214 lines
13 KiB
Plaintext
214 lines
13 KiB
Plaintext
|
|
|||
|
|
|||
|
HERO'S QUEST (a.k.a. QUEST FOR GLORY): SO YOU WANT TO BE A HERO
|
|||
|
|
|||
|
I loved HERO'S QUEST, from Sierra On-Line, although I wasn't sure why at first.
|
|||
|
It combines characteristics of both adventure and role-playing games, but its
|
|||
|
puzzles are much easier than those of the average adventure, and the game is
|
|||
|
much smaller than the usual CRPG. Most of the puzzles are either simple, or
|
|||
|
variants of classic adventure game puzzles. (Indeed, one puzzle is straight out
|
|||
|
of COLOSSAL CAVE, the original adventure game!) As a CRPG, HERO'S QUEST (HQ) is
|
|||
|
dwarfed in complexity by a game such as MIGHT AND MAGIC II, which has 96 magic
|
|||
|
spells and 250 types of monsters, and takes place across an entire continent. HQ
|
|||
|
has only eight spells and twelve types of monsters, and confines its action to
|
|||
|
one small valley. In the end, though, the game won me over with its excellent
|
|||
|
animation, amusing details, and a feature that allows you to replay the game
|
|||
|
with different solutions to many of the puzzles. HQ's appeal, then, lies not in
|
|||
|
its size, but in the rich and detailed way it creates its own fantasy world.
|
|||
|
(This review is based on the IBM-PC version; Atari ST and Amiga version notes
|
|||
|
follow.)
|
|||
|
|
|||
|
HQ is unlike any other Sierra game, in that you can play different types of
|
|||
|
characters. You can choose to be a magic user, a thief, or a dumb but strong
|
|||
|
fighter. Your character's statistics represent his basic attributes, such as
|
|||
|
agility, intelligence, and so forth; an additional set of statistics represents
|
|||
|
special skills, such as climbing, weapon use, and lock picking. Which type of
|
|||
|
character you choose affects your statistics: Thieves have no magic skills,
|
|||
|
magic users cannot pick locks, etc.
|
|||
|
|
|||
|
The plot of HQ will sound familiar to CRPG players. You're a novice adventurer
|
|||
|
just starting out in your job. You arrive in the valley town of Spielburg ready
|
|||
|
to make a name for yourself as a hero. Fortunately for your career, the valley
|
|||
|
is in dire trouble: An evil witch has placed a curse on the local Baron and
|
|||
|
kidnapped his two children. To make matters worse, brigands are terrorizing the
|
|||
|
countryside. Your job is to stop the brigands, rescue the children, defeat the
|
|||
|
witch, and remove the curse.
|
|||
|
|
|||
|
Before you can do that, however, you must develop your skills, acquire the
|
|||
|
correct equipment, and solve some puzzles. Within the town of Spielburg, you can
|
|||
|
purchase goods and gather information, but sooner or later you must venture out
|
|||
|
into the monster-filled forest. You can gain experience there by fighting the
|
|||
|
monsters. If you are too weak to face the monsters, you can simply run away.
|
|||
|
Thieves and magic users will do a considerable amount of running, until they
|
|||
|
build up their battle skills.
|
|||
|
|
|||
|
Combat is an arcade sequence. You control your character's sword thrusts,
|
|||
|
shield blocks, and dodges in real time. At first, the controls are extremely
|
|||
|
sluggish, and your character tends to stand still as a stone. As your skills
|
|||
|
improve, though, so does the responsiveness of the controls. Eventually your
|
|||
|
character will dodge without even being told to. But even at high skill levels,
|
|||
|
the controls do not respond very quickly, which means you'll have to be careful
|
|||
|
when fighting. Anticipating your opponent's actions turns out to be a much more
|
|||
|
effective strategy than continuously hitting the control keys.
|
|||
|
|
|||
|
Fairly soon, your character will be tough enough to face the witch and defeat
|
|||
|
the brigands. I was able to finish the game as a fighter in three days of
|
|||
|
playing. HQ, therefore, appears to be a short game, but this is somewhat
|
|||
|
misleading. Once you finish the game, you can start over again with a different
|
|||
|
type of character. The basic plot of the game remains the same, but some of the
|
|||
|
puzzles have different solutions. I'm currently replaying the game as a thief,
|
|||
|
and I find that it's still enjoyable the second time around. My thief can't
|
|||
|
attack the nastiest monsters head-on as my fighter could, but using his
|
|||
|
lock-picking skills he can get into locations my fighter never saw. And I can
|
|||
|
still look forward to the magic user and his spells.
