I've been enjoying the Demo here and there, but I don't get enough free time.
Well, I recently found the time to actually complete it. I also watched the Let's Play video by GameHorder, and I've come up with some observations and thoughts on the game (or at least the Demo).
First, I'd like to say that I love the concept of the game, and have been waiting to play it since I first heard of the idea ages ago. I've never been an active poster in the Adventure Gaming community, but I've always lurked and watched out for certain games. So far, this one has delivered on its promise of fun, and I wanted to let the team know that they have done an incredible job.
Art:
- I love the backgrounds. The art is definitely reminiscent of the old Sierra classics, with a nice, updated rendering. I want to see more of the town and it's surrounding area. The forest and flowers are beautiful, and sets a very particular scene. The use of the day and night cycles really adds a lot to the game. I love the sunsets in Volksville.
- The same goes for the sprite art, which really captures that old Adventure feel. The Character Designs are fantastic, and the animations are excellent. Also, the portraits really add an extra dynamic to the characters. There's a sense that you get to know them. Brattle is my favourite, I think, but I'm also partial to Prospero (naturally, who isn't?).
Audio:
- The voice work in this game is somewhat inconsistent (some of it is a bit echoed and a couple of characters are more forced), but all in all it is quite commendable, and in fact fantastic for a project at the Demo stage. There are some nice highlights in the mix, and I find myself growing more attached to different characters.
- Roehm's voice is great, no complaints there. I particularly like the Narrator, however. His snarkiness and sarcasm are awesome, and capture the essence of the game world and characters. I also love the guy in the beginning, Swart: "We can sing songs together." Fantastic delivery.
- Prospero is another highlight here. His detachment from anything non-magical is apparent. He has the cynical tone to go with his experience and wisdom. Brattle's voice is another I love, because it has loads of character, and I love the character. Markus' was a great voice as well, and clearly portrayed the indignant attitude of the character.
- The music is very well done. The moods are conveyed nicely, and I get a sense of what it would be like to live in Volksville. The songs add just enough ambiance to the game without distracting the player.
Story:
- The story works well so far. I like that we are following a vagabond with an unknown past full of many possible kinds of debauchery. We pick up with very little information on Roehm or the world around us, and we learn little bits as we go along. It's a great way to deliver the story.
- The humour is present and I find myself chuckling as I play. The pivotal scene with Markus shows another side to the town, and one that threatens our anti-hero. Rayford seems to have quite a hold on the town, and he clearly has no tolerance for the criminal element.
- I really want to get into that Tobacconist's shop to see what that's all about. I hope to find grass I can do more than look at (and hope it turns out to be just as funny).
- I played through the Rogue story, and I watched the Sorcerer in the video. I can imagine where the other path leads, having spoken to the guys in the Pub. Great job introducing the 3 character types. Each seems to have it's own independent motives and goals in the world, but they are accomplished via very similar means. I think that the Demo was wonderfully executed, and hope for more deviations in paths in the future.
- The final scene is wonderful, and hints at even more fantastic things to come. I can't wait to find out how much bigger this world will become. The darker, spookier overtones of that section are of much interest to me. What the hell was that guy's name? I can only imagine it means something mind-bogglingly Cthulic.
Programming:
- Great Programming means a seamless experience. Everything should feel like a natural extension of the game world. In Quest for Infamy, this is definitely true. I found the puzzles and games to be fun, and they made sense in context. Combat was a little tough, but I imagine that was a particularly tough Beast, and that Roehm still has some puny Statistics. I found no Bugs at all, and I know that's no small feat in any project.
All in all, it's a fantastic start, and I'm looking forward to more. I anticipate that the next Demo will be a fair improvement, but I also understand that these things take time to do properly. You're all doing great so far, and I have faith that the next Demo (and the final product) will be worth the wait.
Small criticisms:
- The town was rather difficult to navigate. I had difficulty with the Tongs as a result of this, but was finally able to return them. I also had some trouble with Brattle, since he is gone at night. Unfortunately, I couldn't simply wait until he was back, so I was in somewhat of an unwinnable state. I obviously managed to finish it in the end anyways.
To everyone on the team, congratulations! I am among many others that are very impressed by this Demo. It is quite obvious that you have all been working hard, and I am happy that your efforts are paying off. I hope that your success on KickStarter continues beyond this game, and that we can enjoy more Infamous Quests in the future.
I encourage others to post their thoughts or impressions of the Demo as well.