Quest for Glory V: Dragon Fire is the fifth and last game in the Quest for Glory series, a 3D revival of the franchise brought about by fan request. After the events of the last game, the Hero finds himself teleported to Silmaria to discover the truth behind the murder of Silmaria's King. Many characters from previous installments are Back for the Finale, a mysterious assassin roams unchecked, a Prophecy of Doom lurches toward its inevitable fulfilment, all while the Hero competes with other characters in the rites to determine the next King of a land modeled after ancient Greek myths and legends.
Contains examples of the following tropes:
Actionized Sequel: Combat is a much larger part of this game. Especially if you are neither a Fighter nor a Paladin. Previous games of the series made it a point that thieves and magic users could complete the game with very little to no fighting - simply running away from random encounters and defeating potential bosses through puzzles and guile rather than brute force. Here, several mission objectives require one to fight, no matter what class they are. Also, wizards and thiefs can suddenly use swords and shields, as well as new action additions such as helmets and axes.
And the Adventure Continues: A possible ending. If you refuse to become King, you can say that you want to keep adventuring. Or in the case of paladin that you are needed more elsewhere.
Anyone Can Die: Even if you win the game, you can still get an ending where almost everyone you care about is dead.
Awesome yet Practical: Using your magic staff to cast Lightning Ball. Casting it with the staff turn the ball into a lightning strike, complete with area effect that damage multiple opponents! Oddly, it's the only spell to be modified with the staff.
Ascended Extra: Nawar, who does not even have a face (although she was easily the most memorable of the faceless concubines in the Emir's harem) in Quest for Glory II, returns as a love interest.
The owner of the Bank of Silmaria is the beggar who was in the street of Spielburg - having since wisely invested the money he was given (And he considers begging and banking to be surprisingly similar jobs).
Asskicking Equals Authority: Some of the Rites of Rulership boil down to killing a particular bad guy or monster. Asskicking might not equal authority on its own, but it's certainly a prerequisite.
Bi the Way: If you offer an engagement ring to Rakeesh, he'll mention that if he were not already happily married, he'd consider it.
Blow You Away: The whirlwind spell. Not truly damaging, but very useful to pin enemies in place, especially those pesky flyers.
Camera Screw: Too often, the game treated with a zoom-out of the scenery with the hero barely bigger than the mouse cursor. If you're lucky, you won't get a tree or a rock in your sights.
Cloud Cuckoo Lander / Nightmare Fetishist: Wolfie, who gleefully describes the problems that Silmaria is going through (as well as his personal problems) as if they were the greatest things ever.
Darker and Edgier: While Dragonfire keeps the atmosphere from the first four games, it also adds three layers of darkness.
First of all, in the first four games, our hero was the only non-villain who could die. And his death would mean nothing more than restoring a saved game. Here, Anyone Can Die. Expect assassination attempts in broad daylight, and please note that they can be successful.
Second: While general violence against innocents was always a threat, the first four games put these threats at the horizon. In Dragonfire, the very trailer shows the invading mercenaries in the act of slaughtering defenseless villagers.
Third: If you bring Erana or Katrina back from the dead, you will find out that her previous life (before her horrible death) was hell in many ways. And that such damage is not easily repaired. Either woman has massive trust issues. Also, Erana suffers from unjustified self-hatred, while Katrina seem willing to shrug off her own misdeeds with very little remorse. Erana will be desperate for your love, while driving you away with her insecurities. Katrina will not dare to show much emotion at all, being defensive all the way.Oh, and if you bring Erana back but choose another lover or fail to get past her insecurities... the game will end with her suicide.
Devil in Plain Sight: The Assassin. You can find him hanging out in the Dead Parrot Inn and the Thieves' Guild. You can't kill him in these places, unfortunately.
Disc One Nuke - Frost Bite. While in the last game it was just another combat spell with the modifier of "area effect", all that meant was that it wasn't repelled by Reversal. In this game, it's a constant cone of cold that lasts about six seconds and drains just about any weak-to-moderate enemy's health in one casting. That's IF you only cast it once. You can cast multiple times at once, compounding the damage greatly, and even the more difficult enemies can't stand up to it.
Elemental Embodiment: The Dragon of Doom is stated to be a fire elemental, but in the shape of a dragon. Which is why it is supposedly unable to be killed by conventional means.
Executive Meddling: The amount of creative control by Lori Cole was severely curtailed in this installment, while Corey was relegated to the role of "consultant." Whole sections of the script were vetoed by higher-ups, and the FPS-style controls for the combat system were the result of demands made at the executive level.
Fandom Nod: As the fans were instrumental in keeping this game afloat, the Adventurer's Guild has several references to prominent Quest for Glory forum members.
Fission Mailed: If you "give your life" to one of the possible love interests, a pair of undead will hack away at you until your health goes down to 0, but you don't get the usual Game Over.
Genre Shift: The first four QfG games were adventure with RPG elements, while Dragon Fire is the other way around. Since the elements were always a part of the series, the shift is less jarring than with King's Quest: Mask of Eternity and thus Dragon Fire is better-liked than KQ's infamous Franchise Killer.
