History VideoGame / QuestForGlory

14th Jan '18 9:13:08 AM nombretomado
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Quest for Glory was created and designed by husband-wife couple Lori Ann Cole and Corey Cole. They have tried to buy the rights to the series from Sierra (now owned by Activision), though to no avail. Following a successful {{Kickstarter}} campaign they are working on a SpiritualSuccessor of [[VideoGame/HeroU sorts called]] ''[[http://www.hero-u.net/ Hero-U: Rogue to Redemption]]'' set in a different world from ''Quest For Glory'' (due to copyright issues).

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Quest for Glory was created and designed by husband-wife couple Lori Ann Cole and Corey Cole. They have tried to buy the rights to the series from Sierra (now owned by Activision), though to no avail. Following a successful {{Kickstarter}} Website/{{Kickstarter}} campaign they are working on a SpiritualSuccessor of [[VideoGame/HeroU sorts called]] ''[[http://www.hero-u.net/ Hero-U: Rogue to Redemption]]'' set in a different world from ''Quest For Glory'' (due to copyright issues).
14th Jan '18 2:15:16 AM darksoul4242
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** IV plays it straight, as you need it before you can do any business with the mad scientist. One potion you need to complete the story, while also that's the only place you can buy poison cures which makes the game extremely annoying without.

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*** A far more manageable alternative was to fight brigands in the desert and gain the first dinars you needed to buy the aforementioned map.
** IV plays it straight, as you need it before you can do any business with the mad scientist. One potion you need to complete the story, while and it is also that's the only place you can buy poison cures which makes the game extremely annoying without.
6th Dec '17 11:15:48 PM darksoul4242
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Quest for Glory was created and designed by husband-wife couple Lori Ann Cole and Corey Cole. They have tried to buy the rights to the series from Sierra (now owned by Activision), though to no avail. Following a successful {{Kickstarter}} campaign they are working on a SpiritualSuccessor of [[VideoGame/HeroU sorts called]] ''[[http://www.hero-u.net/ Hero-U: Rogue to Redemption]]'' set in different world from ''Quest For Glory'' (due to copyright issues).

to:

Quest for Glory was created and designed by husband-wife couple Lori Ann Cole and Corey Cole. They have tried to buy the rights to the series from Sierra (now owned by Activision), though to no avail. Following a successful {{Kickstarter}} campaign they are working on a SpiritualSuccessor of [[VideoGame/HeroU sorts called]] ''[[http://www.hero-u.net/ Hero-U: Rogue to Redemption]]'' set in a different world from ''Quest For Glory'' (due to copyright issues).
29th Nov '17 11:30:41 AM Anorgil
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** As with Spielburg, not much Russian is used in Mordavia, other than the occasional "Da" and various mythological creatures such as the Domovoi. "Chernovy" is a very rare dialect form of "black" (cf. [[Disney/{{Fantasia}} Chernobog]]). Many surnames are South Slavic rather than Russian.

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** As with Spielburg, not much Russian is used in Mordavia, other than the occasional "Da" and various mythological creatures such as the Domovoi. "Chernovy" is a very rare dialect form of "black" (cf. [[Disney/{{Fantasia}} Chernobog]]). Many surnames are South Slavic rather than Russian.Russian, and there's at least one Hungarian name as well.
29th Nov '17 11:29:37 AM Anorgil
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** As with Spielburg, not much Russian is used in Mordavia, other than the occasional "Da" and various mythological creatures such as the Domovoi. Although "Chernovy" is a very rare dialect form of "black", it's close enough to Russian word for "dark" or "black" (cf. [[Disney/{{Fantasia}} Chernobog]]). Many surnames are South Slavic rather than Russian.

to:

** As with Spielburg, not much Russian is used in Mordavia, other than the occasional "Da" and various mythological creatures such as the Domovoi. Although "Chernovy" is a very rare dialect form of "black", it's close enough to Russian word for "dark" or "black" (cf. [[Disney/{{Fantasia}} Chernobog]]). Many surnames are South Slavic rather than Russian.
4th Sep '17 3:53:55 PM Baggins
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Back in the [[TheEighties 80s]] and throughout the [[TheNineties 90s]], {{Creator/Sierra}} was big in adventures. We had ''VideoGame/KingsQuest'', ''VideoGame/PoliceQuest'', ''VideoGame/SpaceQuest'' and everything you could stick a "Quest" to (and a couple of other ones). What most of these have in common, though, was that they used variants on the same engine and thus had the same game play, first using the parser ("get item") then using a more "traditional" (for adventures) point and click interface. The final game in the series saw a GenreSwitch to Action RPG, and removed most of the adventure and puzzle elements replacing them with combat missions.

to:

Back in the [[TheEighties 80s]] and throughout the [[TheNineties 90s]], {{Creator/Sierra}} was big in adventures. We had ''VideoGame/KingsQuest'', ''VideoGame/PoliceQuest'', ''VideoGame/SpaceQuest'' and everything you could stick a "Quest" to (and a couple of other ones). What most of these have in common, though, was that they used variants on the same engine and thus had the same game play, first using the parser ("get item") then using a more "traditional" (for adventures) point and click interface. The final game in the series saw a GenreSwitch GenreShift to Action RPG, and removed most of the adventure and puzzle elements replacing them with combat missions.
4th Sep '17 3:52:40 PM Baggins
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Back in the [[TheEighties 80s]] and throughout the [[TheNineties 90s]], {{Creator/Sierra}} was big in adventures. We had ''VideoGame/KingsQuest'', ''VideoGame/PoliceQuest'', ''VideoGame/SpaceQuest'' and everything you could stick a "Quest" to (and a couple of other ones). What most of these have in common, though, was that they used variants on the same engine and thus had the same game play, first using the parser ("get item") then using a more "traditional" (for adventures) point and click interface.

