developer diary

Exploring Quest For Infamy: Dev Diary Round Up

by on Jun.16, 2014, under developer diary, featured, quest for infamy

Over the past month we shared various Quest For Infamy developer diaries. These introduced the viewer to the title’s gameplay features and lore. This aims to be a recap/repository of sorts, summarizing each week’s worth of content with links to the individual entries that were published. (continue reading…)

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Quest For Infamy Dev Diary: Combat

by on Jun.12, 2014, under developer diary, featured, quest for infamy

As you roam the land or come across certain sections of the game combat will be inevitable. Combat is seen in a side-view, reminiscent of Quest for Glory <a href=buy viagra overnight delivery IV. Players who chose to play as brigands or rogues will have have to be mindful of which enemy types they face. Certain monsters will be more vulnerable to stabbing attacks or slashing attacks. Magic users don&#8217;t have to worry about this, but instead need time to recharge attacks. As you progress through the canadian pharmacy viagra generic game you will acquire new gear and spells while increasing your skills on your existing attacks. In battle the briggand it is the strongest class for physical attacks, its abilities further complemented by a special charge move that can be performed after four successful blocks. The thief uses his cunning to rob and steal from people and merchants, making it the easiest class to ‘acquire’ good gear for your character. It’s also the only class that can attack enemies in pre-combat, something which none of the other classes can do.If you’re interested in having the best gear and goods at the lowest ‘price’, then the rogue is for you. Finally we have the Sorcerer. Unlike the other two classes who can improve their skills with each respective guild, the path of magic requires you to search the world for magical reagents in order to learn new spells. As a result the sorcerer is the most challenging class of them all, but also the most versatile. You are given combat spells which can range from damage and protection to healing and poisoning, as well as non-combat spells which will greatly aid you in solving puzzles, provided you’ve tracked down the necessary reagents for each spell. Thank you for reading this far, we hope you enjoyed learning more about Quest For Infamy and checking out the developer interviews. Quest For Infamy is a labor of love from a team that loves adventure gaming and wished to give something back to the community. Enjoy being infamous! Gonçalo GonçalvesSocial Media AssociatePhoenix Online Studios" />

As you roam the land or come across certain sections of the game combat will be inevitable. Combat is seen in a side-view, reminiscent of Quest for Glory IV. (continue reading…)

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Quest For Infamy Dev Diary: The Story

by on Jun.10, 2014, under developer diary, featured, quest for infamy

We&#8217;ve taken a glance at Krasna before, its people, the quaint town of Volksville and of course, the great port city of Tyr. However, a city like Tyr, the jewel of Krasna deserves a more in-depth look.

Tyr&#8217;s architecture
The city features a distinct Greco-Roman architecture, a style that isn&#8217;t exclusive to its buildings as even the citizens&#8217; wardrobes reflects this. It&#8217;s also guarded by an elite group of all-female warriors named Tyr&#8217;s Arrows.
The arrows are selected from birth to serve their city, once chosen, they&#8217;re trained in the art of war, don&#8217;t mistaken them for mere brutes though, as the they are also literate and well educated.

If Tyr seems too clean or posh for you, why not visit the harbor? Even if the city&#8217;s level of cleanliness is ideal for you, the harbor is not a place to be missed. The buildings and people here are so different it&#8217;s as if you&#8217;ve walked into a completely different city.

Quite a difference, heh?
Gone are the columns, stone houses, fountains or the appreciation for beauty and knowledge. Instead, the harbor is littered with wooden buildings, houses of ill repute and its people share a love of drink and danger.
This of course is just one city in the game and considering Quest For Infamy features over 200 backgrounds, there&#8217;s a lot to explore. The game is massive in its size and scope, something very uncommon for the genre. Stay tuned for our next entry, which will feature another video by the game&#8217;s creators.
Gonçalo GonçalvesSocial Media AssociatePhoenix Online Studios

We’ve taken a glance at Krasna before, its people, the quaint town of Volksville and of course, the great port city of Tyr. However, a city like Tyr, the jewel of Krasna deserves a more in-depth look. (continue reading…)

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Quest For Infamy Dev Diary: The Story

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

In Quest For Infamy you play as Roehm, a character of dubious morality who has offended a powerful Baron. Trying to escape the gallows he sneaks to away to the Valley of Krasna, more specifically, the small quaint town of volksville.
The town however is run by a very stern sheriff who has no problem in publicly executing troublemakers. In fact, Roehm happens to arrived at this place just in time for another hanging, isn&#8217;t he lucky? It goes without saying that any lawman would take an immediate dislike to Roehm, especially considering our main character didn&#8217;t take long in getting himself acquainted with rogues, brigands and the town sorcerer.

