...but it always struck me as a bit silly to knock the demon-key into the demon-prison. I mean, destroying it or holding onto it or sucking the magic out of it or dropping it in the ocean, whatever, sure - but throwing it into the portal it was being used to open? That's daft.
When the lock is on the other side of the door it's a pretty good place to put it.
The music and most of the voice acting in Shadows of Darkness is great. It's too bad the game itself is such a broken mess. Even with the fan patches, I was barely able to finish a playthrough of it.
The music and most of the voice acting in Shadows of Darkness is great. It's too bad the game itself is such a broken mess. Even with the fan patches, I was barely able to finish a playthrough of it.
Fortunately for everyone here, that's my problem and not yours.
Quest for glory 4: Birth of the batman
Quest for glory 4: The magic bat!
Quest for glory 4: The batiness of bats bat.
Quest for bats 4: More batman refrences to be counted:
Bat for Bats 4: The batiness adventure yet.
The music and most of the voice acting in Shadows of Darkness is great. It's too bad the game itself is such a broken mess. Even with the fan patches, I was barely able to finish a playthrough of it.
Fortunately for everyone here, that's my problem and not yours.
Instead of showing all the deaths in the game, you should show all the crashes.
Let's see, the consistent ones I can think of are:
Sliding down the ramp
Walking in the swamp
Fighting the final boss
...but it always struck me as a bit silly to knock the demon-key into the demon-prison. I mean, destroying it or holding onto it or sucking the magic out of it or dropping it in the ocean, whatever, sure - but throwing it into the portal it was being used to open? That's daft.
When the lock is on the other side of the door it's a pretty good place to put it.
Except why would you want to give the eternally-living, magically-empowered being-of-pure-evil on the other side the chance to study the key?
...but it always struck me as a bit silly to knock the demon-key into the demon-prison. I mean, destroying it or holding onto it or sucking the magic out of it or dropping it in the ocean, whatever, sure - but throwing it into the portal it was being used to open? That's daft.
When the lock is on the other side of the door it's a pretty good place to put it.
Except why would you want to give the eternally-living, magically-empowered being-of-pure-evil on the other side the chance to study the key?
The first, though maybe don't make the whole thing a link
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NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
Maybe for people like Piotyr, Toby, Katrina, and the old man, you can link one clip so we know what their voices sound like, but they sitck pretty close to the script. For the townsfolk, I recommend linking them all.
As for the Narrator... it's John-Ryhs.... It's a difficult decision to make.
Man, I actually forgot just how amazing the voice acting is for this game. Such an early game for voice over, and it's so good.
Not THAT early. King's Quest V's CD-ROM version (with voice-acting) came out in 1992. QFG4's CD-ROM version came out in late 1994. And there were lots of other games in-between that had voice acting. And that's not even counting FMV games like Tex Murphy's Under a Killing Moon, Night Trap, the Sherlock Holmes games etc.; all of which came out in 1994 or earlier.
That said, it was probably one of the earliest to have GOOD voice-actors: John Rhys-Davies, Jim Cummings, Jeff Bennett, Jennifer Hale, etc. KQ5's voice work was done entirely by people around the office at Sierra, and it shows.
I like the color, actually. As for that ominous title screen, I think I'll need all the luck I can get to deal with it.
That'll do, luck. That'll do. Now...where am I?
You awaken from nightmares of flying and falling. You find yourself in this strange place, the only illumination an eerie green glow. You've lost your weapons and the contents of your backpack somewhere during the journey. All you have are the clothes and armor on your back.
This leaves you with four burning questions:
Where are you?
How did you get here?
Who brought you here?
How in blazes can you get out of here?
No, make that five burning questions: What city did your luggage end up in this time?
Uhhh...wow. Hi, I don't believe we've met before. I'm Jim Darkmagic, certified Wizard, Hero of Spielburg, Prince of Shapeir, and Doom of Tarna. A performance like yours, though, deserves a name. Can I just call you John? You sound like a John.
Thanks, John! That gives me a few things to do.
To-Do: - Where am I?
- How did I get here?
- Who brought me here?
- How in blazes can I get out of here?
- One day, track down the Dark Master, who sounds awesome
Wait a minute, did you say I have nothing but armor? Fuck, you're right! All my money! My pills! My sapphire pin, too! Well, time to start the rebuilding process, then. So, John, what's in this room?
