Quest for Glory 2 VGA

Started by Erpy, Mon 25/08/2008 08:44:41

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DizzyDancer

What I'm saying is that the game I got, even though I downloaded it from the AGD website and their is an AGD opening sequence and everything, is the 1990 version... I don't know why but that's what I'm saying... I don't know how to attach images, there is no option...
There's no emoticon for what I'm feeling!

Gilbert

But you got VGA graphics in this game, right? (I haven't tried the game yet so I don't know.)

Then it is a new remake.

Quote from: DizzyDancer on Sun 31/08/2008 03:58:22
It just looks like the original (first remake)...
I just don't get your point, as far as I know QFG2 was never remade before, so the original version had 16-colour EGA graphics. Maybe you had mistakened this game with the VGA remake of QFG I?

DizzyDancer

Okay, I have to apologize; I was mistaken. I was under the impression this game had been remade once before in 1990, but that's not true. I was mixed up, sorry. But yes, the game I have downloaded, from the AGD website, is the original QFG2. I don't know why or how, but it is.
There's no emoticon for what I'm feeling!

Erpy

Then how large is it in file size? The original version is about 4,5 MB in size. The remake is about 200 MB.


stacygibbs

The one I downloaded is around 85 megs. I got it right off the site. Did I miss something? It's running great.

Gilbert

That's odd. Did you happen to have the original version installed and clicked the wrong shortcut?

Erpy

The installer is 85 MB, but the installed game is about 200 MB.


BlackDragon1200

Just downloaded it and it looks good. The only problem is that i'm using a laptop which means that i don't have a NumPad. Would it be possible to have a secondary setting for combat for people without a NumPad or will my only option be to manually redefine all the keys?
Fear is the mind killer...

Erpy

I'm afraid you'll have to redefine the keys yourself.


Pumaman

Quote from: DizzyDancer on Mon 01/09/2008 04:42:11
What I'm saying is that the game I got, even though I downloaded it from the AGD website and their is an AGD opening sequence and everything, is the 1990 version... I don't know why but that's what I'm saying... I don't know how to attach images, there is no option...

Maybe you can post a link to a screenshot of what you believe the game is supposed to look like.

It sounds to me like you've got the right game but have the wrong idea about how it should look.

This is the original QFG2:


and this is the new remake:


MusicallyInspired

#50
Could it be a case of a shortcut with the same name? And it's running your copy of the original QFG2 rather than the remake? I've had shortcuts that were installed for a certain program but they instead ran another program of the same or similar filename before. That was annoying. It's not possible that you'd have gotten the original game instead of the remake from AGDI.
Buy Mage's Initiation OST (Bandcamp)
Buy Mage's Initiation (Steam, GOG, Humble)

Shane 'ProgZmax' Stevens

Quote
ProgZmax: Some of those combat stats still seem relatively low. Remember, when you first start the game you're weak. It's not so much a matter of getting used to the tactics as it is building up your stats and skills. As you train Strength and Weapon Use, your attacks will do more damage, and by the time you get them approaching 200, you'll really be able to make short work of most enemies.

Every enemy requires a different approach. It's not the same as the original EGA version where spamming the attack key could kill pretty much any monster. For example, Brigands can toss daggers, so it's best to stay closer to them and concentrate on defense, though you can also block their tossed daggers with your shield, or sidestep them.  Brigands can't throw daggers in melee range, though. With Ghouls, on the other hand, it's best to keep your distance from them.  You just need to figure out the best strategy for the monster you're facing. Ask at the Guild Hall for advice.

If you're low on health in a desert fight, pressing ESC allows you to get out of combat before you die (and keep whatever stat gains you accrued in battle).  And if you keep dying in desert battles, you can instead go to the Adventurer's Guild hall and train with Uhura to build your stats higher before tackling the desert dwellers. It's also recommended that you complete Uhura's combat tutorial. As you learn all the basic moves, and additionally, new moves and combos will also be unlocked to you once your stats pass certain levels.

I realize what you're saying here, and if you read my post then you already understand that I trained with Uhura until I could literally beat her effortlessly.  Now in the original game, that level of skill placed you well ahead of most enemies (I could already beat them without using any tricks or spamming the attack beforehand, mind you), but in this game I find myself being consistently beaten, again, on the lowest setting.  And on the lowest setting, I'm not sure about the daggers not being thrown in that mode, Erpy, because at the very bottom setting I had a brigand approach me at night in the Shapeir maze and repeat dagger me to death (throwing one about every second until it was obvious I had no chance).  I understand that escape lets you run away, but honestly, I'm telling you as a player that I do not find it satisfying to have to run from everything until my skill is very high, particularly not after importing a character who beat goblins, ghosts and all sorts of things in the previous game.  I don't honestly think the combat is well-balanced at this stage.  At the bottom setting, for instance, I should be able to make short work of brigands and other initial enemies without much effort at all, and certainly without running away or gobbling multiple health pills.  Ease of combat is the point of an easy setting, or should be.  The long, drawn out fights due to an uneven enemy health bar is one of the problems I see with the current design (or perhaps the relative combat damage), and I think reducing enemy health based on the difficulty slider setting (highest difficulty could remain at the current health level) would go a long way to making the combat more satisfying.  Like I said, I enjoy challenging games and would like to say I can enjoy your game on any of the difficulty settings.

I do not enjoy games that punish me for playing them.

