Let’s Play Quest for Glory: So You Want to be a Hero? Part 1

This Let’s Play originally appeared on Gamespite.net’s forum, The Return of Talking Time (all questions asked are rhetorical because they were asked, and answered by forum users)

About Quest for Glory: So You Want to be a Hero?

Hero’s Quest: So You Want to Be a Hero (later re-released as Quest for Glory: So You Want to Be a Hero because of trademark issues involving the HeroQuest boardgame) is an adventure game/role-playing game hybrid, designed by Lori Ann Cole and published by Sierra On-line. It is the first game in the Quest for Glory series. Hero’s Quest I has been credited for being a genre-inventing game, as no other game before it had tried to mix graphical adventure gaming with role-playing-like elements such as statistic building (strength, intelligence, health) that would actually have an impact on the ability to accomplish certain parts of the game. (Beyond Zork had done the same for text adventures two years earlier.)

In the valley barony of Spielburg, the evil ogress Baba Yaga has cursed the land, and the baron who tried to drive her off. His children have disappeared, while the land is ravaged by monsters and brigands. The Valley of Spielburg is in need of a Hero able to solve these problems.

The game follows the Hero (Devon Aidendale in the novelized Authorized strategy guide[1]), who in the game is a customized adventurer whose name and class is chosen by player, on his journey into the land; he must help people and become a proclaimed Hero.

The adventurer battles monsters, solves side quests (such as finding lost items and spell ingredients) and helps fantasy creatures such as a dryad, a hermit and a colorful collection of furry creatures called Meeps. Fulfilling quests will grant him experience and money, which he may use to buy equipment and potions. The game is open ended, which means the player can explore all the game at once and solve the quests in what order seems convenient to them. During the quest, the character also meets recurring series characters such as the wizard Erasmus and his familiar Fenrus (or perhaps the other way around[2]), and first hears tales of the benevolent faery Erana.

While the game can be completed without solving the secondary quests, in the optimal ending, which nets the player the maximum score and serves as canon for the remainder of the series, the player frees the baronet from a powerful curse and thwarts the plans of the witch Baba Yaga. Finally, the adventurer frees the baron’s daughter, Elsa von Spielburg, from the curse which had transformed her into the brigand leader. By doing so, the adventurer fulfills a prophecy, restores Spielburg Valley to prosperity, and is awarded the title of Hero.

After this, the Hero, along with the merchant Abdulla Doo and the innkeepers Shameen and Shema, leaves on a magic carpet for Shapeir, the homeland of the three, setting the plan for the sequel, Quest for Glory II: Trial by Fire.

The game was the first by Sierra that (according to RPG customs) allowed the selection of a character out of three classes: Fighter, Magic User, and Thief. What class the hero assigns to a character largely determines how they can solve puzzles and what quests they will run into. However, the distinction between classes was not an absolute one; players could add skills to a character and allow them to complete quests related to other classes in this game and others in the series.

Quest for Glory introduced a realism rarely found in RPGs and other adventure games even today. Day, night and the passage of time was a factor; the setting and scenery was different during day and night. The main character had to eat on a regular basis, he would become tired from running and fighting which required rest and sleep. Skills were not obtained by gaining levels through combat, but rather increased distinctly through the regular course of your adventuring. The more the player used magic, the more the Hero’s Magic ability would increase (followed by Intelligence); likewise the more the player engaged in battle, training, or even cleaning the baron’s stables, the more the Hero’s Strength, Vitality and Agility would increase.

Like some other games by Sierra, a VGA version using Sierra’s “point and click” SCI1.1 interpreter was released in 1992. As a result of some limitations of this version, many die-hard fans of Quest for Glory resent the VGA rendition due to the lack of movement that was prevalent in the original, which used the text-parser–based SCI0. While the original game was based on dialogues and asking questions in order to obtain some background information, in the new interface the dialogues had a tree structure: a menu of question topics. By asking certain questions (e.g. “Ask about Potion”), the player will get new questions to ask (e.g. “Healing potion, Stamina potion, Dispel potion”). The backgrounds and characters were hand drawn and scanned, while the monster fights and character portraits were made using clay models and stop motion animation. Unlike other games, running out of stamina points here can kill the hero outright instead of starting to do health damage.