|
|||
|
|
|||
|
The animation in HQ is especially noteworthy. Sierra has stated that its goal
|
|||
|
is to produce motion-picture quality animation, and HQ comes closer to meeting
|
|||
|
that goal than any of their games. Characters move in a more realistic way than
|
|||
|
in previous Sierra products. When the main character runs, he doesn't just walk
|
|||
|
fast, he _runs_. There is also special animation when a character throws objects
|
|||
|
or climbs. If the character is a thief, he can sneak -- a maneuver that has to
|
|||
|
be seen to be believed. The game is full of excellent animated effects, ranging
|
|||
|
from graceful centaurs, flickering spirits, and lumbering trolls to more subtle
|
|||
|
touches, such as a horse eating hay, or the sun glinting off a gold ring. The
|
|||
|
combat graphics are outstanding, with full-screen animated portraits of the
|
|||
|
monster you're fighting. The trolls, cheetaurs, and bears are particularly
|
|||
|
fearsome, although it's a little difficult to appreciate the graphics while
|
|||
|
you're battling for your life. HQ also features a full day-and-night cycle, as
|
|||
|
did last year's KING'S QUEST IV. Indeed, the overall atmosphere of HQ is very
|
|||
|
much like KING'S QUEST IV, with one exception: The world of HERO'S QUEST is even
|
|||
|
more detailed and magical.
|
|||
|
|
|||
|
In addition to the improved animation, HERO'S QUEST introduces some nice
|
|||
|
changes to the Sierra game system. Instead of always typing "LOOK AT," the
|
|||
|
player can simply click on an object with the mouse to get a description of that
|
|||
|
item. Also, various commonly used commands, like "ASK ABOUT" and "FIGHT," have
|
|||
|
been assigned to control keys. These features save an enormous amount of time,
|
|||
|
and I hope Sierra includes them in its future games. The music on the PC speaker
|
|||
|
is also improved over earlier Sierra games. The score makes good use of
|
|||
|
pseudo-polyphony and more frequent low notes to avoid the dreaded "touch-tone
|
|||
|
music" quality that has plagued other Sierra scores. (HQ also supports a variety
|
|||
|
of add-on sound cards for the IBM PC.)
|
|||
|
|
|||
|
As with any other game, there are some drawbacks, as well. In addition to the
|
|||
|
sluggish combat noted above, the parser in HQ is quite limited, even by Sierra
|
|||
|
standards. There are numerous cases where only the exact wording of a command
|
|||
|
will work. And when you type something the parser simply doesn't understand, it
|
|||
|
responds with the maddeningly vague "I'm not sure what you're trying to do."
|
|||
|
This gives you the impression that the game _might_ accept the command if you
|
|||
|
were to reword it -- an impression that's usually false. Finally, in early
|
|||
|
versions of HQ, there are two fatal bugs that'll send you back to DOS. You can
|
|||
|
easily work around these by saving your game when entering the Thieves' Guild,
|
|||
|
and not clicking on a Meep.
|
|||
|
|
|||
|
This version of HQ runs on IBM-PCs and compatibles, and requires 512K of RAM.
|
|||
|
It supports a mouse or joystick, as well as the AdLib, Roland MT-32, and other
|
|||
|
sound cards. Both 5-1/4" and 3-1/2" diskettes are included in the game package,
|
|||
|
and neither set is copy-protected.
|
|||
|
|
|||
|
While this game is definitely a CRPG, it's unlike other fantasy CRPGs currently
|
|||
|
on the market. Instead of being difficult, it's detailed. The typical CRPG game
|
|||
|
world is huge, but sketchy: The towns and dungeons all look essentially alike.
|
|||
|
However, the world of HQ is filled in with fine graphics, excellent animation,
|
|||
|
and the most non-linear storyline yet from Sierra. It's a fairly easy game,
|
|||
|
making it a good introduction to CRPGs for adventure players, and a good
|
|||
|
introduction to adventures for CRPG players. But there's enough here for
|
|||
|
seasoned gamers to enjoy, as well. HERO'S QUEST may not be as difficult as other
|
|||
|
adventures or CRPGs, but it's what some difficult games are not: It's
|
|||
|
entertaining.
|
|||
|
|
|||
|
ATARI ST VERSION NOTES
|
|||
|
|
|||
|
The Atari ST version of Sierra's HERO'S QUEST looks, sounds, and plays more or
|
|||
|
less the same as the IBM-PC version described above. The graphics are excellent,
|
|||
|
the animation is inspired, Roland and Casio synthesizers and monochrome monitors
|
|||
|
are supported, and there's no copy protection. You'll need 512K and a 720K disk
|
|||
|
drive.
|
|||
|
|
|||
|
HQ does more than combine adventure game puzzle-solving with the character
|
|||
|
growth process of an RPG. Thanks to graphic details, animated sequences that
|
|||
|
rank with Sierra's best, and a superbly-realized environment, the game stands
|
|||
|
all the typical RPG elements on their heads. HQ does away with multiple
|
|||
|
characters, continents, time zones, planets, and galaxies; it also drastically
|
|||
|
reduces the number of spells, monsters, and dungeon levels...and I mean
|
|||
|
drastically: There's one hero, one quest, one town, and a handful of spells and
|
|||
|
monsters.
|
|||
|
|
|||
|
HQ on the ST is controlled via mouse and keyboard. Click the pointer on a
|
|||
|
screen position and the character will move; alternatives are the arrow keys or
|
|||
|
the keypad. Objects and other characters can be examined by way of text entry or
|
|||
|
a right button click. Function keys and control-key combinations are available
|
|||
|
as command shortcuts.
