting lore and twists. QFI's setting is much more generic, and the immersion is constantly broken by immature attempts to provide instant amusement, mostly in the form of explicit jokes. Together with the sub-par voice-overs, it more or less kills the game. The conversations are also mostly on auto-pilot, with occasional yes/no choice.
I'm not sure you can actually criticize a game for being exactly what it seems to have set out to be, in regard to the 'immature' jokes 'explicit' jokes and such. Yes, it goes for low hanging fruit here and there, but not always, and that's hardly immersion breaking. Or were you one of those people that got bent out of shape when Sanford and Son, Submarines, Happy Clowns, the Saurus Salesman and other out of left field characters popped up in QfG?

As to the conversations, yeah, some of them are bit limited, though no much more than I remember QfG and HQ being.

4) Combat system - well, I did not really like it. While QfG and HQ present you with something resembling an actual sword-fight, albeit without footwork, you have various attacks, dodges and blocks at your disposal, successful defense creates openings, some attacks can be blocked, some only dodged, and you have to sort of learn your opponent's arsenal to succeed - a pleasant experience overall. QFI however presents something resembling Rock-Paper-Scissors system, except the rules are never explained nor documented. You have three attacks and one defense, you blindly pick something, and it either works or not, and you are never told why. There are crude attempts at differentiation, like fighter got supper-attack after 3 blocks, but it's all just a blind guessing game. Disappointing.
This is one of the areas where I'm going to agree, more than not. QfG long struggled with getting a combat system working in this setting. In terms of success I find the best combat system in these sorts of games falls somewhere between HQ and the QfGII remake that ADGI (if I remember their name right) did. Infamy falls into the same pitfall here, in that these QfG style games have fairly wonky combat systems. There are systems I like better, as mentioned, but wonkiness abounds none the less.

I'll also admit to scratching my head at . . . the undead beign harmed by Ice/Cold rather than Fire/Heal as in most settings. That and my Ice spell being shrugged off by what seemed to be a normal Human in town for no apparent reason, as I'm quite sure Humans have as much issue with extreme cold as extreme heat. I realize this falls into that rock paper scissors thing, but I do agree that the combat system could have been done better.

Of great concern are the bugs I ran into, while playing, greater than any story, dialogue, voice work or art style complaints, for my money, are the bugs. Some are just annoying (like when playing the card game to become a Sorcerer the game seems to freeze up and not turn the cards you've flipped back over for some reason), but others seem to be game breaking, and that is a very real concern. I find it a bit iffy that you focused on some of the more personal taste/harmless issues over the very, very real issues these technical hiccups represent.
Post edited July 02, 2016 by Moose-lion