Showing posts with label introduction. Show all posts
Showing posts with label introduction. Show all posts

Wednesday, July 30, 2008

Quest for Glory Epic Let's Play Part 133: Dragon Fire Intro





Voiceovers! 3D graphics! A guy who sounds a little like Sean Connery! It must be the Quest for Glory V: Dragon Fire intro!

Legends tell of a Dragon that once ravaged the land of Silmaria, a peaceful Mediterranean island kingdom. The Dragon was defeated and imprisoned, but not destroyed. Five dragon pillars were erected with powerful magic to keep the dragon imprisoned, but if the pillars were broken the spell would weaken and the dragon would fly again.

The old King of Silmaria, who narrates this intro movie, is brutally assassinated - and there is blood on the dragon pillars once more.

This is going to be a job for a Hero. Too bad they got Marcus!

Tuesday, June 3, 2008

Quest For Glory Epic Let's Play Parts Seventy-One and Seventy-Two: Intro and Welcome to Mordavia

In Which Our Hero is Imported to Mordavia, escapes a gross cave and meets a new friend.



It's time to get our Mordavia on! Quest for Glory 4 picks up right where 3 left off: with Marcus doing the boogie down as he's snatched by Dark Magic. After a brief Sierra flourish and introduction, we go to Mordavia:



Note that John Rhys-Davies, the narrator of the game, even narrates the intro process. Aubrey Hodges' awesome score overlays everything so enjoy the kickass music while Marcus comes aboard.

If you look carefully at his character sheet, his official name has been shortened to Marcus Warwick the Pur. I guess the Mordavia DMV only has 22 spaces on their licensing forms. Oh well.

Without further ado, let's get down to the game:





Quest for Glory IV opens in a cave that appears to be made at least in part of the bones of some giant creature. There's a horrid altar made of bones, and human skeletons that have half-melted into the cave.

Ladies and Gentlemen, we aren't in Tarna anymore. Or Spielburg. Or Shapeir. Or even Raseir. This is the real deal. We're alone in a very dangerous place.

Our first item of business is what anyone in our situation would do: loot the fuck out of the corpses. Doing so yields some money (crowns and kopecks, the coins of the realm), a dagger, some flint, and not a hell of a lot else. We use the flint to light the torch by the altar, which glows a horrible green and doesn't seem to have any source of fuel.

Passing through the sphincter (heh heh) into the next room we find the corpse of a Warrior and take his sword and shield. The poor fucker doesn't need them anymore so we take them. On the way out of this place we're beset by Badders, which we dispatch by the power of our mighty chin.

Outside of the cave we meet a lovely young peasant woman named Katrina who tells us how dangerous it is to be out after dark, informs us that we're in Mordavia and the town is 'due north' of our present location and wishes us luck before she runs off to avoid the dangerous things lurking around. Good on her. Apparently we're in Eastern Europe. Man, Russian chicks have sexy accents.

Before we leave, there's something called a 'Dark One Sign' that we pry off an archway and take with us. It's almost like it's alive. Perhaps it will come in handy. Afterwards we slide down a gooey path and head into the swamp, noting the disembodied hands reaching up to grab at us. Mordavia looks like it will be an interesting place to spend some time.

Next time: we'll make it to town.

Sunday, March 16, 2008

Quest for Glory Epic Let's Play Part Eighteen: Quest for Glory 2 Intro

So what do you do after you become Hero of a small Germanic mountain valley? Hop a magic carpet and go to a desert city, of course! It's time for Quest for Glory II: Trial by Fire!

Unlike Hero's Quest, Quest for Glory II is colossal. There are two cities, Shapeir and Raseir (although Raseir is only accessible later in the game [editor's note: this is not true, you can get there after all!]) as well as a vast desert. There isn't quite as much to do outside of town but since Shapeir is a massive city compared to Spielburg's tiny town, that's OK.

When last we left off, our Hero and his Katta friends Shameen and Shema and Abdulla Doo the sad sack merchant were whizzing on a magic carpet out of Spielburg valley around a bunch of credits. As this game opens, they are whizzing on a magic carpet into Shapier around a bunch of credits. Nothing like continuity!

Quest for Glory II Introduction Video



A couple of cool things to note in the intro: yes, you can right-click anywhere in this game to "look" at things. Yes, you can do it on the opening screen. You can also do it during video sequences, as you'll see later. A cool easter egg not many people know about.

