Kreesha
| Company type | Video game series |
|---|---|
| Industry | Video games |
| Founder | Corey Cole, Lori Ann Cole |
| Products | Quest for Glory series |
Quest for Glory is a collection of hybrid adventure and role-playing video games created by Corey and Lori Ann Cole. Built with the Sierra Creative Interpreter, a development environment crafted by Sierra specifically for adventure titles, the series merges humor, intricate puzzles, and motifs inspired by diverse legends and iconic figures across its five entries.
Originally released under the title Hero's Quest, the franchise was compelled to adopt the name Quest for Glory after Milton Bradley Company secured a trademark for an unrelated electronic adaptation of their joint Games Workshop board game, HeroQuest. This legal issue forced Sierra to rebrand all future installments accordingly.
Series
Lori Cole introduced Quest for Glory to Sierra as an immersive, story-rich role-playing adventure.
Comprising five interconnected games, the series features a continuous narrative with frequent callbacks through recurring characters. Players aim to transform their protagonist from an ordinary adventurer into a true hero by undertaking non-linear missions.
A standout feature was its character import capability, enabling players to transfer skills and possessions from one game to the next.
The titles skillfully combine earnest storytelling with comedic elements, presenting genuine threats and heroic exploits alongside playful language, such as the pun-laden conclusion of the second installment.
Common quests recur throughout the series, including tasks like brewing a dispel potion. Numerous hidden references to other Sierra games appear as Easter eggs—for instance, commands like "pick nose" or appearances by characters such as Dr. Cranium from The Castle of Dr. Brain.
Each chapter draws inspiration from distinct cultural mythologies—ranging from Germanic fairy tales; Middle Eastern Arabian Nights; Egyptian and African lore; Slavic traditions; to Greco-Mediterranean myths—featuring progressively formidable foes and familiar characters. The narrative intentionally mixes cultural aspects with anachronistic touches, exemplified by eccentric figures like pizza-loving mad scientists.
Renowned as one of the premier CRPG franchises, it garners acclaim for its open-ended design and innovative fusion of adventure and role-playing elements. Pioneering features include dynamic day-night cycles, NPCs following personal routines, and character advancement through skill practice and point distribution. Publications such as Polygon and Kotaku regard it as foundational to contemporary RPGs. Fraser Brown of Destructoid hails it as "one of the greatest adventure series of all time."
Rowan Kaizer from Engadget credits its success to the hybrid gameplay mechanics, highlighting that skill-based challenges replaced traditional binary puzzles, allowing players to surmount obstacles via repeated attempts or exploration rather than relying on obscure item combinations.
Gameplay
The initial four games integrate adventure gameplay with role-playing elements and real-time combat; the fifth entry transitions into an action RPG style.
Players select from three classic RPG archetypes: fighter, magic-user/wizard, or thief. Customization options permit mixing skills across classes to create "hybrid" characters. During the second or third game, players may attain the status of Paladin by demonstrating honorable behavior, unlocking exclusive abilities and wielding a unique sword. Characters can be transferred between games (except in Dragon Fire), preserving statistics and inventory; Paladin powers carry over except in Shadows of Darkness, where equipment resets. Imported characters may assume any class role.
Each profession offers distinct strengths, vulnerabilities, and puzzle-solving approaches encouraging multiple playthroughs. For example, a locked door might be forced open by a fighter, picked by a thief, or unlocked through magic spells. Some puzzles provide up to four alternative solutions. Class-specific scenarios and skills generate varied gameplay experiences; retrieving a ring in the first title yields different methods and rewards depending on class choice.
Character progression involves developing both class-specific talents and universal attributes by completing objectives. Maximum attribute caps increase with each sequel; Quest for Glory V introduces bonuses exceeding standard limits along with special gear affecting stats. Players allocate attribute points initially, with some classes restricted to certain attributes unless additional points are invested.
General attributes influence interactions within the game environment—strength allows moving heavy objects while communication skills facilitate negotiation. Skills improve through relevant activities: climbing enhances climbing ability; running boosts vitality. Class-exclusive skills include parrying for fighters/paladins, lockpicking and stealth for thieves, and spellcasting for magic users.
Vital stats encompass health (hit points), stamina (energy for actions), and mana (reserved for magic users). Health depends on strength and vitality; stamina is influenced by agility and vitality; mana derives from intelligence and magical proficiency.