|
|||
|
|
|||
|
The arrow keys control your hero's offensive and defensive moves during combat:
|
|||
|
thrust/swing, dodge, duck, parry, and shield block. Control-E performs a
|
|||
|
retreat, an action useful when role-playing the thief and magician, both of whom
|
|||
|
are less skilled in combat than the fighter.
|
|||
|
|
|||
|
The HERO'S QUEST package for the ST comes with four 720K disks, an instruction
|
|||
|
manual for all versions, Quick Reference Card, and a booklet from the Famous
|
|||
|
Adventurer's Correspondence School. The disks are unprotected; they can be
|
|||
|
backed-up to floppies or copied onto your hard drive. Sierra had nothing to say
|
|||
|
about the availability of 360K disks: With over 2.5Mb of data, only those whose
|
|||
|
|
|||
|
patience resembles a stupor would want to play HQ with eight disks and a 360K
|
|||
|
drive. HQ is an introductory level game; when you've finished it, you can use
|
|||
|
your saved character in TRIAL BY FIRE, the proposed second scenario in the HQ
|
|||
|
series.
|
|||
|
|
|||
|
The trend of adding layers of realism to a fantasy world is well-handled in HQ.
|
|||
|
You'll have to eat and sleep, converse and consume, and function as if you were
|
|||
|
a regular person, but all of it comes across as normal. You'll meet up with
|
|||
|
goblins and witches rather than muggers and drug addicts, but even this feels
|
|||
|
normal: Real life with a different face. Multi-layered CRPGs go too far: You can
|
|||
|
decapitate the troll, cast the fireball, pick the lock, steal the treasure, and
|
|||
|
kiss the grateful maiden (multiply these actions by a zillion), but first make
|
|||
|
sure you go to the bathroom, tuck the kids in, and get your clothes ready for
|
|||
|
tomorrow. HQ nicely integrates the mundane and the fantastic -- a contrivance
|
|||
|
that's obvious, but also natural.
|
|||
|
|
|||
|
HQ offers classical RPG and adventure game elements. Spielburg is a wonderfully
|
|||
|
realized small town, and the cinematic graphics, occasionally exceptional
|
|||
|
animation, and strong sense of place more than make up for the lack of multiple
|
|||
|
everythings so common in CRPGs. The animation is most notable -- especially the
|
|||
|
sneaking of the thief, the magic-induced forest dancing, and the rock-throwing
|
|||
|
episode -- and might be some of Sierra's best work to date. HERO'S QUEST is an
|
|||
|
excellent piece of work with a fine sense of humor, and I'm already looking
|
|||
|
forward to the next installment.
|
|||
|
|
|||
|
AMIGA VERSION NOTES
|
|||
|
|
|||
|
HERO'S QUEST I is everything a computer enthusiast could ask of a game that was
|
|||
|
designed originally for the IBM PC and subsequently ported to the Amiga: The
|
|||
|
colors are rich and full, the sound effects and music are terrific, and the
|
|||
|
animation is delightfully smooth.
|
|||
|
|
|||
|
But now the bad news: There is a price to be paid for this slick adaptation.
|
|||
|
The Amiga version of HQ comes on five floppy disks, which makes for enough
|
|||
|
disk-swapping to test the mettle of even the most patient gamers -- including
|
|||
|
those who have two drives.
|
|||
|
|
|||
|
Chances are, however, that the average player will be so impressed by the
|
|||
|
magnificent story line in HQ, and the brilliant graphics and sound, that the
|
|||
|
floppy-swapping will become only a minor irritation. Of course, Amiga owners who
|
|||
|
have hard drives need not worry: The game isn't copy-protected, and can easily
|
|||
|
be installed on a fixed disk.
|
|||
|
|
|||
|
It's the little touches that make a conversion great, and Sierra On-Line
|
|||
|
appears to have paid attention to every detail. The sounds are a joy. As you
|
|||
|
enter Spielberg Valley to begin your quest, you hear the sweet chirping of
|
|||
|
birds, and later there is the creaking of a hoisted iron gate as you venture
|
|||
|
into the Castle Courtyard. Gamers will no doubt thrill to the sound of the
|
|||
|
deadly beer ("Dragon's Breath") that flows from a tap at the Tavern, and to the
|
|||
|
hooting of owls in a darkened forest.
|
|||
|
|
|||
|
There are great little sound bites like this throughout HQ, and these added
|
|||
|
touches alone are enough to make the game a first-rate conversion. HQ runs on
|
|||
|
A500s, A1000s, A2000s, and A3000s with at least 1Mb of RAM. Kickstart 1.2 is
|
|||
|
required.
|
|||
|
|
|||
|
HERO'S QUEST (a.k.a. QUEST FOR GLORY): SO YOU WANT TO BE A HERO is published
|
|||
|
and distributed by Sierra On-Line.
|
|||
|
|
|||
|
*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
|
|||
|
|