Also - the Djinni clapping his hands and laughing is one of the first examples ever of digitally sampled sound effects in a game. True that Mean Streets and Martian Memorandum used RealSound but QFG2 used the Soundblaster's full-on digital synthesizer - in a game that came on 9 720k floppy disks. If you had a Tandy 1000 SL or RL computer, you could also hear the digital effects through the Tandy's built-in digital chip although you were slightly more limited in the Midi sounds you could hear than if you were using an AdLib or a Soundblaster (this is how I initially experienced Quest for Glory II.)

So what about this new land of Shapeir? As usual the Famous Adventurer gives us some advice:
    ow that you've been on your own in the real world of high-powered adventuring, you have probably discovered that there is more to this hero business than was covered in your Famous Adventurers' Correspondence School Handbook. (After all, why should we tell you everything at once when we can make big bucks selling you additional
    manuals?)

    In your everyday Quest for Glory, you are bound to encounter situations of such magnitude and unbelievable stress that you probably say to yourself, "Maybe I should have taken the Famous Accountants' Correspondence Course, instead."
    Relax. We here at the Famous Adventurers' Correspondence School have the information you need. For just 10 golds, plus 25 silvers shipping and handing, we will send your free copy of the Famous Adventurers' Correspondence School's "Advanced Adventuring Manual". This manual will help you survive the everyday stress and strain of marauding monsters, malicious magic, and corporate managers to archive the acme of your adventuring activities.

    You, too, can become an "Advanced Adventurer". Guaranteed, or double your money back (minus shipping and handling charges).

    Famous Adventurers'
    Correspondence School
    12345 Aerris Way
    Silmaria
Silmaria, eh? Wonder if we'll ever visit there...

So what is an Advanced Adventurer?
    When an adventurer becomes bored with bravery, fatigued with fighting, or ho-hummed about heroics, it's time to start thinking upward mobility. You're in the hero business now, and you can't just rest on your laurels. You must explore strange new worlds, seek out new life and new civilizations. A hero must boldly go where no man (or woman) has gone before - and come back alive.
And the (ahem) unbiased description of the Paladin, our chosen career path?
    The Paladin is the Goody-Two-Shoes of champions and the Dudley-Do-Right of defenders. This job is clearly not for everyone. If you are willing to be bold for no gold, risk your name without acclaim and campaign without gain, this could be the occupation for your emulation. A Paladin is a hero's hero (and he can have him). Frankly, Paladins constantly become involved in extremely dangerous quests like slaying Dragons, and rarely survive long enough (or earn enough) to purchase our all-important F.A.C.S. pamphlets.
And what can we learn about Shapeir, FACS?
    The Land of Shapeir
    Shapeir is a small Sultanate in the South. It consists of two major mountain ranges surrounding a desert of sand dunes. Its climate is arid and extremely hot in the Summer. It has two major cities: the capital, Shapeir, in the north, and Raseir in the south. Shapeir's principal income is from imports and exports as it is along a major trade route. It is noted for its exotic scenery and fascinating bazaars.

    Background and History
    The twin cities were built around Katta settlements (see Sentients of Shapeir) protected by mountain barriers. Magical springs which never run dry create the central fountains of the cities. Both Raseir and Shapeir were designed as mirrored cities, with the Sultan's Palace in Shapeir, and the Emir's in Raseir.

    Some thousand years ago, a Marid called Iblis (see Djinn) attempted to rule the world and turn all men into slaves. He created a huge city in the desert and tried to summon the Djinn to his side. The Sultan Suleiman bin Daoud in turn summoned all the magical Djinn he could bind, and a great war occurred. Iblis was defeated and bound into the form of a statue. Ruins remain near Raseir of what is now called the 'Forbidden City.'

    The Sultan is the absolute ruler of the realm. The current Sultan, Harun alRashid, is noted for his wisdom and judgment. The Emir is the governor of Raseir. During the past year, the Emir of Raseir is rumored to have disappeared, and there have been disquieting tales about the current political situation.

    Desert Survival
    Water - Without it, you are just a heap of bones covered with sand. It is best to carry several waterskins when traveling in the desert. Water is available in the cities and at the occasional oasis.

    Saurus - The friend you can depend upon for roaming the dunes. This creature makes an excellent mount. It is fearless, loyal, and quick to defend its master against monsters. It is obedient and willing to go wherever its master wishes. Most critically, it can always find its way back to the place where it is stabled, so it never gets lost. A properly trained Saurus will understand such simple commands as "go home," "Stay," and "Get off my foot." Your Saurus -- Don't leave town without it.

