Quest for Infamy completely understands the big picture here, and the amount of work that went into it is genuinely impressive - the pathing, the animation, the sheer scale of the world a valley that takes in two sizeable towns and stretches out through deep atmospheric woods to mountains, caves and beyond, almost all with unique, lovingly painted backgrounds instead of just filling the map with a big grid of flip-flopped trees pretending to be forest. The overall story is the same for all of them, but the distractions on the way change dramatically. Faced with a challenge like a thick bush blocking the path, the Sorcerer might fly over it, the Rogue set it on fire, and the Brigand simply chop the damn thing down with his bastard sword. The Rogue for instance gets to join the local thieves' guild and raid the town's houses for goodies, while the Sorcerer spends much of the early game on a scavenger hunt for reagents to cast spells and the Brigand. Each class isn't simply given a different weapon and special attack either, but their own stories, locations the other characters might never see, and radically different puzzle solutions. The words 'labour of love' are horribly over-used, but there's really no other word for any adventure that dares to take on the Quest for Glory template - a hybrid of adventure and RPG that demands, just as a starting point, huge sprawling worlds, a hero with stats as well as stuff, shitty combat (it's traditional!) and at least three paths through the game to cater for fighters, wizards and thieves - here, Brigands, Sorcerers and Rogues. Playing it though, it's a wonder we got it at all. (And, technically, Quest for Glory 4.5, but the less said about that one the better.) ![]() only to just get pipped to the post by Heroine's Quest! Ouch. ![]() That makes it a riffing twenty-five years in the waiting, if not making. It's a satire of a series that had its last real hurrah back in 1993 (Quest for Glory IV, one of my favourite adventures ever), but which is closest in theme to the original, 1989's Hero's Quest. Quest for Infamy is what happens when a joke gets completely out of control the gaming equivalent of waking up one day with a headache and a fuzzy tongue to find that you actually own a pancake shop called Wholly Crepe and that this is a thing that has happened. But do the bad guys really have more fun? Here's Wot I Think. Hot on the trails of Heroine's Quest, with Mage's Initiation and the original creators' Hero-U: Rogue To Redemption still to come, Quest for Infamy wants to take a rather less heroic approach to its mix of RPG and adventure. For instance, those who love Chamber may be interested to see that in his “Home Again // Chamber” card he spends his free time in the French Riviera, or that Brimstone might enjoy a baseball game in his hometown as seen in the “Home Again // Brimstone” card.Īny unexpected challenges or novelty stories you’d like to share when designing the Ep.Isn't it just typical? You wait sixteen years for a new game that picks up where the Quest for Glory series left off, and suddenly four of them come along at once. We also used this opportunity to develop some of our Agents’ backstories. We tried to choose ideas that would remind players of coming home and hopefully the final artwork evokes those feelings. For the “Home Again” player card series we asked, “what would be the first thing this Agent would do when visiting home?” Again, we worked with our regional teams to come up with some ideas and had a ton of fun brainstorming and learning from them. 4, Act II Battlepass?ĪNSWER: We wanted the items to feel as true to the regions that inspired them as possible. What did you take inspiration from / any notable concepts you wanted to convey with the Ep. I hope players will have as much fun as we did discovering the meaning behind items like the Watermelon Splitting Spray, Tactibear’s Balalaika Spray, Turtle Ship Gun Buddy, and the Goinmul Title even if they aren’t from the regions that inspired them. ![]() We had a lot of fun discovering the different memes, callouts, traditions, and metas players are using and that we otherwise might not have known about. ![]() We collaborated with our regional teams to come up with items that felt relevant to their players. 4, Act II Battlepass?ĪNSWER: When we started working on this pass, we wanted to create items that players around the world wanted to use to express themselves. What were your goals when designing the Ep. Riot Games has released details on the upcoming Valorant DLC Episode 4 Act II ahead of its March 1st, 2022 release.
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