Famous Adventurer’s Correspondence School: Adventuring 101, Quest for Glory

Welcome, Welcome to the first course in the Famous Adventurer’s Correspondence School! In Adventuring 101 we’re going to cover the basic aspects of adventuring using one of our more successful graduates adventures in the town of Spielburg as template to covers such essential adventuring concepts as: monster fighting, outdoorsmanship, wilderness survival, and interacting with NPCs!

But first I have a couple of questions for the class:

1. Do you prefer the class to be taught in fancy new HD or do you prefer the use of original source materials?

Original:

HD:

My preference is for the original but I am, if anything, respectful of my student’s wished

Second, there is some degree of dispute by adventuring experts just how the Spielburg hero saved the town, multiple contradicting sources exist on the subject. While I will make reference to all three of the major texts trough out the course which would the class prefer as our primary text?

Will we use the Fighter, Wizard, or Thief text?

(Talking Time choose to be a magic using thief, as you’ll see... )

Chapter 1: An introduction to adventuring and Spielburg

First class watch this short introductory video on the class and all the people who worked hard to make Adventuring a reality for you and thousands of others:

For the curious these are the different starting statistics for the three different classes.

Fighter:

Magic User:

Thief:

Brand new adventurers get 50 points to distribute (5 points at a time) amongst the various skills. The hero of Spielberg was a magic using thief and had studied extra hard in order to get magic (I sunk our hero’s points into magic, stealth, lockpick, luck, intelligence and of course magic) Don’t worry about not sinking points into a skill we can raise it at any point in the game by practicing it. Except for skills you have a zero in.

Oh? What was that? What was the hero of Spielberg’s name? Uh, the stories aren’t too clear on that but our oldest and most trusted sources say his name was:

Yup, his name was Garcon Perseii Jackson Danar Seepgood (this way almost everyone is happy, right? Right?) (Talking Time couldn’t decide on a name so I used all of them)

Okay, okay now open your textbooks to page 1 we’ll start with the heroes entry into Spielberg:







Next time, we explore the town of Spielburg and take the first steps on our path to being a hero!

(If you can’t wait you can always head over to the forums and read ahead)

Not a Review: Elder Sign Omens

As seen on your digital device!

Last month I wrote about Fantasy Flight’s new game set in the mythos of H.P. Lovecraft, Elder Sign. If you want to understand what I’m going to be talking about today I recommend you read the linked post first. At the end of last week the company released a trimmed down version of the game for iPhones, iPads, and Android devices called Elder Sign: Omens. Since I enjoy playing the real-world version so much I thought I’d give its virtual twin a try as well. Omens is mostly a trimmed down version of Elder Signs, the only Ancient One you battle against is Azathoth, who when it is summoned immediately ends the game (I imagine this was done to remove the added complication of fighting the Ancient One,) Ally cards are removed from the game, and the random effects that occur as the game progresses (clock strikes midnight) are unknown to the player(s) and there appear to be more negative effects (monsters appear or doom track advances) than not (edit: checking the game’s website over confirms that suspicion and informs me that monsters have been made more difficult too.)  Oh, and players are limited to just four investigators and game play is restricted to passing the device around between players.

This game would look better on a larger device

The nicest thing about turning board games into video games is that all the rules are automated and you can be sure you’re playing the game correctly (Fantasy Flight is notorious for having large, poorly organized, vague rule books. Players live for the FAQs to these games!) They’ve done a good job with Omens in making everything clear and understandable to the player without cluttering up the screen. Tap a location, character, enemy, clock, any item, etc. and a screen pops up explaining what this piece means, does, etc. There are tutorial videos as well to guide players through the game as well. Music, sound effects, and simple animations have also been incorporated into the game.

All in all it’s a pretty good little game. It might get a little boring after awhile always having to deal with Azathoth. One of the coolest moments in Arkham Horror or Elder Sign is failing to keep the Ancient One from manifesting and then having to confront it. Yes, you usually die when this happens but the rare occasions when you defeat them are etched in my mind as some of my greatest gaming moments, ever. That and not being able to play with other people through asynchronous wireless are the game’s biggest problems.

Not a Review: Dark Souls

Masochism the Game
A barbaric game for a barbaric time

When Demon Souls came out and everyone on Talking Time was talking about how wonderful/awful the game was I didn’t pay much attention. I don’t own a PS3 and I, generally, don’t play games that endlessly punish the player. When the unofficial sequel to the game, Dark Souls, came out on the Xbox 360 Talking Time is again abuzz with discussions of the game, its difficulty, and how best to play the game. Now, though I wasn’t as distanced from the game, I own a 360, and in a moment of weakness I picked the game up. I opened it up last night and played for about an hour…

What have I got myself into it?