Quest For Infamy creators discuss the game&#8217;s story
It&#8217;s from this point that Roehm must make his choices. Choose which group he&#8217;ll join and whose people he should get on their good side. It doesn&#8217;t help that it feels like everyone wants to use him for one reason or another. Some only seem to want Roehm as a thug or errand boy whereas others are much more subtle and manipulative.

Careful, Roehm. That&#8217;s the Sheriff!
Regardless of which path the player chooses, it&#8217;s unlikely Roehm will put up with being used for very long, if at all. So you better remember to work on those combat/magic skills, you&#8217;re going to need them!
We hope you enjoyed learning more about Quest for Infamy’s plot. In our next entry we will take a look at just how big the Valley of Krasna really is.
Gonçalo GonçalvesSocial Media AssociatePhoenix Online Studios

In Quest For Infamy you play as Roehm, a character of dubious morality who has offended a powerful Baron. Trying to escape the gallows he sneaks to away to the Valley of Krasna, more specifically, the small quaint town of volksville. (continue reading…)

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Quest For Infamy Dev Diary: The Rogue

by on Jun.03, 2014, under developer diary, featured, quest for infamy

Quest For Infamy brings an interesting question to gaming: What defines an &#8216;evil&#8217; character? Moreover, can you create a game in which the player feels like a villain while still making it a fun experience? If one crosses certain boundaries then gamers will lose all sympathy for Roehm.
The idea was to add a twist to the original adventure gaming formula, as Roehm isn&#8217;t a hero by any means, but he doesn&#8217;t quite fit with standard videogame definition of evil. For one thing, Roehm isn&#8217;t trying to take over the world, rather, he&#8217;s simply looking out for number one.

Quest For Infamy creators discuss the main character

Of course the player is given a choice of how Rohem can will act and whether or not the main character can be redeemed will largely depend on how these actions play out. After all, even a rogue can use his skills for good.

Quest For Infamy was mainly inspired by Sierra&#8217;s classic series, Quest For Glory, originally, the project even began as a fan-sequel to the adventure gaming classic. The title however has grown so much that it has now become its own, stand-alone entity.
Gonçalo GonçalvesSocial Media AssociatePhoenix Online Studios

Quest For Infamy brings an interesting question to gaming: What defines an ‘evil’ character? Moreover, can you create a game in which the player feels like a villain while still making it a fun experience? If one crosses certain boundaries then gamers will lose all sympathy for Roehm. (continue reading…)

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Cooking Up Success – The Game Kitchen

by on May.29, 2014, under developer diary, featured, the last door

In 2004, a group of friends and colleagues in Spain began gathering together after work to practice the craft of making their video game dreams a reality. They all shared similar stories of growing up in love with computers and video games; and though not all of them had the support of their families back then, as they grew older their parents started to see video games as a viable career with such a large industry that included great success stories like Minecraft. These friends helped each other learn how to master the necessary tools at their disposal to make video games, piecing together various projects and losing much sleep in the process. (continue reading…)

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Taking One More Look At Our Community

by on May.28, 2014, under developer diary, featured, phoenix people

This is our very last week for our 10th anniversary celebration, and this is a closure for all blogs from the special. This has been a very important month to us, considering 10 years have gone by of struggles and joys and yet, here we are. We keep working hard towards everything we believe in and continuing to do everything we can to improve ourselves as we keep making our way towards our purpose. (continue reading…)

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A Final Look At The Faces Behind Phoenix

by on May.28, 2014, under developer diary, featured

On Monday we had the wrap up of our core values feature, on Tuesday we had thesummary and future glimpse of production stories, and today we share the last yet most meaningful of team stories: Phoenix’s different talent tiers. (continue reading…)

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Exploring The Future – Gratitude And Kindness

by on May.27, 2014, under developer diary, featured

Exploring the Future: Gratitude and Kindness.

Recently we shared our latest blog with a quote that said, “The truest indication of gratitude is to return what you are grateful for” by Richard Paul Evans; and it couldn’t define better what our future looks like as we continue to work towards our purpose. (continue reading…)

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Phoenix Online’s Community Voice!

by on May.21, 2014, under developer diary, featured, phoenix people

Welcome to our third week in a row celebrating and sharing stories, comments and all sort of derpy doodles. This week we highlighted Moebius, exploring all the memorable moments as well as the challenges we took upon ourselves in our most ambitious production yet. Considering it is Moebius week, we decided to progressively keep expanding those of the community we would reach. First week was The Silver Lining, so clearly they have been with us for almost 10 years and more; then it was Cognition, having some not so new faces; and this week with Moebius, it is nothing but a pleasure to be able to share some of the loving folks I have met from the Pinkerton Road crowd. (continue reading…)

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