|
review: Quest for Glory I: So You Want To Be A Hero
Verdict
While actual puzzles are meagre and interspersed with RPG elements, So You Want To Be A Hero offers a fun and unique experience and never ceases to be an adventure game at its core. Quest for Glory is often mentioned in the same breath with Sierra's other acclaimed adventure series, while in contrast, some gamers dismiss it as an obvious RPG hybrid. Personally, I've lost interest in the debate about what is "true" adventure. Riding logs in Leisure Suit Larry III didn't annoy me, nor did fighting Nazis in the Indiana Jones games. What I care about is playing adventure games that strive to be challenging, innovative and enthralling. If that describes you also, then let's take a closer look at Quest for Glory I: So You Want To Be A Hero. ![]() Quest for Peace? Part 1 Many adventure gamers believe that Quest for Glory has too much fighting. As I review each game in the series, I'll show that it is only as combat-heavy as you want it to be. This I will try to accomplish by playing through the game without ever getting involved in a battle. Monsters and brigands appear randomly as you travel through Spielburg's forest. There are various safe zones, so you'll only be threatened while moving through empty forest areas between locations. Enemies will follow you around in the forest, but they are easy to avoid, and after going through a few screens, they will give up their pursuit. Sometimes you may have to take a detour if a monster approaches you from the direction you're headed. When a monster does get too close, you'll find yourself in a battle, but even after a fight has started, escaping is always possible. Having to avoid monsters from time to time may occasionally be annoying, but doing so is easy, and all in all, the actual threat of enemies is negligible. If you do participate in combat, your Hero's Experience skill will rise. This results in monsters appearing more often, and tougher enemies will appear. The Fighter class inevitably has to complete some quests by resorting to combat, but Thieves and Magic Users can use their specialized skills to complete their tasks peacefully. (Though they can alternatively resort to aggression as well, if so desired.) Additionally, the Magic User has two spells available to keep enemies at bay: Calm and Dazzle. Both cause enemies to stop moving for a while, allowing you to walk away. This won't work when you're already in a battle. In QFG1, avoiding all fighting is relatively easy. Accomplishing the same in the next games, however, may prove to be tougher... There is indeed some combat in the game, though much of it is optional (see sidebar for more detail). A number of skills are important when fighting monsters and brigands, and as you continue to practice, you should find battles becoming easier. For example, the more proficient you are in the Weapon Use skill, the more likely you'll hit an enemy. If you train your Strength skill, you may find that you're able to deal more damage the next time you're in a fight. When you confront an enemy, a close-up screen is presented in which you and your opponent trade blows in real time. Defence is also possible as you can step left and right for short while, and if you have a shield you may use it to dodge enemy attacks. Unfortunately, defending is rarely effective, and I typically found myself resorting to offence only, making the combat system anything but strategic. Of course there's far more to the game than character classes, stat-building and combat, which adventure fans will be glad to hear by now. As you explore the town of Spielburg, you'll come across the Adventurer's Guild that, as it turns out, is far from a place bustling with adventurous activity. Instead, it appears more like a retirement home for the one elderly Adventurer that has survived in recent years. While the sleepy Guildmaster will eagerly share some interesting tales of past glory days, your main interest here is the Quests board. It holds a handful of advertisements offering jobs and requests for able Adventurers. This bulletin board will give newcomers to the game a nod in the right direction, but naturally there are more quests available than the five presented here. Most quests can be solved in a non-linear fashion and not all of them need to be completed in order to win. Dead-end situations are possible, but only when you make obvious mistakes like selling key items or killing creatures you shouldn't, which are easy to avoid. Quests include activities that can be divided into three categories: item fetching, traditional puzzles and skill-based puzzles. While item fetching is as simple as it sounds (find item X for creature Y), luckily there are also some traditional puzzles to solve. Some are very basic (feed the bear so he won't attack you upon entering the cave) and a good number of them require use of your character's skills (like throwing rocks to knock a bird's nest from a branch.) While some puzzles require more cunning than others, none are really elaborate or difficult. In the endgame, you face a series of classic adventure puzzles, some of which involve timed sequences. For example, as you enter one area, you quickly need to close off all exits and use your wits to manoeuvre past a group of enemies, which should appeal to those who enjoy traditional puzzling with a quicker pace.
Article continues on the next page...
Where to Buy [affiliate links]
2 Comments
Post a comment!
Want to comment? It's easy. First, you need a free user account. You can register one here. You can use your account to post comments, post messages on the forum or to rate articles. Once you have an account, log in at the top of the page and return to find a comment posting form waiting for your input!
Affiliate advertisement - Click here for more casual adventure games from Big Fish Games!
|