You are in a large cave dimly lit by glowing lichen on the walls. Strange irregular outcroppings of stone grow from the gound, looking like the skeleton of some enormous beast. Here and there petrified human bodies seem to grow half in and half out of the floor and walls.
What about that skull-looking thing off to the right?
This is some kind of altar to the Dark One. The top is covered with sand. Torch-holders flank the altar to provide light for nameless rites and unspeakable rituals.
And that...thing way in the back there?
It seems to be some kind of stone valve acting as a door to the passageway beyond.
And in two minutes, you've already proven more valuable than the narrator of the past 3 adventures, combined. Can I Detect any magic here?
There is a faint glow of magic on all the bones, stronger near the altar. The torch sconces beside the altar have some magic, and the altar itself radiates a strong magical aura. The torch on the right side of the altar also radiates a magical aura.
A helpful narrator and a place I can cast magic freely without judgment where it's actually useful? I fucking love this place! Let's just Open that...door thing.
Ah well, nothing's perfect. Maybe I'll just, you know, walk over there and open it, then. Just this once.
The valve won't budge. If you had a bit more light maybe you'd be able to see how to open it.
Maybe I'll politely knock, then. Worked for me several times in the past...
That didn't do anything!
Sorry, geez. Dumb idea, won't happen again. For a bit. Guess I'll just start the looting, then. Maybe I can just sneak up to those corpses...
You're about as stealthy as the average Goon.
Hey now, you don't get any points or skills for hitting me with blunt objects, even if they are words, John! Fine, I'll lumber over to that corpse in front. Anything interesting there?
You search the dessicated body. The only still usable item is a dagger, which you pick up. However, lying around the bones are some coins -- 5 golden coins each have a crown stamped onto them, and 13 small copper ones are each stamped "1 Kopek."
+2 Find dagger on corpse (2)
That paid off surprisingly well, gotta loot em all!
A brief search reveals a piece of hard, grey rock, which you take, and some coins.
Money and flint. Of course, no self-respecting wizard would resort to mere flint. Time to light up some torches the magical way!
+6 Light the torch (8)
I'd use Juggling Lights, of course, but I can't hold the spell and open the door simultaneously. A torch, on the other hand, I can use to see the door while still being able to open it.
This torch is firmly embedded in its holder.
Fine, the other torch then! Should've probably paid closer attention to the results of that Detect Magic spell earlier, but that narration voice is so...wonderful.
You take the torch.
Now, let's see about that valve...
You've made it into a large chamber. Stone valves like the one you just passed through apparently block three other passageways. There is a huge stone altar in the center of the room and an exit to the south.
What's that on the floor over there, John?
Someone has placed a large sheet, like a sort of makeshift shroud, over the withered corpse. It also has a small money pouch.
Then let us resume the looting!
You pick up the canvas sheet and take 3 Crowns and 17 Kopeks from the pouch -- he won't be needing them any time soon!
That he won't, John! Now, can I Detect anything going on in here?
The chaotic forces in these caves twist and change your magic in strange, unpredictable ways. For the moment, that spell has no discernable effect.
Hmm...may be best to just work my way out of this...cave. To the exit!
Come get some, bats!
Still got it. Jim 2, bats Badders 0!
A deep pit fills most of this hallway. A rope bridge spans the narrowest stretch of the chasm.
You can see the entrance to a large cave at the bottom of the pit. You catch an occasional glimpse of a horrid, multi-tentacled monster just inside the cave.
The strong wind in this cave is blowing the plants towards a passage on the left side of the chasm. Such cave drafts commonly indicate an exit of some sort.
The More You Know! Can I just Levitate and let the wind take me over there?
You could definitely feel the wind rushing past you as you floated in the air, but there wasn't quite enough "push". You need to find a way to catch more of the wind to sail your way across.
Let's see, I have armor, a dagger, flint, money and a large sheet of canvas...
No, no, with a Levitate!
+15 Cross chasm in cave (23)
Ok, let's get out of here, now!
You slip through the mouth of the cave just in time to avoid being crushed by its closing "jaws". Whew!
And that was officially the strangest cave ever. However...success!
To-Do:
- Where am I?
- How did I get here?