    Caravans - For long distance travel of any sort, it is best to join a caravan.

    Money
    The basic coin of the realm is the Dinar, a gold coin equal in value to the gold coin of Spielburg. The people of Shapeir also use centimes, which are small brass disks. The current rate of exchange is one silver to ten centimes, and ten silvers (or one gold) to one dinar.

    When visiting the city of Shapeir, it is wisest to first seek out a Money Changer, who will exchange your coins. This person will usually retain a small percentage as an exchange fee.

    Sentients of Shapeir
    There are several intelligent races associated with this region.

    Humans
    Humans are a relatively new race to this area. They created the cities and towns which occasionally dot the landscape of Shapeir.

    Gnomes
    Small humanoids with a frivolous outlook on life, Gnomes, as always, go anywhere they choose to go in order to have fun. Since mankind seems to be the butt of many of their jokes, wherever humans congest, Gnomes are pests, as they frequently know magic. If you become the victim of one of their practical jokes, it is best to grin and bear it.

    Katta
    Katta are small, feline-like humanoids which have adapted well to dealing with human society. They resided for centuries in the region around where Raseir was built, but are now found throughout the Southern regions. They are gifted artisans and talented merchants.

    Centaurs
    Half horse and half human, the Centaurs roam the deserts of Shapeir in nomadic herds. They make excellent guides for this region, since they take pride in knowing the desert like the tips of their tails. Centaurs are extremely honorable, but have no sense of humor. They do not get along well with Gnomes.

    Liontaurs
    The Liontaur looks like a cross between a human and a lion. They reside primarily to the south of Shapeir in their great kingdom of Tarna. Occasionally a young male will wander into the Shapeir lands. Liontaurs are fierce fighters and very proud, so it is best not to annoy them.

    The Land of Enchantment
    When Shapeir is called the 'land of enchantment', it is not simply a motto. There are many magical beings residing here.

    Djinn
    Djinn and their relatives, the Djann, Shaitan, Ifreet, and Marid, are magical creatures of high intelligence found primarily around the lands of Shapeir. They are all shape-changers, but most frequently take man-like forms. They are occasionally found trapped in items such as bottles and rings. Releasing a Djinni from such an item can be very dangerous.

    Djann take the shape of animals, live in the mountainous areas, and are seldom seen.

    Djinn are commonly associated with air. Tales are told of wishes being granted to whomever releases a Djinni from an item. Tales are also told of the Djinni destroying the one who released him.

    Shaitan prefer to live around streams and running water. As thi i an extremely arid region, Shaitan are extremely rare.

    Ifreet are fiery creatures that prefer the remote dunes of the desert.

    Marid are the most powerful of all the Djinn.

    Enchanted Creatures
    Much of the magic in Shapeir has to do with shape-changing. It is not uncommon for humans to be turned into animals, animals into humans, and snakes into Trademark Lawyers. It is wise to be wary around Wizards and Djinn to avoid this occupational hazard.

    Endemic Monsters of the Desert Regions
    Creatures endemic to the desert regions have one outstanding characteristic - they are tough to kill. The evolutionary reasons for this are rather obvious. A monster, as always, is defined as "that which attacks before asking questions".

    Jackalman
    Jackalmen are jackal-like humanoids that travel in packs. They are cunning and prefer to attack things previously wounded.

    Brigand
    Desert brigands roam the desert in search of unwary travelers to waylay. They are tough fighters and experts at desert survival. Tribes of brigands occasionally band together to attack caravans.

    Griffin
    The griffin is a highly intelligent creature which seldom attacks humans. However, this cross between an eagle and a lion is a ferocious fighter, and is extremely tough. It is difficult to kill, and will retreat from battle if seriously injured. Once its anger has been aroused, however, it will not forget an enemy. Griffins can be found nesting on the rocky ledges of the mountains surrounding the desert regions.

    Terrousaurus
    This is an extremely quick-footed creature well adapted for racing down and disemboweling prey with the deadly claws upon its hind feet. Like most species of sauruses, this one is not noted for its brains.

    Moose
    The rare southern desert Moose, a benevolent and fraternal creature, is frequently found congregating in groups around a drinking hole. It is extremely dangerous to approach at such a time, since you will probably be forced to wear a silly hat and be dunked into the pool. It is also advised to avoid the stampede when the Moose discover that the only thing to drink is water.