to:

Back in the [[TheEighties 80s]] and throughout the [[TheNineties 90s]], {{Creator/Sierra}} was big in adventures. We had ''VideoGame/KingsQuest'', ''VideoGame/PoliceQuest'', ''VideoGame/SpaceQuest'' and everything you could stick a "Quest" to (and a couple of other ones). What most of these have in common, though, was that they used variants on the same engine and thus had the same game play, first using the parser ("get item") then using a more "traditional" (for adventures) point and click interface.
interface. The final game in the series saw a GenreSwitch to Action RPG, and removed most of the adventure and puzzle elements replacing them with combat missions.
29th Aug '17 3:29:22 PM DoubleU
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** In the fifth game, you can give Dragon's Breath to the marmaids, who simply drink it without difficulty. Only the hero has trouble drinking it.

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** In the fifth game, you can give Dragon's Breath to the marmaids, barmaids, who simply drink it without difficulty. Only the hero has trouble drinking it.
27th Aug '17 5:48:43 PM tkzv
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** As with Spielburg, not much Russian is used in Mordavia, other than the occasional "Da" and various mythological creatures such as the Domovoi. Although "Chernovy" isn't actually a Russian word, it does sound a bit like the Russian word that means "dark" or "black." (cf. [[Disney/{{Fantasia}} Chernobog]].)

to:

** As with Spielburg, not much Russian is used in Mordavia, other than the occasional "Da" and various mythological creatures such as the Domovoi. Although "Chernovy" isn't actually is a Russian word, it does sound a bit like the very rare dialect form of "black", it's close enough to Russian word that means for "dark" or "black." "black" (cf. [[Disney/{{Fantasia}} Chernobog]].)Chernobog]]). Many surnames are South Slavic rather than Russian.



** The VGA remake ''claims'' that the manual is necessary to complete the game, but there's nothing vital in there that you couldn't figure out on your own.

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** The VGA remake of [=QFG1=] ''claims'' that the manual is necessary to complete the game, but there's nothing vital in there that you couldn't figure out on your own.own.
** [=QFG2=] came out with a map of Shapeir. Per WordOfGod, the streets were deliberately twisted to make the game unplayable without a map. Still, it is possible to play -- just find currency exchange (not an easy feat) and buy an in-game map. Or just explore and draw the map.



** The remake of ''II'' tried to fix it by letting you buy a lot of useless stuff to decorate your room in the inn in Shapeir.



** ''Wages of War'' doesn't match up with the motif because it was added later, as detailed elsewhere on this page; the Coles [[WordOfGod admitted that they broke their own metaphor]]. However, the mythology is clearly African.

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** ''Wages of War'' doesn't match up with the motif because it was added later, as detailed elsewhere on this page; the Coles [[WordOfGod admitted that they broke their own metaphor]]. However, the mythology is clearly African. There's also the fifth element -- pizza.


Added DiffLines:

* TheUnfought: Pizza Elemental is frequently mentioned through [=QFG2=], which looks like foreshadowing. Fortunately, it never appears.
** Then it was added to the remake as an optional boss -- it missed the city and went in the wrong direction, and you need to search for it some 20 screens away. It is far stronger than any other enemy.
27th Aug '17 1:29:16 PM nombretomado
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* BloodierAndGorier: In QuestForGloryIII, many death animations show the hero melting, (if poisoned,) impaled by a spear, or turning into a food product such as a hamburger or (in a famous easter egg) a pizza. (When eaten. And no, it is not as graphic as you think.) While it is not overly bloody, it is certainly more so than the first two games. This is surprisingly {{Inverted}} in the fourth and darkest game, in which some deaths just show (vegetarian!) food products if the hero is eaten, and most deaths just show the hero falling. Only few examples avert this.

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* BloodierAndGorier: In QuestForGloryIII, ''VideoGame/QuestForGloryIII'', many death animations show the hero melting, (if poisoned,) impaled by a spear, or turning into a food product such as a hamburger or (in a famous easter egg) a pizza. (When eaten. And no, it is not as graphic as you think.) While it is not overly bloody, it is certainly more so than the first two games. This is surprisingly {{Inverted}} in the fourth and darkest game, in which some deaths just show (vegetarian!) food products if the hero is eaten, and most deaths just show the hero falling. Only few examples avert this.



* HopelessBossFight: One is present at the end of ''QuestForGloryIII''. As the Hero and [[TheCavalry his newly-arrived allies]] make their way into the Lost City in search of the World Gate allowing Demons access to the world of Glorianna, they must each fight an EvilTwin of themselves. It doesn't matter ''how'' high your character's stats are, what abilities or spells you have, or how good you are with the combat system, the player ''cannot'' defeat his doppelganger. [[spoiler: As the fight drags on and the Hero is close to being defeated, [[DirtyCoward Harami]], who at first refused to fight, arrives and {{Backstab}}s the Hero's double, distracting it long enough for the Hero to escape the fight and head for the final confrontation with the BigBad.]]

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* HopelessBossFight: One is present at the end of ''QuestForGloryIII''.''VideoGame/QuestForGloryIII''. As the Hero and [[TheCavalry his newly-arrived allies]] make their way into the Lost City in search of the World Gate allowing Demons access to the world of Glorianna, they must each fight an EvilTwin of themselves. It doesn't matter ''how'' high your character's stats are, what abilities or spells you have, or how good you are with the combat system, the player ''cannot'' defeat his doppelganger. [[spoiler: As the fight drags on and the Hero is close to being defeated, [[DirtyCoward Harami]], who at first refused to fight, arrives and {{Backstab}}s the Hero's double, distracting it long enough for the Hero to escape the fight and head for the final confrontation with the BigBad.]]
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