Quest for Infamy – Don’t be famous, be infamous.

by on Mar.05, 2014, under developer diary, featured, quest for infamy


Every game big or small starts as an idea, a thought process that’s rooted in what you’d love to see in a game. These can range from small changes to an already existing formula or series, a completely new idea, or a twist on an existing one.Quest for Infamy definitely falls into the latter.

Inspired by the classic adventure games from both Lucasarts and Sierra (namely the Quest for Glory series) many of the design choices were already made before a single thought made it onto the design document. One of these being the graphical style; Quest for Infamy would be a 2D pixelated game similar to the VGA-graphical style of old.


Sierra’s Quest for Glory

Making a decision like this in the early-to-mid 00s, a time when 2D games were relegated handheld consoles, was not an easy decision. However, if Quest for Infamy was going to be a love letter to adventure gaming as originally envisioned, this choice would be an absolute necessity. As a result, over the following years Infamous Quests would acquire the necessary experience by remaking Space Quest II and King’s Quest III in a style mimicking VGA. Once satisfied with the results, it was time to create Quest for Infamy.


Infamous Quests’ King’s Quest III remake

Keeping in tone with the limitations of the technology available in the early 90s, the game can run at 320×240, but for those of you who like to play on big screens with higher resolutions, added several graphical options which should be more up your alley have also been added.

In-game characters consist of animated sprites which scale in size depending on their distance from the player’s view. While animating each individual movement action can be a lot of work, it also allows for its very own distinct degree of freedom.


Unlike what you’d find in classics like Quest for Glory where you’re trying to be hero, in Quest for Infamy the main character is morally ambiguous. Quest for Infamy is not about playing an evil character, instead, Roehm is morally ambiguous as  he constantly walks in a grey area; he’s self-serving but that doesn’t mean he won’t help those in need. His may be the story of a hero’s redemption, or of someone who was just in the right place at the right time. Whether Roehm actually cares about the consequences of his actions or if he simply does the right thing for the wrong reasons, is entirely up to you, the player


Gonçalo Gonçalves
Social Media Associate
Phoenix Online Studios

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