Showing posts with label Quest for Glory III: Wages of War. Show all posts
Showing posts with label Quest for Glory III: Wages of War. Show all posts

Saturday, 19 May 2018

Quest for Glory III: Wages of War - Final Rating

by Alex


Quest for Glory III: Wages of War was not planned. It was an afterthought, a bridge, a diversion based on the idea that Rakeesh and Uhura’s homeland and story was too interesting to just be mentioned in passing in Quest for Glory II: Trial by Fire. It also had the added bonus of easing the Hero, and his narrative, into the decidedly more unfriendly and dangerous confines of Mordavia in the subsequent Quest for Glory IV: Shadows of Darkness. And so we got a glorious accidental gem of an adventure that stands proudly toe-to-toe with the rest of this venerable franchise.

In subjecting Wages of War to the PISSED rating system, I’m going to try really hard to perform a nostalgia-ectomy and judge the game on its own merits--and by the guidelines of the PISSED scale--instead of just going “OMG 10/10 FIVE STARS IF YOU DON’T LIKE THIS U SUCK!”

Pictured: a scene from my nostalgia-ectomy.

It will be difficult, but I can do this. I have you, The Adventure Gamer’s loyal readership to keep me honest here. Let’s do this, hero-style!

Thursday, 10 May 2018

Quest for Glory III: Wages of War - With A Little Help From My Friends - WON!

By Alex


Please note that the above bit of artwork is an unused asset from Quest for Glory III, but it’s such a good picture that’s so representative of the game’s end sequence that I had to put it in.

But let’s back up a bit. When we left off, war had broken out between the Simbani and the Leopardmen, thanks to demonic influence at the peace conference that I helped set up.

Dead bodies . . . dead bodies everywhere.

Tuesday, 1 May 2018

Quest for Glory III: Wages of War - Scheming Demons Dressed in Kingly Guise

By Alex


“So Alex, what did you do in Tarna today?”

Oh, you know, just:
  • Dispelled an enchanted Leopardwoman; 
  • Won the Simbani initiation rite and became a Simbani warrior; 
  • Got married; 
  • Found the Leopardmen, returned their Magic Drum, and took the Spear of Death back to the Simbani; 
  • Arranged a peace conference between the Simbani and the Leopardmen before King Rajah of Tarna and the Council of Judgment; 
  • Inadvertently caused the outbreak of war; 
  • And even got a little reward for my troubles, if you know what I mean. 
Not to mention I defeated a few timing-related bugs that threatened to deep-six this entire adventure.

That’s right people, it’s time for another thrilling episode of Wages of War!

Sunday, 22 April 2018

Quest for Glory III: Wages of War - Fricanan Wandering

by Alex


Yeah, that’s a picture of me fighting a dinosaur on the savannah with my paladin’s sword bathed in magical blue flame.

Read that sentence again: “ . . . fighting a dinosaur on the savannah with my paladin’s sword bathed in magical blue flame.”

Isn’t that just awesome?!

Now that I’m playing Wages of War for the first time in a while for The Adventure Gamer, the game’s vibe struck me:

It’s pulp. And that is a good thing.

Thursday, 12 April 2018

Quest for Glory III: Wages of War - Rumblings of War

by Alex



And so the Hero of Spielberg and Prince of Shapeir’s journey to Tarna begins! As Chet eloquently described in his initial Quest for Glory III post, this entire series is “tight.” Chet stole my thunder a little bit, as this is an aspect of game design I wanted to save for the final rating, but now is just as good a time as any to discuss it here, since I completely agree with him.

My preferred term is well-crafted. Playing a well-crafted game provides an experience that feels satisfying and complete. The polish put into games like this speaks of additional effort beyond the 90 percent required to make the game at all. It’s this last 10 percent that separates the decent from the good to great games.

Here are some characteristics of well-crafted games; feel free to add additional characteristics in the comments below:
  • There are few, or no, wasted screens or moments: every character and scene provides some kind of information to the player or something to do.
  • Characters don’t act in ways that contradict everything that has come before.
  • The game’s mechanics and game-world rules are well-explained and consistent throughout, both to the player and to the other characters.
  • The game’s story hangs together on its own internal logic.
  • There are few, if any, plot holes.
  • There is no deus ex machina.
  • Villains don’t just appear out of the blue.
  • The explanation for each puzzle can be found within the game as opposed to the use of brute force inventory testing.
  • The player is rarely, if ever, left wandering around bereft of direction.
There are more, but I think it’s safe to say that the Quest for Glory games meet these criteria. From personal experience, I contend that The Secret of Monkey Island provides an equally well-crafted experience. Conquests of the Longbow and King’s Quest VI are other games I can think of that uphold this ideal. Please let me know of others in the comments.

Thursday, 5 April 2018

Game 95: Quest for Glory III: Wages of War (1992) - Introduction

by Alex



Is it an adventure game? Is it an RPG? Who put that peanut butter in my chocolate?

That’s right, it’s time for another Quest for Glory game to be featured on The Adventure Gamer. And I am humbled to be in the position of playing through one of my all-time favorite adventure games ever, Quest for Glory III: Wages of War.