Quest for Infamy

 

Genre:   Role Playing Game

Developer:    Infamous Quests

Publisher:  Phoenix Online

Released:  July 2014

PC Requirements:  

- WindowsXP/Vista/7/8

- 1.8 GHz Processor
- 512MB RAM (1 GB recommended)
- 3D graphics card compatible with DirectX 9.0c
- 1GB HDD, Mouse, Keyboard.

Additional screenshots

 

 

by flotsam

 

Quest for Infamy

Infamous Quests

If you remember games like Quest for Glory with some relish, and if you don’t mind a bit of puerile humour and a buxom wench or two, a degree of perseverance might just pay off for you.

This is a questing rpg, old school style, and if you read gremlin’s first look, it will come as no surprise if I say it takes some settling into. Messy controls, little clear direction, and a great big map with a necessary pixel hidden somewhere produce a frustrating start. When combined with average voice acting, a somewhat annoying musical accompaniment, and a smallish game window where looking for the screen exits often results in you ending up outside the gaming window, and I get why gremlin didn’t persist.

I did though, and if you do, you may well find it isn’t at all bad.  That is if the drinking mini-game doesn’t tip you over the edge.

The makers clearly have a fondness for this type of game, and it does show. The good bits are indeed good, it just struggles under the weight of some not so good bits. I reckon there is a really good game in here, suggesting the next Infamous outing might be very good indeed.

Even some of those initial frustrations abated after a while. Once I worked out that I could substitute keys to choose my action icons (walk, run, sneak, look, talk etc) rather than having to constantly click the menu bar I was more comfortable, and even more so with the music turned off. More tweaks got rid of the subtitles, and my excursions outside the gaming window got less and less as I approached the edges with far less vigour. Getting a map helped too, as there was no longer the necessity to wander through screen after screen.

I eventually ended up at the end of the prologue, having been set on the path of the brigand, and it now felt like I had some purpose. I could have been a sorcerer or a rogue, and am not sure how, but I will go back and attempt to play as those characters also. How different the experience will be I don’t  know, but being able to play as different types of characters adds to a game’s longevity in my view.

For brigand, read fighter, which is my preferred way of approaching an rpg. It allows me to bring my first person shooter preferences to the fore, and indulge in a bit of mindless biffo.

It seemed fairly open, in terms both of what I did and how I did it, and it started to draw me into the rich tapestry of its world, through the many conversations and tasks that there were to be had. Like all such games, you can’t explore too much, and a garrulous nature will be well rewarded. Unlike many such games, at least nowadays, there is no journal or log to help you keep track of things, but I never had too many on the go at any one time so it wasn’t a big deal.

I did however find that at times there was a total lack of direction. It might have been me, and a failure to have a particular conversation, but if I don’t know I should go to the pub after dark then I just end up aimlessly wandering around from morning to night looking for goodness knows what goodness knows where in order to try and get things to move along. And if I then fail to go to the pub and miss the new character imbibing the libations, what then?

You do everything with the mouse, unless you use the keyboard shortcuts, and it’s a detailed albeit pixelly world. Conversations result in a body shot of the participants, which is where the buxomness comes in, and it’s a third person perspective with the fight scenes viewed from side on. Save at will, although there do appear to be auto saves, and saving is advised as you can die.

As a brigand I like to fight, and there was a fair bit of this, but either I was way too brigandish or the fights themselves were less than they could have been. It’s all turn based, and you click an icon to indicate your next move (eg slash, stab, block) but it seemed far too random and way too easy, especially when I could afford multiple health potions.

On reflection, this all sounds like a lot of negativity, which is probably a bit unfair. As I said, there are things in here to like, and the sum of the parts is a lot better than the parts themselves. I ended up feeling that I quite liked Quest for Infamy, despite all those parts, and I probably will play it again. Which in the end is not a bad outcome at all.

Grade: C+

I played on:

OS: Windows 7

Processor: Intel i7-3820 4GHz

RAM: 12GB Ripjaw DDR3 2133 Mhz

Video card: AMD Radeon HD 7800 2048MB

 

 

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