As you venture through the game, day will pass and eventually night will fall. There is no time limit, however, so you can play through the game at your own leisure. Time moves in a pseudo-real time, though you are never told precisely what time it is. Instead, the game describes the passing of the day like "The night is still young on day 2" or "It is midday on day 6". The first few nights you may want to find a place to sleep. Not only is the night more dangerous, your Hero will also become exhausted after a long day of adventuring and will require food and sleep on a regular basis. Ultimately, however, your quests will demand that you head out at night, since some events will only happen after darkness has fallen.
On the surface, QFG1's plot doesn't appear very deep or intriguing. Spielburg itself is not a very eventful place, as the valley and its inhabitants remain static throughout the game. For example, there's a heroic deed you perform halfway through the game that you'll expect the townsfolk to discuss or at least have knowledge of, but they remain unresponsive. This lack of development detracts somewhat from the feeling of immersion in the game, though perhaps that's all that can be expected from a 1989 game.
The strength of writer and director Lori Cole's story, however, lies in the intricate web of cause-and-effect and the substantial grey zone between good and evil. There's more to everyone than you'll suspect at first, including Baba Yaga, who proves to be only a latent antagonist who really just wants food and quiet. Another notable characteristic is the game's humour, which is sprinkled in by throwing puns and witty jokes at you unexpectedly. In-jokes are found everywhere, such as the Baron's name, which obviously parodies the well-known movie director Steven Spielberg. Nevertheless, despite the many amusing moments along the way, QFG1 manages to uphold its serious tone overall.
In your travels, you'll encounter a diverse (and often rather eccentric) cast of characters. From the cold-hearted fairy Zara in the Magic Shop to the Hermit Henry who likes nothing more than listening to himself talk all day, each has a distinct personality (or just a high level of oddball-ness) that makes them memorable. Many of Spielburg's inhabitants are human, though mythological and fantasy races such as centaurs and ogres are also represented. Some creatures are of the designers' own conception, such as the two Katta that run the Hero's Tale Inn. A race of friendly cat-like creatures from the desert lands, the Hero will continue to meet Katta and other familiar species in all his journeys, making the game's universe feel like a consistent and congruent place.
As you begin talking to people, you'll find there is no central moment in which the plot is advanced by a particular character. Various people in Spielburg valley know about the fateful occurrences in recent years, and each may be able to tell you a different portion from their own perspective. If you're curious to learn all the ins and outs, you should question the various individuals you meet, but no knowledge about the valley's history is necessary to finish the game, and it is never forced upon you.
The parser interface of the original release makes dialogue available through the "Ask About…" command, followed by a topic you have to come up with yourself. Since each character has a broad variety of things to talk about, QFG1's dialogue is much more sophisticated than other Sierra adventures of its time. The game does not indicate what topics are available to discuss with each character, so you'll have to guess a bit. However, general topics (such as asking about Spielburg, their name, profession or objects in the nearby environment) are available with almost every character. What they tell you may provide clues to other issues you can ask about.
The remake offers a much different experience, presenting dialogue trees rather than the text parser. A list of subjects is offered, and asking about each may open extra options to ask about. Even though conversations are practically the same in both versions, the presence of the dialogue tree makes you feel obliged to discuss all topics just to be sure that you won't miss anything of importance. On the other hand, gamers that enjoy dialogue will be pleased not to miss any conversation the game has to offer.
While the '92 release of QFG1 provides a fairly advanced point-and-click interface, the SCI engine of the '89 original requires controlling the game with the keyboard, typing in commands and moving around using the directional keys. There are also some basic mouse functions included here, allowing players to look at objects with the right mouse button and to move the Hero around with the left. However, these controls aren't nearly as sophisticated as in the remake, as the Hero will try to walk to the point you've clicked in a straight line, not avoiding objects that may block his path. Because of this, you may find yourself using the more reliable keyboard controls if playing the earlier version.
The two versions are quite different in their visual presentation, as well. The early 16-colour EGA graphics in 320x200 resolution make for a rather crude presentation graphically, but the various backgrounds are still appealing in their own right. Detail is everywhere, especially in some forest screens which appear much more vibrant than you'd think 16 colours could make possible. Town buildings in Spielburg are also vivid and colourful, and quite reminiscent of medieval German cities.
The added character portraits and hand-drawn background images in the 256-colour VGA remake are definitely an improvement, although Spielburg lost some of its colourful charm from the original. Erasmus' house has been redesigned, and its new "pimped out" look seems dreadfully out of place. I also think some dialogue portraits look a little silly, but other than these few quirks, the VGA remake is without doubt commendable. The following screenshots show a comparison of three scenes from the EGA and VGA releases, respectively:






Sierra veteran Mark Seibert is
QFG1's composer. While his "Magical Mystery Music" isn't present in every area, the songs are more often than not a delight when we do hear them, though some are merely average. The Thief's burglary is accompanied with appropriate smooth jazz, and the serene sounds at Erana's Peace truly make you want to pause a moment in tranquillity. Both the original and the remake have identical music, though in the remake a couple of areas have music where there originally was none.
The game reaches its conclusion once you've driven away the brigands and Baba Yaga. It is also possible to attain a less perfect ending, in which you still become Hero of the Realm even though the Baron's curse is not lifted. At any rate, the ending is presented in a suitably heroic fashion. To some it might be disappointing since it's basically a grand "Well done!" ceremony, but I found it more than satisfying. For some incomprehensible reason, however, the ending sequence in the remake is shortened significantly, making it less rewarding.
Setting the trend for the rest of the series,
QFG1 explores the outer limits of the adventure genre. While it certainly involves RPG elements, the game never stops being an adventure at its core. Similarly, it is a funny game, but it never loses its serious character. Being an adventure-RPG hybrid may bring along some unwelcome aspects (occasional combat and skill-building) for some, but those that don't mind a change of pace will find that the roleplaying aspects enhance the value of the game as a different kind of adventure.
If you've never had the chance to experience the
Quest for Glory series, you should definitely start at the beginning. The plot may not be deep, but it is a good introduction to the game universe. And while dialogue and interaction aren't as advanced as in later instalments and puzzle density is a little low,
Quest for Glory I: So You Want To Be A Hero still proves to be a unique, enjoyable experience. At the end of the game, you are given the opportunity to save your character for use in later games, and this option will help you feel increasingly connected to your Hero. The original EGA version has its own virtues, but the VGA remake has aged much better and should be your game version of choice unless you're playing purely for nostalgic reasons. With its point-and-click interface and the lovely hand-drawn graphics, it can be enjoyed as much as any other VGA classic today.
So, tell me, do you want to be a Hero?