Act I serves as the set up for the main story and gets players invested in the world, acclimated to the gameplay mechanics and aware of the important characters, thus allowing Act II and III to flow a bit better as the story progresses and players become adjusted to what the game expects of them. I went with Brigand, as I nearly always focus on melee in games, but the other options would open a whole new world to players as they have extremely different side quests and abilities which can be used throughout the game. Quest For Infamy is divided into a prologue and three acts, with the prologue essentially being where you determine if you’d rather play as a Rogue, who is adept at sneaking and thievery, a Sorcerer, adept at magic, or a Brigand, adept at fighting. but your main choices are what you toggle through 90% of the time and thankfully can easily be switched between via the L1/R1/L2/R2 buttons without having to use the cursor and navigate the menu – although that is an option if you prefer that method. Additionally, there are ways to combine items in your inventory, equip items, etc. speaking, which allows you to talk to the various people you encounter and finally the basics of walking, sneaking, and running. using an item, such as your weapon, giving an item to an NPC, or to scale walls with a rope, etc. Your basic abilities include: checking out an item or person, which normally involves the narrator commenting on that object and explaining its significance – or lack of significance, or just making fun of you for looking at it touching an item, which is used to enter doors, move obstacles, steal items, etc. I’m not sure if this stems from voice overs being recorded at different times and places, or if some of the dialogue is from the 2014 release and new dialogue was added for this version, but while It’s distracting, it’s not game breaking. The game does feature voiceover, although there are strange issues with voice overs changing tone and possibly even actors during conversations. Almost every NPC you encounter can be spoken to, with varying degrees of success as to whether they provide interesting information or just a generic response, but the narrator tends to comment on the ones with nothing to say, providing some humorous moments. Players complete tasks by wandering through towns, forests, abandoned ruins, desolate caves, shipyards, and more and interacting with nearly everyone and everything they see. The gameplay is exactly what you’d expect from the genre. It’s refreshing to have a character that is so upfront about everything, and the game’s NPCs seem to appreciate it as well, as Roehm has a knack of making nearly everybody he meets like him. Unlike others attempting to find the Eye of Jaager, Roehm just wants to make money and is never shy about his true feelings. He, along with a sarcastic narrator, spouts off immature humor, makes jokes at nearly everybody’s expense, and essentially has a jolly good time as the world around him gets bleaker and more confusing. Roehm is nonchalant and takes everything, including meeting a talking bear, in hilarious stride. It is a hilariously written adventure about a man, named Roehm, who wanders into town attempting to kill some time until a bridge is repaired and finds himself roped into a much larger scheme involving bandits, mysterious cults, a talking bear, shady law enforcement officials, wizards, fortune tellers, drunks, and so much more all on a quest to find the Eye of Jaager, a mysterious stone with a devastating back story. That’s not to say that I didn’t enjoy my time with Quest for Infamy. Originally released on PC in 2014, everything from Quest for Infamy oozes 90’s – from the graphics, the gameplay, the story, the humor, and the frustration that stems from the point-and-click design – only this time the game does not have the added help of nostalgia making it a bit harder to overlook some of the flaws. Quest for Infamy, for better or worse, nearly perfectly replicates the games that it mimics, so much so that players would be hard pressed to believe that this game wasn’t made in the 90s. Nearly all the original point-and-click games remain fun, especially the Monkey Island series, but it’d be a lie to pretend that they didn’t have issues that are hard to overlook in modern times. Those of us that grew up with these games view them with near blinding nostalgia that helps us overlook some of the incredibly difficult and obtuse puzzles these titles had and the frustration that stems from the often-confusing design. Point-and-click adventure games have been making a slow, but steady resurgence in recent years, long after initially gaining popularity in the early 90s mainly thanks to Lucasfilm’s incredible releases and Ron Gilbert’s fantastic Monkey Island series.
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