- Who brought me here? - How in blazes can I get out of here?
- One day, track down the Dark Master, who sounds awesome
Now to figure out where this is. Wait...is that a human woman? How you doin'?
Holy shit! An attractive human woman that actually wants to talk to me! It's been a while. (Seriously, look back, it's been a long fucking time.)
Who are you? How did you get here? There are so many questions I want to ask you, but I have to get home quickly. It's so dangerous out at night in Mordavia.
Mordavia! That answers one of my questions. Another thing I was wondering...
The town is due north of here. Be careful, there are many bad things wandering around. Good luck! Oh, by the way, my name is Katrina. I hope we meet again sometime. Farewell.
Wait, Katrina, we could go to the town together...
Damn! That is likely the finest woman I have ever laid eyes on. This area gives me a feeling of deja-vu, though...
*gasp*
To-Do: - One day, Track down the Dark Master, who sounds awesome!
- Get more Katrina
- Find the town to the north
- Where am I?
- How did I get here?
- Who brought me here?
- How in blazes can I get out of here?
That's enough excitement for one session. Hey, finally a starter session that isn't just wandering aimlessly around a town!
Points tally:
+2 Find dagger on corpse
+6 Light the torch
+15 Cross chasm in cave
Total: 23 points out of 500
Hey, I had 157 healing and mana pills (left over from QFG2 because I knew they were cheaper there than from Salim). I also have no idea why I was bothering to conserve them throughout QFG3 (when I trained magic I went to the Heart of the Jungle because it auto-refills your mana at the top every time you go there), since I also knew I'd lose them all.
Hey, I had 157 healing and mana pills (left over from QFG2 because I knew they were cheaper there than from Salim). I also have no idea why I was bothering to conserve them throughout QFG3 (when I trained magic I went to the Heart of the Jungle because it auto-refills your mana at the top every time you go there), since I also knew I'd lose them all.
yeah... yeah
...by the way, doesn't the fact that your health bar is bright green mean you've been poisoned?
Hey, I had 157 healing and mana pills (left over from QFG2 because I knew they were cheaper there than from Salim). I also have no idea why I was bothering to conserve them throughout QFG3 (when I trained magic I went to the Heart of the Jungle because it auto-refills your mana at the top every time you go there), since I also knew I'd lose them all.
yeah... yeah
...by the way, doesn't the fact that your health bar is bright green mean you've been poisoned?
Yes, one hit from the bats and...yeah. If only I had some poison cure pills!
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NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
Where did you find that lovely pixelated portrait of JRD?
Where did you find that lovely pixelated portrait of JRD?
I did it myself in GIMP by hard-scaling a GIS photo with zero filtering. It's not too pixellated so it's still recognizable, but I needed to do something to acknowledge him since it's really obvious and a huge benefit to the game.
Posts
http://www.youtube.com/watch?v=-aCpllaUntk
EDIT: Also, I adore the music to this game.
The music and most of the voice acting in Shadows of Darkness is great. It's too bad the game itself is such a broken mess. Even with the fan patches, I was barely able to finish a playthrough of it.
Fortunately for everyone here, that's my problem and not yours.
Quest for glory 4: Birth of the batman
Quest for glory 4: The magic bat!
Quest for glory 4: The batiness of bats bat.
Quest for bats 4: More batman refrences to be counted:
Bat for Bats 4: The batiness adventure yet.
I can keep going.
Instead of showing all the deaths in the game, you should show all the crashes.
Let's see, the consistent ones I can think of are:
Walking in the swamp
Fighting the final boss
Quest for Glory 4: The Darkmagic Knight
Except why would you want to give the eternally-living, magically-empowered being-of-pure-evil on the other side the chance to study the key?
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
That's just another hero's problem now
50 to 1
For anything else, well...
Of course!
But using an orb like that is cheating.
Except for fighters
I think I got it to work separating the music and the VO, and keeping it clear enough to understand the words. Let me know if it's unacceptable.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
This?
You awaken from nightmares of flying and falling. You find yourself in this strange place, the only illumination an eerie green glow. You've lost your weapons and the contents of your backpack somewhere during the journey. All you have are the clothes and armor on your back.
This leaves you with four burning questions:
Where are you?
How did you get here?
Who brought you here?
How in blazes can you get out of here?
