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Messages - Athanasius

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I love that place too. I generally like the fact that there are many nature scenes that are not at all necessary gameplaywise but are just beautiful to discover and wander through. That way the valley feels like a realistic place, not like a playground as many other games do (where around every single corner another enemy/npc/quest waits for the player).

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Banter and Chit-Chat! / Re: What do y'all think of "mage's initiation"?
« on: February 15, 2019, 12:18:16 PM »
I thank you and your team for the dedication you put into QfI! :)

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Banter and Chit-Chat! / Re: What do y'all think of "mage's initiation"?
« on: February 14, 2019, 02:06:27 PM »
I've waited all the years from 2012 for MI, craved every screenshot and video piece... now Mage's Initiation is here - and I have to confess: I find it underwhelming. I don't even know why exactly, it seems to be a very refined game with beautiful graphics and great voice-acting. I didn't play very far into the game, I have to admit, but while playing I began to feel the irresistible urge to play QfI. Now I'm playing QfI once again and I'm enjoying it like the first time. QfI has so much charme, character and self-irony I haven't found in another game. The impression of exploring a vast valley is so well done. I seriously know no other game that gives me such a pleasurable feeling of adventuring (not even the QfG-games). QfI is one of the few games I play when I feel down, and it works wonders to cheer me up. I consider it to be one of my very few absolute favourites in thirty years of gaming. Oops, I'm getting off-topic here with my rambling praise... ;) I'll definitively continue MI at a later time, somehow it just couldn't catch my attention at the moment.

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Quest for Infamy / Re: Quest for Infamy v2.0 progress thread
« on: August 24, 2016, 05:45:32 AM »
Thank you for your replies. I absolutely understand that your time is limited, my intention wasn't to rush you. My terribly stubborn questioning for 2.0 is just because Quest for Infamy holds a very special place in my old gamer's heart. I'm glad to hear you are still working on it.

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Quest for Infamy / Re: Changes for version 1.2
« on: January 17, 2016, 09:17:09 AM »
Hey,
I just bought your game a second time on Itch.io - why do you sell this masterpiece for the ridiculously low sum of 3 tiny dollars?! I just had to rebuy it, as GOG is lazy and slow as ever in updating their version and they don't answer to my questions as well. Last year, I had to annoy them many times until they uploaded the 1.1.1-bugfix (maybe you'll remember). As I'd like to replay the game, I don't want to wait months again - plus I like to support you with another handful of dollars as I'm really looking forward to your new projects. :) In the case of Qfi: Should I wait on 2.0 for my next playthrough and will this version be on itch.io in the near future?

Thank you and continue your great work! :)

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Quest for Infamy / Re: Thank you!
« on: May 04, 2015, 11:16:52 AM »
It really was a labor of love and passion from everyone on the team.


Bt

That's exactly what I feel out of every pixel in QfI, the deep dedication of a bunch of happy, amiable lunatics, bound together in the vision to create a very personal, modern reinterpretation of the virtues of the timeless classics. And that's something invaluable - and this "personal" impression is the subtlest influence a game can have on a player - something that lets me forget all the "modern" so called "AAA"-crap out there. The result is "modern" in it's narrative approach as well as "classic" in it's aesthetics. Let me compare it to Heroine's Quest for example: I really liked it, it's well worked out, nearly flawless, but it's somehow too true to it's origins and inspirations - the maincharacter stays anonymous, lacking in personality, exactly like our Mr. Niceguy in QfG. Roehm on the other hand is a well characterized figure, I really liked the guy. That's something very important for my gaming experience.

Or in short: You, gentlemen, have established yourself as serious adventure-developers in my book. :)

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Quest for Infamy / Thank you!
« on: May 03, 2015, 02:21:42 PM »
Dear developers of this game,

I sincerely wish to thank you for the pleasure of being able to play a game like QfI. It has been many years since a game managed to get me completely into its world. Now, after the 17 most wonderful hours of splendid entertainment I can clearly state that I've found a new favorite of mine. Not only do I adore the beautifully crafted gameworld, rich in details and sights, but also I find the lore you've written excellent. The characters are original and interesting, the dialogs witty and fitting. Throughout the game, there was an atmosphere of adventure and freedom I really enjoyed. And especially the story around the Killingtons is told in a beautifully melancholic way. The humor is well set, it never gets too low, always keeps a fine attitude and makes me laugh and smile. And I simply love Mr. Roehm - he is such a refreshing character, and his voice actor did an especially great job. Most of the other voices were also great in my opinon. The music deserves another praise, it enhances and supports the game's atmosphere perfectly.
On the negative side, I could only add that in some scenes the proportions between characters and environment seems to be distorted. But that's really minor compared to the complete experience. The few bugs I've encountered could be solved fortunately.

First I was blinded by some poor reviews, and I wasn't sure if I should try QfI - I'm damn glad I did. So after all I've learned a serious lesson: Not to trust reviews. I can clearly state that QfI is not only the best game based on the AGS-engine I've ever played, but that it will stay my heart as one of the greatest, funniest, richest adventures I've ever played. I'm sure I'll replay it sooner or later. It's not only a hommage to the old games we all love so much, it stands absolutely on its own.

I'm looking forward to the sequel and to see Roehm again.

Thank you!

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Hey,
yeah, GOG is extremely, really infuriatingly slow in their updating procedures sometimes. Ok, I've sent you a zip with the savegame. Thank you, I really appreciate your help. :)

edit: It works thanks to the fixed savegame, thank you for your help Blackthorne! :)

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FYI: Over at GOG, a kind soul (programmer chucklas) had a helpful tip: If I enter the spellbook without choosing a spell and exit it, the mousewheel works again. I don't ask why, but it does. :)

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