Have a Nice Death: Particularly notable in this game as they take the form of rhyming couplets.
Hellhound: Cerberus himself guard the doorway to Hades.
Heroic Sacrifice: The hero can do this once or twice throughout the story, and survive. In the endgame, you and several others can do this. Note that you lose the game if you actually die that way.
Heroic Self-Deprecation: Combined with a bit of Broken Pedestal and Broken Bird. For four games, Erana was built up to be this incredible Archmage of surpassing power, grace, and beauty. While her reputation is justified, it turns out that she doesn't have the self-confidence that would normally go along with it. When you finally get a chance to meet and talk with her, it turns out that she has been lonely all her life and that she has a huge inferiority complex over being half-human and half Faery-Folk in a world where these two races stay away from each other. She grew up being shunned as an outsider, both by the humans and by the fairy folk. This background encouraged her to develop her powers of peace and healing, but it also encouraged her to look down upon herself and assume that people would see her powers as pointless and pathetic.
His Name Is...: Ugarte has the opportunity to sell out the assassin, and gets poisoned right in front of you for his troubles.
Homoerotic Subtext: Try offering the Ring of Hera to Rakeesh. He'd consider it, if he weren't already married to Kreesha. Note that he's a liontaur, too.
Hurricane of Puns: Even moreso than the previous games. Just click the eye on just about anything in the Adventurer's Guild multiple times and be ready for a lousy pun or twelve.
Idle Animation: Multiple characters have these. Perhaps the most perplexing is one where the Hero "checks his watch".
Jekyll & Hyde: The kindly Dr. Pretorious and the Jerk Ass Dr. Mobius are one and the same, swapping over at sunrise and sunset. The unpolished 3D graphics made it kind of hard to spot even during The Reveal.
The Key Is Behind the Lock: Invoked & defied. Your room at the inn has a storage chest, and you can put your room key in it. However, you cannot keep the key there: The narrator will go on about how you "realize your mistake", and the game will automatically make you take your key back. This mechanism is still in place after you install the "mystic magnets" that will let you teleport into your room (without the key) whenever you want to.
Lethal Chef: Gnome Ann's cook staff. Each day produces a different horrid meal that's usually of the result of the cooks fighting amongst each other. Capped off once you solve Ann's problem with "Hero Surprise". She goes out and buys you a pizza.
Ludicrous Gibs: When killing an opponent with enough damage, it can blow him up into bloody pieces. This can make the game unwinnable since there won't be a corpse to search, leaving without the required item to advance further into the game.
Love Interest: Any one of four different women who can be wooed in the last game as a Romance Sidequest. Not all of them can be married by every character class.
Elsa von Spielburg: First Girl Wins (even though she appears all of five seconds in the first game, where you can't speak to her, and not at all in the three other games). Can marry any character class.
Katrina: Broken Bird and The Veronica. Also, a vampire, until her resurrection at least, but still uncomfortable in the light. Big Bad of the previous game, and prone to summoning Eldritch Abominations. She has been reformed due to learning her lessons from the previous game, although for some reason despite the fact that the only reason she wants to be revived is because she's in love with the hero and brings her back to life, she doesn't start off in love with said hero once alive again. Can marry a Fighter or Wizard.
Nietzsche Wannabe: The Big Bad initially wants to rule Silmaria, by killing the king and using one of the contenders in the Rites of Rulership as a puppet to be the next king. At the same time he strives to cause chaos around the island so people will gather around their new king and said king's "advisor". When it dawns upon him that he can't win, he settles for trying to destroy the country instead, via the titular dragon that is way too strong for him to control.
Picked Flowers Are Dead: you can give flowers to various ladies and eventually marry one of the four most prominent ones. One of them will feel sorry for the flowers, but giving them to her earns you romantic points anyway. She will use their seeds to make more living flowers.
The Sadistic Choice: The hero makes a brief venture into Hades, where two of his aforementioned love interests currently reside... and he can bring back one of them. Or, if you so choose, neither. You jerk.
Un-Canceled: Fan support for the games resulted in the decision to resurrect the series for its Grand Finale. A special text file is included in the game's installed directory specifically for thanking all the fans.
Useless Useful Spell: Most utility spells from the earlier game have little or no use in this game; you'll mostly rely on blasting spells.
What Could Have Been: A much advertised multiplayer component was cut from the final release of the game. Players would have been able to compete as the Hero, Elsa and Magnum Opus. It was also suppose to have been available as a downloadable patch a few months later, but it never saw the light.
Additionally, the bow and arrow were to be among the list of usable weapons but the bow was left out; the masses of arrows you can loot from human enemies and sell are The Artifact of this.
In a session chat, the Coles talked about a possible expansion should the game had sold well. It would have feature pirates and demons. The three gnomes from previous games (Yorick, Keapon Laffin and Punny Bones) would have shown up at Gnome Ann Land Inn for a comedy show.