I hope you'll take into consideration that I greatly enjoyed the original, had no issues with combat in it, and don't mind 'improvements' to the original design in the least.  The combat in your version, however, is a mixed bag in my opinion.  You don't have to take what I say under advisement, obviously, but it's here if you do.

Thanks for the replies.

TheJBurger

Here's my take on the combat (At normal difficulty--I never changed the slider):

I imported my hybrid thief who had most skills maxed out at 100, or close to that. Initially, I could not beat any enemies, or I could barely beat a brigand. After every battle, I would have to rest and regain my health otherwise I could not fight again.

I thought the combat was way too hard until I took the tutorial in the Adventurer's Guild and then learned how to dodge appropriately and use my special moves. For me, the combo-moves changed the combat from too difficult to satisfyingly challenging. After that, all I needed to do was just build up my skills and I was finding myself taking on a pack of 5 or 6 jackals.

I'm currently on day 9-10, and I find the combat appropriately scaled. At the beginning it was hard, but now it's becoming easy, but I wouldn't say too easy. So, I can't complain, and I think AGDI did a good job.

Erpy

QuoteI realize what you're saying here, and if you read my post then you already understand that I trained with Uhura until I could literally beat her effortlessly.

That doesn't always say much. Uhura has 3 sub-difficulties, based on your combat-relevant stats. At the beginning she goes easy on you so you have the opportunity to practice various skills without being immediately beaten into submission. If you can beat her variation where she blocks, counterattacks, strings attacks together, knocks you down if you're standing over her while she's getting up and uses her whirling spear attack, THEN you're ahead of a good deal of enemies.

QuoteAnd on the lowest setting, I'm not sure about the daggers not being thrown in that mode, Erpy, because at the very bottom setting I had a brigand approach me at night in the Shapeir maze and repeat dagger me to death (throwing one about every second until it was obvious I had no chance).

Ah, that's actually a hidden enemy who's meant to be more challenging than the brigands in the desert. He's part of a sidequest and a good deal more agressive and skilled than the normal enemies. Don't confuse him with an ordinary brigand.

QuoteI understand that escape lets you run away, but honestly, I'm telling you as a player that I do not find it satisfying to have to run from everything until my skill is very high, particularly not after importing a character who beat goblins, ghosts and all sorts of things in the previous game.

True, it's a big switchover between the maxed out hero in Spielburg, but as I said before with your current skillset, especially on easy, you should be able to handle normal brigands and jackalmen (lone or in sets of 2) just fine. The other monsters are probably a different story, but they'll get easier as you learn new techniques and get higher stats. If, with the stats you have, you were able to take on ghouls, terrorsauri or scorpions in the original game, then that was in my opinion the original game making it too easy to kill monsters.

I don't honestly think the combat is well-balanced at this stage.  At the bottom setting, for instance, I should be able to make short work of brigands and other initial enemies without much effort at all, and certainly without running away or gobbling multiple health pills.  Ease of combat is the point of an easy setting, or should be.  The long, drawn out fights due to an uneven enemy health bar is one of the problems I see with the current design (or perhaps the relative combat damage), and I think reducing enemy health based on the difficulty slider setting (highest difficulty could remain at the current health level) would go a long way to making the combat more satisfying.  Like I said, I enjoy challenging games and would like to say I can enjoy your game on any of the difficulty settings.[/quote]

The 3 difficulty levels in QFG2VGA already have different max hp values for each enemy. May I ask if you tried battling ordinary brigands and jackals in the desert with your current skills, on the lowest difficulty setting and with the co-pilot set to the configuration I suggested? If you merely based your conclusion on an encounter with a secret enemy meant to be tougher than the starting baddies, I wouldn't fault you, but it would make your statement inaccurate.


BlackDragon1200

#54
Or as a closer comparison;

Original

Remake:

Fear is the mind killer...

DizzyDancer

Okay... I guess I do have the AGD remake. I'm sorry for all the confusion. I just thought it would look different.
There's no emoticon for what I'm feeling!

stacygibbs

What did you expect it to look like? It's gorgeous.

cornjob

What's up, AGS community? Long time no see. I guess it's been a few years, though I've been checking in from time to time.

So why am I here? Well, the remake of my favorite adventure game of all time has been released. More to the point, several years ago, I contributed some art touch ups to the project. I just wanted to say to the AGDI team, what you've done is incredible, a monumental project. And I'm thankful I had the opportunity to contribute to it. Seeing my name in the credits as the little flying carpet rose and dived over it was a real moment for me. It took me back to a very vivid memory of playing QfG2 when I was a kid. 

Oh, and sorry I disappeared after a while. The dedication of those of you who stuck with this project over the years is truly admirable.

One more thing:
Quote from: BlackDragon1200 on Tue 02/09/2008 04:27:41
Or as a closer comparison;

Original

Remake:



Actually, this thread:
http://www.agdiforums.com/forum/viewtopic.php?f=30=12583

...shows the even newer and more-improved version of that screen. And I'm proud to say I was one of the people who helped beat that background into shape.

Esseb

#58
Cornjob!

Is Run Hot coming soon?

And good job on finally releasing this remake, Erpy and all. I shall give it a download.

Erpy

And thanks for the assistence back in the day, Cornjob. I've been happy to see several former contributors coming out of the shadows to say hello and celebrate the game's release.


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