The graphics in this game are an oddly mixed bag. There is unfortunately no way to cleverly defeat the handful of boss encounters aside from straight-up fighting. Despite an interesting array of adversaries, battles tend to follow the same pattern throughout the game, differing mainly in the enemy hit point totals. One helpful addition is that successfully blocking enemy attacks will recover a bit of health.Įnemies are usually visible on screen for a short period before battle is inevitable, giving Roehm a window of opportunity to either flee in the other direction or make use of a spell or item to scare the monster off. The game has neither MP nor a stamina gauge to limit the player’s options, but Roehm’s spells and other special tricks have a charge timer which fills independently of the hidden ATB gauge. The game actually works with a hidden active-time battle mechanic, where the player has to choose an action within a three-second window or else the enemy will attack ahead of turn. However, for the most part there is little need to worry about character builds.Ĭombat most resembles that of Quest for Glory IV, but mainly because it’s done on a side-view. However, it is difficult to increase one’s ability at theft without actually being a thief, and brigands are definitely more proficient with the swordfighting skills (Accuracy, Slash, Stab, Bash, Block). Instead, the player focuses on a small set of skills, which with the exception of magic are actually available to all classes. Hit points change only once, and that’s based on what class is chosen. Everything physical about Roehm is set in stone, and most parameters don’t even appear on the character sheet. The biggest difference between this game and the QfG series (aside from the tone) is the way it handles stats. But as a sneaky thief, the best way is perhaps to head over to the port and hire some young ladies from the local house of negotiable virtue to entertain those lonely huntsmen for a while. As a sorcerer, he would have knowledge of a spell of terror so refined that it will make them crap their pants. As a brigand, he could just deliver a beatdown. As just one example, the main road into the southern forest is blocked by some uncouth huntsmen who will attack, but only if Roehm provokes them. In the general course of the adventure, there are multiple means of getting through obstacles, often of equally questionable morality. The Sorcerer mainly needs to gather all the esoteric materials needed to learn new spells - and incidentally commit arson, theft, and vandalism along the way. The Brigand has to steal horses and rob traveling merchants at swordpoint, while the Thief gets to take the sneakier approach and burgle half the houses in two towns. The first half of the game varies widely depending on which class Roehm chooses after the prologue. Quest for Infamy is very obviously derived from the Quest for Glory series, and includes the basic class divisions - albeit with their own twists. There are in fact things that Roehm will not do. Bribery, seduction, blackmail these are the main constants in a story that deserves its title. His natural reaction is, “To hell with that! Are you daft? Why should I stick my neck out?” To which she replies that 1) she’s willing to pay him handsomely, 2) it’s the only way he would have any chance with her, and 3) she’s quite ready to send this wanted poster with his face on it to the sheriff if he says no. Roehm has a secret meeting with a buxom sorceress, who tasks him with retrieving the four lost pieces of the item that leads to the great maguffin. In fact, one scene in particular encapsulates the essence of this game. Before long, Roehm has to choose a vocation (Bandit, Sorceror, or Thief), hunt for maguffins, and survive being the fall guy, all the while continuing his mantra of “I just want to leave this stinking valley!” Unfortunately, his flight is grounded in the valley of Krasna, where unseasonable floods have wrecked the bridge north, leaving the area to stew in strange plots. After getting caught in the wrong place at the wrong time with the wrong nobleman’s nubile daughter, he’s found plenty of reason to head west until there’s no one left to chase him. William Roehm, who has the misfortune of being right in the middle of the action in Quest for Infamy: Who Needs a Hero Anyway? And then there are those people who honestly don’t give a damn, and would rather be on the first wagon out of town. Others would do it because it’s the right thing to do. Some may do a heroic deed for fame or glory.
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