Player advancement is tracked via puzzle completion and experience points; in the first installment, experience additionally affects random encounters by unlocking tougher enemies at higher levels.
Quest for Glory: So You Want to Be a Hero
Taking place in the Spielburg valley barony, this title revolves around lifting a curse imposed by the ogress Baba Yaga, which has thrown the region and its ruler into chaos. The original version debuted in 1989, followed by an enhanced VGA remake released in 1992.
Quest for Glory II: Trial by Fire
Picking up the story from the first installment, the Hero journeys to Shapeir, a desert city beset by elemental magic disturbances and political instability after Emir Arus al-Din vanishes. This episode retained Sierra’s EGA graphics engine but later inspired a VGA fan-made remake by AGD Interactive in 2008 using Adventure Game Studio.
Quest for Glory III: Wages of War
Now crowned Prince of Shapeir, the Hero ventures to Tarna in Fricana, a locale influenced by Central African environments. Amid escalating conflict between the Simbani tribe and Leopardmen over sacred stolen artifacts, the Hero must prevent war and confront an emerging demonic menace.
Quest for Glory: Shadows of Darkness
Unexpectedly transported without gear to the treacherous Dark One Caves in Mordavia, the Hero battles undead adversaries while striving to halt a sinister force threatening to engulf the world in everlasting darkness.
Quest for Glory V: Dragon Fire
Set within Silmaria, a realm reminiscent of ancient Greece, the Hero competes in the Rites of Rulership after the king’s assassination. With support from allies such as Erasmus and Rakeesh from earlier games, the Hero faces challengers like Kokeeno Pookameeso and warlord Magnum Opus in a contest for the throne.
Collections
- Quest for Glory Anthology (1996), containing the first four titles along with a fully patched CD version of QFG IV; copy protection codes appear both in the manual and on the CD, with saved games accessible on disc and included in the VGA edition of Quest for Glory I.
- Quest for Glory Collection Series (1997), a reissue of Anthology that adds a demo of Dragon Fire plus sample music tracks.
- Quest for Glory 1–5 (2012), a digital compilation available on GOG.com and Steam featuring all five entries, including both EGA and VGA versions of QFG1.
Original concept
Originally envisioned as a tetralogy themed around four key concepts—cardinal directions, classical elements, seasons, and mythologies—the series was structured as follows:
| Game | Cardinal Direction |
Central Element |
Season | Central Mythology |
|---|---|---|---|---|
| Quest for Glory: So You Want to Be a Hero | North | Earth | Spring | Germanic |
| Quest for Glory II: Trial by Fire | South | Fire | Summer | Middle Eastern |
| Quest for Glory: Shadows of Darkness | East | Air | Fall | Slavic |
| Quest for Glory V: Dragon Fire | West | Water | Winter | Greek |
To resolve storytelling difficulties linking Shapeir directly to Mordavia in Shadows of Darkness, Wages of War was introduced as an intermediary chapter, leading to renumbering. This was foreshadowed at the conclusion of Trial by Fire, which hinted at vampiric elements featured in the following game.
Creators Corey and Lori Cole described how seasonal cycles and elemental themes unified the series, mirroring the Hero’s evolution from youthfulness in the opening title to seasoned maturity by the fourth installment. This progression supports an overarching saga narrative.
The first game presents a fledgling Hero embarking on his journey during springtime, featuring diverse gameplay styles that encourage replayability. The sequel escalates difficulty as the Hero matures into summer while balancing elements of fantasy with humor.
The inclusion of Wages of War served to further develop the Hero’s character before confronting the darker challenges presented in Shadows of Darkness. This installment acts as a transitional phase where shifting alliances occur and isolation grows, setting players up for increased difficulty and a more serious storyline.
Characters
Prominent figures appearing throughout the series include Rakeesh Sah Tarna, Baba Yaga, Abdullah Doo, Elsa von Spielburg, along with the primary villain Ad Avis.
World
The Quest for Glory saga unfolds across a variety of settings influenced by mythologies from around the world: Spielburg reflects Germanic and Norse traditions, Shapeir draws from Arabian Nights tales, Tarna is rooted in African—particularly Egyptian—myths, Mordavia represents Slavic folklore, and Silmaria is based on Greek legends. The storylines and creatures encountered are mainly sourced from these cultural backgrounds, although some characters, like Baba Yaga, appear outside their original regional context.