Quest For Infamy is a role-playing adventure game where you assume the identity of Mr. Roehm - a scoundrel who is on the run from his latest scrape. When he is stuck in the Valley of Krasna for a bit, he decides to take on some work to pass the time. He finds himself in the middle of Kingdom in tubu...
Windows Vista / 7 / 8 / 10, Intel Core 2 Duo 2.1 GHz or equivalent, 2 GB RAM, 2nd Generation Intel C...
Description
Quest For Infamy is a role-playing adventure game where you assume the identity of Mr. Roehm - a scoundrel who is on the run from his latest scrape. When he is stuck in the Valley of Krasna for a bit, he decides to take on some work to pass the time. He finds himself in the middle of Kingdom in tubulence - as he becomes embroiled in a power struggle between several ambitious residents of the Valley.
Make yourself some money to move on with, and try and avoid controversy as you bide your time before you can leave the valley. Defend yourself from monsters and brutes who would do you harm! Build a reputation for yourself - and you just might find yourself not avoiding trouble, but on a quest for infamy!
Choose your path to infamy - play as the sneaky rogue, the bold brigand or the crafty sorcerer.
Multiple paths and branching story-lines create a different experience every time you play.
Lovingly hand-crafted retro style graphics bring you back to the classic era of adventure gaming.
Well basically i am a adventure only player and its very good to see this classic style again. For me, the graphics are beatiful, funny humour and dialogues. I really dont care for things that some people complained (like voice acting, or the combat system)...this is pure gold. I truly hope that the people involved in this project have a long and prosper endeavor in doing more games like this.
Pros:
- Graphics are Sierra-quality.
- Great voice acting.
- A moderately decent story, although not very long.
- Has the different "hero classes" which adds some replay value.
Cons:
- Bugs galore.
- For a game aimed at more mature audiences (relative to the QFG series, that is), it's got a lot of adolescent humor.
- Combat is pretty basic and trivially easy after a short while.
- More adult-themed than the Sierra series (FILLED with sexual innuendo, cleavage, several expletives), which excludes it from being kid-friendly.
- The hero almost always has to run to the object he's looking at, which is annoying.
About 2 hours in, I frowned as my character unexpectedly peed on the corpse of a monster he killed, to "mark his territory." Had it been the very first occurrence of pee-related humor, it might have been so unexpected it would've been funny. But instead, every examined barrel, pool of water, forest stream, river, bench, etc... includes descriptions of "probably peed on" by different people or the hero felt like peeing on it. After a while, the references are so frequenty that it's almost like the writers have a weird fetish, and it's just kind of unsettling at that point.
As far as bugs go, here's just a few:
- If you die during an animation (which is most of them), the game never "unfreezes" from the animation, which locks up the restore/restart/quit buttons at the end, so you literally have to kill the program's process to exit.
- Because the hero has to run to whatever he's looking at, it can bypass normal game logic that is triggered by movement. For example, there's a scene where you have to get around a monster that will kill you if you touch it, but if you simply look at an object on the other side of the screen, the hero simply runs through the monster as if it wasn't there.
- The time-of-day system is glitchy and not always well-done. I performed an action in the morning that trigger a "Meanwhile" night cutscene and suddenly the whole day was gone.
Game might range from ok to good but at least the recent GoG Version 1.1.1 ends in act 2 as rouge class. the script error is known since 2015 shortly after 1.1.1 came out. still no new fix to be found on the developers forum.
asked for refund.
Just a perfect blend of 90% oldschool point&click adventure game, 10% roleplaying game and really awesome dark humor. I also liked the really good voice actors, giving the game a perfect atmosphere.
I needed more than 20 hours for one playthrough and still have at least two different walkthroughs open, since I only compleded is a magician. That's more than any other adventure offers, aside from "longst journey" perhaps. And I never ever got bored!
The adventure map is huge without getting too confusing, the fights are fair, you can actually be a really bad guy a couple of times, that's just brilliant.
Really looking forward to a part two, if that is ever planned.
The appreciated
- It respects QFG's material
- Graphic style QFG could dream to have had sooner
- Good classes challenges
The least appreciated
- Too many items/places "fused" together. You click a small cabin, the game forces you to enter another door. You click on a ruined wall, the game makes you take some pebbles. It's confusing, and it makes the player wonder if the game will unwanted surprises of this type. When I click the look icon on a bush, the game only notes the general background, and does with nothing any other icons and items. It gives a feeling the game does what it wants.
- Discrepancies of voices recording. Their quality are too varied. The player will note them, rather than simply hearing the voice acting
- The narration is burdened with snark. It seems to be its only style. When the narrator admires something, is it sincere, or is it sarcasm ? I just don't like the narration
- Very moral : Roehm is a hero at the end, and the game forbids a lot of infamy. Why can't I kill Swart, the guy with a cart and a donkey ? Why the game forbids me to give money to any prostitute outside the prostitution house ? Why the game answers "he doesn't want that" when I try giving money to sheriff ?
- The worst part : Generic messages. They kill the interest of playing any adventure game. Some examples for this one :"You play around with it, but nothing seems to happen"; "It doesn't talk back"; "Just as you start to pull out your sword, you remember you're not an imbecile"... Lack of creativity of icons and items reactions for the game => lack of interactivity for the player
When a game doesn't react, or doesn't have anything better to say than a "nothing happens" or similar generic message, disguised or not, the player ends up wondering what the game wants from her/him. Lack of creativity makes a point and click end up a frustration that kills or burdens heavily the interest in it. Many adventure games fell in this trap of generic messages; QFI included
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