Quest for Glory III: Wages of War
From Wikipedia, the free encyclopedia
This article does not cite any references or sources. (September 2007) Please help improve this article by adding citations to reliable sources. Unverifiable material may be challenged and removed. |
Quest for Glory III: Wages of War | |
---|---|
Developer(s) | Sierra |
Publisher(s) | Sierra |
Designer(s) | Lori Ann Cole |
Engine | SCI1.1 |
Platform(s) | PC: DOS |
Release date | 1992 |
Genre(s) | Adventure game/CRPG |
Mode(s) | Single player |
Rating(s) | ESRB: Kids to Adults |
Media | Floppy disk |
Input methods | Mouse |
Quest for Glory III: Wages of War is a hybrid adventure/role-playing game released in 1992 for the MS-DOS PC, Amiga and Apple Macintosh. It is the sequel to Quest for Glory II: Trial by Fire.
Quest for Glory II hinted that Ad Avis would return in this installment of the Quest for Glory series. However, the game begins by just hinting at the whereabouts of Ad Avis and saving that particular plotline for the next game in the series, Quest for Glory IV.
Contents |
[edit] Plot
Rakeesh the Paladin brings the Hero and Prince of Shapeir to his homeland, Tarna, a jungle and savanna environment that mimics the central African ecosystem.
Tarna is on the brink of war; the Simbani, the tribe of Uhura, are ready to do battle with the Leopardmen. Each enemy has stolen a sacred relic from the other tribe and refused to return it before the other does. The Hero must prevent the war and then thwart a demon who may be loosed upon the world.
The Hero earns membership in the warring tribes, and leads his newfound allies into battle against the demon wizard. As soon as the battle is won, the Hero suddenly disappears into darkness.
[edit] Gameplay
A Fighter or Magic User who proved honorable in the previous game can be imported as a Paladin. However, anyone with a character from a previous game could change the character to a different class, including paladin, before the start of the game.
The magic User character is given the opportunity to create a magical staff, which can be summoned to augment spellcasting ability while wielded.
As for Thieves, the game's reliance on combat and tests of physical strength leave this character underdeveloped in this sequel. Furthermore, Quest for Glory III is the only game in the series to not feature a Thieves' Guild in which the Thief can fence stolen goods, hone his skills, and upgrade his equipment.
In a departure from the first two games, Quest for Glory III features an "overworld" viewscreen where all important cities and landmarks are represented in miniature. While traveling from one landmark to another, time passes rapidly, and the player is prone to random encounters, most of which are hostile. The stealthy Thief character is less prone to these encounters. Some random encounters are not hostile, and others are downright silly yet nevertheless helpful in one way or another, such as the Awful Waffle Walker (meant to save the Hero from starvation), and Arne the Aardvark (possible to question for hints).
Each Quest For Glory title usually had a cameo by a comedian or a comedy team: The designers put Sanford and Son in this game, as merchants in a marketplace. It also possible to randomly meet Stan Laurel and Oliver Hardy in the desert, as French Foreign Legion soldiers.
[edit] Technical information
Wages of War marked the first game in the series to use the VGA graphics engine which would be used for the next game of the series (the fifth, Dragonfire, utilized 3D graphics). Instead of a text parser interface to control the hero, the use of the mouse to point and click was the main input device. Many diehard fans were disappointed with this change, complaining the game was too "restricting" of its options.
Due to a programming oversight it is impossible to achieve a perfect score in Quest for Glory III.
[edit] External links
- Unofficial patches to the games made in SCI (QG1 remake, QG3 and QG4)
- Quest for Glory III: Wages of War at MobyGames
|