
What was your favorite/how would you rank Quest for Glory fighting systems?
I've been wanting to ask this to the community forever: of the Quest for Glory games, which is your favorite, or how would you rank the games' fighting system?
My ranking:
- QfG2: Trial by Fire
- The rest of them 😜
- Kidding aside, maybe next would be: Qfg1: So You Want to be A Hero (A big part of me still wants to call this Hero's Quest) (btw, I'm only considering the EGA version just because I played it so much more than the VGA remake, so I don't remember the latter much)
- QfG4: Shadows of Darkness
- QfG3: Wages of War
- QfG5: Dragon Fire
Quest for Glory 2: Trial By Fire
Ah-hoo, werewolves of London...Ah-hoo!
For me, the combat system in Trial by Fire was simply perfection.
Movement was quick and responsive, and it expanded on QfG1's rudimentary combat system with a system that was quickly intuitive: the 9 keys on the numeric keypad mapping to 3 variations each of attack, parry, and dodge.
After coming off QfG1, where the response to your attack/parry/dodge keypress, was sluggish, this combat system was, gratifyingly, instantly responsive. And the variation to each movement type gave me a much-appreciated feeling of finer-grained control of the specific movement I wanted executed.
To me, this was, by far, the high point of combat mechanics in the QfG series.
Quest for Glory 1: So You Want to be A Hero
A hyper-realistic simulation of trying to get one's cat to take a bath
I went back-and-forth a bit, as I wrote this post, whether to place QfG1's or QfG4's combat system in the #2 spot. Finally, I decided, this is a personal preference list, not meant to be any kind of analytical take on the issue, so I gave it to QfG1's combat system. That choice might be mostly nostalgia. This great game was the first in the great series, and set the precedent for me, that action can coexist with traditional adventure game mechanics.
But objectively, I found the combat system overly simplistic, limited to an attack where it was never clear whether you could intentionally pick between a strong attack and a quick attack: sometimes an attack looked like a "quick" thrust, and other times it looked like a "deep" lunge, but I could never make a 100% correlation to my actual keystroke. And you were limited to rudimentary side-to-side and backward dodges (or raising a shield if you had one). Also, I found the response to keypresses to be quite sluggish.
So overall: the combat system was primitive. Perhaps intentionally so because Sierra was hesitant whether their "traditional" clientele would accept a more "action-y" combat system?
Quest for Glory 4: Shadows of Darkness
The very first time I experienced the QfG4 combat system, I didn't like it because I thought it was too "action-y." It's obvious that this combat system's inspiration was games like Mortal Kombat, maybe Street Fighter, etc. I will confess: another reason -- a completely stupid reason -- I originally didn't like the QfG4 combat system was because the first enemy I encountered was the Vorpal Bunny, and at the time, the horror/comedy tone they were going for just didn't vibe with me. When I encountered a bunny as an enemy combatant, I just felt like they weren't taking things seriously, and that tonal shift from the prior games -- which were "self-serious" as far as enemy combatants -- was jarring to me at the time.
But I was young and naive. With the benefit of age and hindsight, my appreciation of QfG4 in general, including its combat system, has increased. I appreciate that the fighting mechanics were responsive. And in the same vein that all "action-y" fighting games stealthily sneak in elements of strategy and timing, so too did QfG4's. Not to mention, the game offers a modicum of "variety" of attacks (you can control the strength of your attacks, including magical attacks by holding down your keypress/click). It's obvious that the inspiration for this combat system was games like Mortal Kombat, Street Fighter, and that
But I seem to recall the actual execution of this combat system was lacking: I seem to recall issues with the speed of certain enemies, relative to a human's ability to react, being out-of-balance. Perhaps this was an issue addressed in later patches -- QfG4 was notoriously buggy on its first release -- but that was the lasting impression the game has left on me.
Quest for Glory 3: Wages of War
Mostly, I just thought this combat system was dull.
I wish I could flesh this out with more detail...but there's not much more to it. I just thought it was dull.
You had four icons you could click...the animations were like a slideshow...the backgrounds were some nonspecific abstract art (or blazingly ahead-of-its-time Windows wallpapers)...and that's about all there is to it.
Quest for Glory 5: Dragon Fire
If I could see what the hell was happening on this screen, maybe I could write a caption for it
At some point, I want to immerse myself in reading people's reviews of QfG5 because I have such mixed feelings about the game, and I want to see how much my feelings resonate with others'. So much about this game, including its combat system, feels like noble intentions with unintended consequences.
On paper, this combat system seems like it should have been the perfection of what I perceive as every prior QfG game would have wanted to do, had they not been hindered by technical limitations of the time: a seamless flow between "regular" onscreen game mechanics and the combat system. But in execution, I feel that this had the effect of eliminating the "immersion" and "connection" you previously had when you switched to a closeup of your enemy combatant. The onscreen characters were often so small with respect to the rest of the (gorgeous) scenery, that you couldn't make out any detail on what I think were otherwise similarly gorgeously-rendered enemy models.
I also vividly remember: because the combat was "seamless" with regular game environments, enemies would often navigate behind environmental objects, to where you couldn't see them anymore during combat, or the AI pathfinding would make them navigate to impossible-to-reach places...it all ended up being a mess.
Noble intent with unintended consequences.
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Anyhow, that's my little take/rant on the Quest for Glory series' combat systems that I've been wanting to share. I'd love to hear others' opinions of the different combat systems from the various games in the series.