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feature: Fan-made sequels: An Interview with Tierra Entertainment
 

Will players be able to import characters from Sierra's original and remade Quest for Glory into your Quest for Glory 2 remake? Will they be able to export characters from your game into Quest for Glory 3?

AGD#2: Yes, yes, and yes!

Will the infamous X-Ray Glasses Easter Egg be a part of your remake?

AGD#2: Of course. Tierra has always been the subject of controversy, after all. Why stop now?

I have so many favorite moments from Quest for Glory 2. What are some of yours?

AGD#2: To me, this was the Quest for Glory game that made you feel the most like a hero. Everything was done perfectly, from the way merchants greeted you and praised you, to the amazing sequence at the end of the game! It literally brought tears of pride to my eyes upon finishing the game!

Not only that, but the EGA games had many more character animations, since animations were cheaper for Sierra to make for the older EGA games. Animations such as people randomly walking around the towns, or characters getting up and following the hero around, became more scarce in the later VGA Quest for Glory games, due to the fact that such animations became more expensive to produce, and the fact that the budget had to be spent on other more important things.

As a result we saw things like the farmers in Mordavia [in Quest for Glory 4] standing around, but not doing much of anything else, and other characters like Igor the gravedigger only having specialized walking animations for the south direction, since the only time we see him walking is when he leaves the cemetery that one time. Quest for Glory 4 was an excellent game, but being an admirer of animations, it was the lack of these little artistic details that I really noticed.

I started to miss the highly animated scenes from the earlier Quest for Glory games. But the beauty of remaking Quest for Glory 2 ourselves, is that we have no budget to portion out, and thus no trade-offs to make. We have no time constraints and no limit on the number of animations that can be made. We're planning to make this game every bit as detailed as the original version, and hopefully portray all of the same emotions, moods, and feelings that were felt throughout the EGA game.

Was there anything about the original Quest for Glory 2 that you didn't like?

AGD#2: Unlike most people, I didn't mind the alleyways, and waiting for night in Raseir was never really an issue for me either. I'd actually have to struggle to think of something I didn't like, because I think it was all done so well. Perhaps, and this is a big stretch, the astrologer—but only because I found him to be the most boring character in the game.

Are you working on Quest for Glory 2 and King’s Quest 2 simultaneously, or first one and then the other?

AGD#2: We've started on the stats system of Quest for Glory 2 to get that out of the way completely by the time we finish scripting King’s Quest 2. But other than the stats, no, we're going to wait until King’s Quest 2 is completely out of the way before even touching Quest for Glory 2. There's just so much to keep track of with making just ONE game, and things would lead to total chaos with two going at the same time. That would also be bad for both games. Slow and steady wins the race, as the saying goes.

Next: The mysterious secret project

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