    Scorpion
    The giant black desert Scorpion is one of the deadliest creatures upon the sands. Its claws are capable of inflicting deep wounds. The tail has a stinger which contains a deadly poison. One sting brings death to the one stung. Anti-venom pills are available, but are of no avail against multiple stings. Unless a fighter has an extremely good defense against the tail, he or she should avoid this monster. Retreat from combat usually means a stab in the back.

    Magical Creatures

    Elementals
    Elementals are created by magical spells placed upon the primal elements of Earth, Air, Water, Pizza, and Fire (Some theoreticians suggest that there are only four real elements, but most modern scholars agree that fire is undoubtedly a basic element). The Elementals have the characteristics of their associated element.

    Ghouls
    Supernatural creatures of the undead which prey upon the living. The very touch of one's claws has a chilling effect upon the victim similar to frostbite. The more wounds the ghoul makes, the more the victim's movements are slowed, until he finally collapses. It is best to avoid damage from Ghouls entirely.

    Masikh
    This distant relative of the Djinn is frightening and dangerous to encounter. It is invisible, distinguished only by the movement in the sands and the fearful reactions of animals in their vicinity.
Got all that? There's some pretty important game bits in here, especially all this history stuff about Iblis and Suleiman, as well as a few hints about things we'll find in this strange desert land.

Coming up: our introduction to Shapier and changing our Spielburg gold for some funny money.

Wednesday, March 12, 2008

Quest for Glory Epic Let's Play Part One: Introduction

Background
Hero's Quest (as I originally knew it) came out in 1989 and began what I like to refer to as the second Golden Age of Sierra gaming. It was a 16-color, parser (typing)-based adventure game with several completely new innovations. While there was a main plot, many of the quests could be solved in any order. The map was open except for a few rooms, so you could wander around exploring at will. There were stats, like an RPG, and you had to do a little grinding to raise them. It was possible to skip a good part of the game or screw it up and still "win," although you wouldn't get the total points or get a "good" ending.

The next games in the series were a little more linear - for example, most of them had scripted events that happened on certain days - but still managed to maintain the feel. Even better, you could import your character from previous games into the next one, giving you a great sense of continuity and progression. For the time, this was exceptionally innovative.

For more on the Quest for Glory series, check out:
Wikipedia entry
Legends of Glory fan site
Transolar Games, Lori Ann and Corey Cole's new game company
Hero's Quest intro with MT-32 sound
Game patches for QFG games

The Goals and the Rules of this LP:
1. To make it through all five Quest for Glory games,
2. With 500 points in each game (except for Q4G3 where a bug prevents it),
3. As a Fighter becoming a Paladin,
4. Which we'll get in Quest for Glory 2,
5. So we'll end up with 550/500 points in that game,
6. And record ourselves as we go.
7. Rule 6 may be overlooked if there's a whole lot of grinding going on. This will likely only be a concern in Q4G1.
7a. Instead we do grinding 'montages' with cool soundtracks.

And one other thing: for the first game, I'm using my original copy of Hero's Quest. Yes, I'm aware there is a VGA remake. Yes, I'm aware the combat in the remake is way better. I don't care. Here's my explanation why, from the SA thread announcing the beta of the Q4G2 remake, which got my off my kiester to do the LP:
    [I'm not a fan of the remake because..] [t]he claymation faces, the redesign of some of the backgrounds. Mostly they seem to have re-used a lot of the color palettes from Quest for Glory 3, giving it a very brownish / washed out look. My memories of Quest for Glory and Spielburg valley are of a very bright place, with white snow, new and very green grass, and brightly colored flowers matching the springtime setting of the game....

    Maybe it has something to do with memory and expectation for me. Hero's Quest is a game I played at a really formative stage in my life, when I was in the fifth or sixth grade and I realized that games could have a great narrative, logical puzzles, and incorporate other fun elements like RPGs all into one. I liked the optimism of the game, the focus on being a hero and doing good. In fact, I can point to Hero's Quest as one of the most formative elements of my choice of career and my writing, and the happy instances when those two things come together. All of that was reflected in the choice of colors and art style of the game. I realize that they were limited by 16-color graphics and they look more cartoony, while the remake is more realistic and that's fine. But the hyperrealism of the original is a very distinct part of my memories of the game as well.