Much like its predecessor this isn’t a game designed with many modern sensibilities. The designers expect you, nay they actively want you, to die. The gimmick being that death just kicks you back to your last save point and you’re stripped of all the experience you’ve gained but you can reclaim it all if you make it back to the spot where you died. There is no map of the game (so far), the manual is a mere three pages thick and fails to explain anything. There are a lot of stats that effect the performance of your character and none of them are clearly explained nor are the equipment, magic, everything systems. If it wasn’t for the internet (game forums, wikis, FAQs, etc.) this game would, for the majority of people who play it, remain opaque. It appears that there are a number of complex systems operating in the background of the game but there seems to be very little in the way of accessing them outside of intense trial-and-error and numerous replays. This game is dying for a meaty manual, one that could better explain the games background, story, and mechanics. Something akin to the manuals that accompanied such games as Darklands, Civilization, or Baldur’s Gate 2.

Sadly, it seems game publishers have abandoned their duty to inform and enlighten the people who play their games handing over that responsibility to either strategy guide publishers (who will charge you a hefty fee, sometimes more than $20, for information that might not even be correct) or the players themselves. I just don’t have the time or energy, right now, to sit down and play a game endlessly trying to figure out information that should have been included in the manual. I’ll poke at the game little more if I have time and maybe I’m wrong about all this, but not from what I’ve seen so far and heard from those who have played it much more than I have.

I wonder why people don’t complain about this sort of thing when the designer says it was intentional but tear developers apart for the exact same crimes in games in which the inscrutability of the game isn’t advertised as a “feature?” Bad design is bad design intentional or not, right?

I guess I’ll just go back to playing Quest for Glory: So You Want to be a Hero?

The Binding of Isaac: First Impressions

This is not a "nice" game

When I heard that half of the team that created Super Meat Boy was making “some sort of rogue-like” I was sufficiently interested to follow the game’s progress on the developer’s blog. When it came out and I saw the game it had me scratching my head. People’s description’s didn’t help either, “it’s a dual stick shooter in random generated Legend of Zelda dungeons with an item-based leveling system” Uh, okay… What does that even mean?

The creator’s explanation didn’t make a lot of sense either:

Isaac is a roguelike shooter based on the dungeon structure of Zelda (nes). At its core it controls like Smash TV / Robotron in a randomly generated semi RPG world filled with powerups items and special abilities. There is not a traditional leveling system in Isaac, instead we used an item system. Every level will have a treasure room, shop, boss and other secret/special rooms that might contain unique items. Special items come in 4 sets, Usable items, Special Weapon upgrades, Passive upgrades and stat boosters. 90% of items in the game stack, so as you progress your character will change into a monstrous powerhouse not only in stats and abilities but also in appearance… Aside from these core items, Isaac uses its pickup items as resources in what i call micro puzzles. the core resources in the game are Coins, Bombs, Keys, Hearts, cards and pills each of these pickups can be used in different ways to acquire special items, gain access to shops and hidden areas, kill enemies and also affect gameplay in many other ways.

This is all the direction you're going to get...

So I downloaded it and have been playing it the last hour or so. And, that is exactly what the game is! So, if you had as much trouble parsing just what you do in this game from the text above I’m not going to be able to help you. Sorry! I can tell you that the game is fun and strangely addictive. Why strange? I don’t like rogue-likes. They take bad game design, turn around, and market said bad game design as the central aspects of the genre. Nothing is explained to the player, visually, aurally, or narratively. Every encounter with an object can lead to a player’s death without any indication from the game. Items, if they don’t kill you when you pick them up, are just as opaque as the rest of the game requiring you to use them in order to determine their use. Some people enjoy rogue-likes, I get it; but, some people enjoy enemas. I’m just saying. Binding of Isaac isn’t as bad as ADOM but it isn’t clear what is ever going on either (unless you’re taking notes, I suppose… But, I’m playing a video game not doing homework!)

Enjoy the rich color palette

My other complaint has to do with the graphic design. I was tired of browns, red, and pinks after DOOM II I don’t know why people are still designing games with such limited palettes. And for whatever reason Edmund McMillen’s character designs just aren’t doing it for me in this game. I haven’t got past the Caves II though so maybe the art shows a little more variety later on. I’m hoping that is the case.

Full review next week(?)

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