No, make that five burning questions: What city did your luggage end up in this time?
Or this?
http://www.youtube.com/watch?v=s4oZgDeRGHA
As for the Narrator... it's John-Ryhs.... It's a difficult decision to make.
I like the first option.
Not THAT early. King's Quest V's CD-ROM version (with voice-acting) came out in 1992. QFG4's CD-ROM version came out in late 1994. And there were lots of other games in-between that had voice acting. And that's not even counting FMV games like Tex Murphy's Under a Killing Moon, Night Trap, the Sherlock Holmes games etc.; all of which came out in 1994 or earlier.
That said, it was probably one of the earliest to have GOOD voice-actors: John Rhys-Davies, Jim Cummings, Jeff Bennett, Jennifer Hale, etc. KQ5's voice work was done entirely by people around the office at Sierra, and it shows.
Magic User 44 - The Previous Narrator Has Been Sacked
So, where did I end up again?
Looks a little dark. Shadowy, even.
At the very least, that last spell apparently turned my pants teal. Eh, it matches the motif here a little more, I guess. And spells?
Flame Dart: 300
Force Bolt: 300
Dazzle: 260
Zap: 253
Trigger: 252
Calm: 252
Open: 250
Fetch: 250
Lightning Ball: 238
Reversal: 202
Levitate: 201
Detect Magic: 200
Juggling Lights: 152
I like the color, actually. As for that ominous title screen, I think I'll need all the luck I can get to deal with it.
That'll do, luck. That'll do. Now...where am I?
You awaken from nightmares of flying and falling. You find yourself in this strange place, the only illumination an eerie green glow. You've lost your weapons and the contents of your backpack somewhere during the journey. All you have are the clothes and armor on your back.
This leaves you with four burning questions:
Where are you?
How did you get here?
Who brought you here?
How in blazes can you get out of here?
No, make that five burning questions: What city did your luggage end up in this time?
Uhhh...wow. Hi, I don't believe we've met before. I'm Jim Darkmagic, certified Wizard, Hero of Spielburg, Prince of Shapeir, and Doom of Tarna. A performance like yours, though, deserves a name. Can I just call you John? You sound like a John.
Thanks, John! That gives me a few things to do.
To-Do:
- Where am I?
- How did I get here?
- Who brought me here?
- How in blazes can I get out of here?
- One day, track down the Dark Master, who sounds awesome
Wait a minute, did you say I have nothing but armor? Fuck, you're right! All my money! My pills! My sapphire pin, too! Well, time to start the rebuilding process, then. So, John, what's in this room?
You are in a large cave dimly lit by glowing lichen on the walls. Strange irregular outcroppings of stone grow from the gound, looking like the skeleton of some enormous beast. Here and there petrified human bodies seem to grow half in and half out of the floor and walls.
What about that skull-looking thing off to the right?
This is some kind of altar to the Dark One. The top is covered with sand. Torch-holders flank the altar to provide light for nameless rites and unspeakable rituals.
And that...thing way in the back there?
It seems to be some kind of stone valve acting as a door to the passageway beyond.
And in two minutes, you've already proven more valuable than the narrator of the past 3 adventures, combined. Can I Detect any magic here?
There is a faint glow of magic on all the bones, stronger near the altar. The torch sconces beside the altar have some magic, and the altar itself radiates a strong magical aura. The torch on the right side of the altar also radiates a magical aura.
A helpful narrator and a place I can cast magic freely without judgment where it's actually useful? I fucking love this place! Let's just Open that...door thing.
Ah well, nothing's perfect. Maybe I'll just, you know, walk over there and open it, then. Just this once.
The valve won't budge. If you had a bit more light maybe you'd be able to see how to open it.
Maybe I'll politely knock, then. Worked for me several times in the past...
That didn't do anything!
Sorry, geez. Dumb idea, won't happen again. For a bit. Guess I'll just start the looting, then. Maybe I can just sneak up to those corpses...
You're about as stealthy as the average Goon.
Hey now, you don't get any points or skills for hitting me with blunt objects, even if they are words, John! Fine, I'll lumber over to that corpse in front. Anything interesting there?
You search the dessicated body. The only still usable item is a dagger, which you pick up. However, lying around the bones are some coins -- 5 golden coins each have a crown stamped onto them, and 13 small copper ones are each stamped "1 Kopek."
+2 Find dagger on corpse (2)
That paid off surprisingly well, gotta loot em all!
A brief search reveals a piece of hard, grey rock, which you take, and some coins.
Money and flint. Of course, no self-respecting wizard would resort to mere flint. Time to light up some torches the magical way!
+6 Light the torch (8)
I'd use Juggling Lights, of course, but I can't hold the spell and open the door simultaneously. A torch, on the other hand, I can use to see the door while still being able to open it.
This torch is firmly embedded in its holder.
Fine, the other torch then! Should've probably paid closer attention to the results of that Detect Magic spell earlier, but that narration voice is so...wonderful.
You take the torch.
Now, let's see about that valve...
You've made it into a large chamber. Stone valves like the one you just passed through apparently block three other passageways. There is a huge stone altar in the center of the room and an exit to the south.
What's that on the floor over there, John?
Someone has placed a large sheet, like a sort of makeshift shroud, over the withered corpse. It also has a small money pouch.
Then let us resume the looting!
You pick up the canvas sheet and take 3 Crowns and 17 Kopeks from the pouch -- he won't be needing them any time soon!
That he won't, John! Now, can I Detect anything going on in here?
The chaotic forces in these caves twist and change your magic in strange, unpredictable ways. For the moment, that spell has no discernable effect.
Hmm...may be best to just work my way out of this...cave. To the exit!
Come get some, bats!
Still got it. Jim 2, bats Badders 0!
A deep pit fills most of this hallway. A rope bridge spans the narrowest stretch of the chasm.
You can see the entrance to a large cave at the bottom of the pit. You catch an occasional glimpse of a horrid, multi-tentacled monster just inside the cave.
The strong wind in this cave is blowing the plants towards a passage on the left side of the chasm. Such cave drafts commonly indicate an exit of some sort.
The More You Know! Can I just Levitate and let the wind take me over there?
You could definitely feel the wind rushing past you as you floated in the air, but there wasn't quite enough "push". You need to find a way to catch more of the wind to sail your way across.
Let's see, I have armor, a dagger, flint, money and a large sheet of canvas...
No, no, with a Levitate!
+15 Cross chasm in cave (23)
Ok, let's get out of here, now!
You slip through the mouth of the cave just in time to avoid being crushed by its closing "jaws". Whew!
And that was officially the strangest cave ever. However...success!
To-Do:
- Where am I?
- How did I get here?
- Who brought me here?
- How in blazes can I get out of here?
- One day, track down the Dark Master, who sounds awesome
Now to figure out where this is. Wait...is that a human woman? How you doin'?
Holy shit! An attractive human woman that actually wants to talk to me! It's been a while. (Seriously, look back, it's been a long fucking time.)
Who are you? How did you get here? There are so many questions I want to ask you, but I have to get home quickly. It's so dangerous out at night in Mordavia.
Mordavia! That answers one of my questions. Another thing I was wondering...
The town is due north of here. Be careful, there are many bad things wandering around. Good luck! Oh, by the way, my name is Katrina. I hope we meet again sometime. Farewell.
Wait, Katrina, we could go to the town together...
Damn! That is likely the finest woman I have ever laid eyes on. This area gives me a feeling of deja-vu, though...
*gasp*
To-Do:
- One day, Track down the Dark Master, who sounds awesome!
- Get more Katrina
- Find the town to the north
- Where am I?
- How did I get here?
- Who brought me here?
- How in blazes can I get out of here?
That's enough excitement for one session. Hey, finally a starter session that isn't just wandering aimlessly around a town!
Points tally:
+2 Find dagger on corpse
+6 Light the torch
+15 Cross chasm in cave
Total: 23 points out of 500
Voice overs now inserted!
I'm imagining Jim as an old man searching for his medication now.
Man, QFG4 was so great in a lot of ways. It's such a shame it was buggy as fuck.
yeah... yeah
...by the way, doesn't the fact that your health bar is bright green mean you've been poisoned?
Yes, one hit from the bats and...yeah. If only I had some poison cure pills!
I did it myself in GIMP by hard-scaling a GIS photo with zero filtering. It's not too pixellated so it's still recognizable, but I needed to do something to acknowledge him since it's really obvious and a huge benefit to the game.