    I'm certainly not trying to convince anyone - just explain why I prefer the [EGA] to the [VGA] version.
For the others, I'll be using my Quest for Glory Anthology CD (vee kan play auf Deutsch!) and my copy of Quest for Glory 5. I've got the disc versions of I-III, but never bought IV. I'll see if I can get the talkie version of IV working; if not, we'll do the text one. I haven't fiddled around with DOSBox enough to confidently say I can run IV talkie, but I know I can do IV with text.

Also - I can play through most of I and II by memory (actually, all of I by memory) so I'll only be using FAQs for III and IV. Sadly the maps for I and II are probably permanently embedded in by brain. I'd like to think that's an indication of a youth well spent, but it's more likely an indication of a wasted adolescence.

Before We Start
From the Famous Adventurer's Correspondence School book (AKA the Hero's Quest manual):
    So you want to be a Hero...
    Take this simple one minute test to see if you have the 'right stuff' to become a student of the Famous Adventurers' Correspondence School for Heroes:
    You are having dinner with a powerful and influential Wizard and he starts to make rude remarks about 'Muscle-brained adventurers'. Do you:
    A. Kill the Wizard and upset the magical balance of the entire universe by breaking his spell preventing the eruption of the volcano that then spews lava over the peaceful nearby town.
    B. Ignore his remarks and pass the salt
    You'd be surprised how many would be Heroes choose option A. But here at the Famous Adventurers' Correspondence School for Heroes, we know that the correct response, is of course, C. You, too, can become a useful and productive member of the Hero community by taking this simple course in 'How to be a Hero'.

    What is a Hero?
    Hero is the title for which all adventurers strive. A hero must be trustworthy, loyal, helpful, friendly, courteous, kind, obedient, cheerful, thrifty, brave, clean, and reverent. Be he (or she) fighter or wizard thief or man (or woman) about town; he (or she) is the desire of all women and the envy of all men (or perhaps the other way around).

    How do I become a Hero?
    To become a Hero, you must first become an adventurer. Adventurers are most often Fighters, Magic Users, and Thieves.

    The Adventurer's Guild
    Meeting Hall and employment agency for all would-be heroes, the Adventurer's Guild will become your home away from home. This is where you go to have your exploits recorded in the log and to boast with your peers. You can obtain information about who's who in the local area.

    The bulletin board is a good place to find out about jobs available and what rewards are posted. Be sure to check out the bulletin board in the Guild hall nearest you for announcements that could further your career.

    There is an Adventurer's Guild in nearly every major town just waiting for you to sign in and be counted among the ranks as a 'real' adventurer.
And specifically relevant to our Let's Play:
    How do I become a Fighter?
    To become a fighter, you must begin by developing your strength and skill with weapons. Your sword will become your right hand (assuming, of course, you are right-handed). Your shield is your lifeguard that plunges before you to interpose itself between you and the wave of horrible, slavering monsters. Physical labor becomes a pleasure, for every ache and pain will remind you of those hard-earned muscles. Encounter each enemy with exuberance, for the experience will be exhilarating as long as it doesn't exterminate you.

    How do I fight?
    If one wishes to become a fighter, it is wise to obtain a sword and shield at the earliest opportunity. We do not recommend unarmed combat against a monster, as you can be 'dis'-armed rapidly.

    Basic sword work consists of the thrust and swing. The thrust is the deft skewer of the opponent's mid-section, quick and to the point with a minimum of mess. The swing, on the other hand, is a slicing motion designed to release as much of the opponent's interior components as possible. While the swing inflicts more damage, the thrust is quicker. Preference is a matter of personal taste and whether or not you have a strong stomach.

    Defense largely depends upon the use of the dodge, block, and parry. While there are those who believe that 'real' fighters do not need such wimpy defensive techniques, most surviving Heroes attest to their effectiveness. Trying to defeat a monster while ignoring the basic defenses usually results in ex-heroes.

    Dodge, in theory, is moving out of range of the opponent's weapon. Your agility is a major factor in how well you manage this.

    Block is placing the shield between you and the attack designed to lead you to an untimely demise.

    Parry is using your sword to prevent the foe's weapon from similarly cleaving your skull. Quick reflexes and practice make block and parry into true lifesavers.
The Introduction

With much fanfare, our hero is introduced, the credits roll, and we need to decide a name for this hero:

YouTube version, no subtitles:



Overstream, Subtitles: