Quest for Glory: Shadows of Darkness
United States
Sierra On-Line (developer and publisher)
Released 1993 for DOS and Windows
Date Started: 5 August 2021
United States
Sierra On-Line (developer and publisher)
Released 1993 for DOS and Windows
Date Started: 5 August 2021
Date Ended: 24 September 2021
Total Hours: 24 (two characters)
Difficulty: Easy (2.0/5)
Final Rating: 47
Ranking at Time of Posting: 407/444 (92%)
Summary
A good sequel to a good series, Shadows follows the adventure of the blond hero (the same character as in the three previous games, importable if you have a save) in the land of Mordavia, which draws upon eastern European themes like vampires, werewolves, Domovoi, and Rusalki. There's also a hefty dose of Lovecraftian-style mythology. The player navigates the character around a series of screens and interacts with objects, NPCs, and the environment through a simple point-and-click interface. Puzzles tend to be on the easy side but are still fun, with different solutions for the different character classes. Combat, revamped for this title, looks like it was inspired by Karateka but doesn't play as smoothy. The CD version, published in 1994, fixes most of the bugs in the original and adds professional voice acting to the NPCs; the first game that I've played that was fully voice-acted.
***
At some point, I lost my enthusiasm for replaying Shadows of Darkness as a fighter and wizard. I might eventually do it--at least before Quest for Glory V in a few years--but for now I wasn't interested in following the script another two times with slightly different puzzles. It was actually one of the game's strengths that served as a kind of "breaking point": the antwerp puzzle. I quite like the new puzzle interface and the various things that the authors did with it. But some of the puzzles, particularly the antwerp one, aren't fun four times in a row. After I screwed it up a few times on my fighter replay, I thought ahead to the door puzzle and the potion puzzles and running around chasing the Leshy and wading through the damned swamp again, and I decided it wasn't in the (tarot) cards.
That isn't meant to be an indictment of the game. I don't think it would
be fair to ask any game to hold interest for three immediate replays. I do think that Shadows is the least "speedrunnable" of the series, but again that isn't a criticism. Good plots and puzzles take more time.
For the most part, everything that people enjoy about Quest for Glory is here in Shadows: Interesting use of historic themes, memorable NPCs, puzzles that are more fun than challenging, and different experiences for the four classes. Although the initial release was apparently a buggy mess, you wouldn't know it from the perspective of a modern player playing the final version. It even makes reasonably good use (as much as the series ever does) of its RPG elements. Certain tasks are unachievable until you grind your attributes or skills, and fighting gets notably easier as the game progresses.
While it will rate relatively high against other games of the era, in some ways (and perhaps in the final rating), it is my least favorite of the Quest for Glory titles. I say that knowing that for many fans, Shadows is the best of the series. There are just a lot of small ways that it didn't work well for me or didn't seem quite as original as its predecessors. In particular, I wish the authors had gone all-in on a darker theme and curbed some of the goofiness inherent in the series. To me, the game would be better off without Dr. Cranium, Punny Bones, the Leshy, and perhaps even Baba Yaga. (I hasten to add that I would replace those characters with less goofy NPCs who serve similar purposes; I'm not looking to cut content.) I would have liked to see a lot more development of vampire themes and of Katrina's character specifically. I am an absolute sucker for a sympathetic villain who makes a heroic turn, but Katrina's story just wasn't fleshed out enough, and her love for the hero should have been earned rather than automatic.
1. Game World. There are a lot of positives here, including good use of eastern European themes and folklore. Quest for Glory has always excelled in setting its stories in under-represented milieus. The game has a plot, with a complex villain, which is more than you can say for two-thirds of its contemporaries. It also does a better job reacting (via its NPCs) to the hero's actions than a lot of CRPGs, including many modern ones. Lesser games would have NPCs talking about Nikolai in the present tense even after his death, or have the NPCs treat you the same way throughout the game. Thus, despite the misgivings that I just vocalized, I have to rate this one relatively high. Score: 7.
2. Character Creation and Development. When you're developing your skills from 250 to 400, it seems less notable than developing them from 0 to 100. (One thing that I didn't emphasize, though, is a "skill" slider that players can use if they're interested in playing more as a pure adventure game.) I do think the authors missed a lot of opportunity to make better use of the skills and attributes--simple things like lower prices in the shop or extra dialogue options for higher "Communication" or "Intelligence" values. On the other hand, there are more hard gates on skills here than in either Trial by Fire or Wages of War, both of which felt like they were ignoring the RPG aspects of the game completely, except in combat.
The series continues to do a reasonably good job giving a fundamentally different experience to each character class, but again perhaps not as good as the previous games in the series. Only the thief gets entirely new areas and side quests, aside from the minor stuff that the paladin does to rescue the Rusalka. Score: 5.
My imported fighter. These statistics are why this isn't a pure "adventure game." For some commenters' benefits, I apparently needed to show this screen more often. |
3. NPC Interaction. This continues to be a strength. I wasn't in love with the interface, and its requirement that you click on the hero to "tell" and the NPC to "ask," and I would have liked to see the series venture into more dialogue options rather than just keywords. There doesn't feel like much role-playing going in with your interactions. But the NPCs definitely have memorable personalities, and interacting with them is vital to success in the game.
I was curiously indifferent to the voiced dialogue. The acting was fine--and the developers deserve credit for using professional voice actors rather than whoever was in the room, the way Origin did. But the Coles had always done such a great job writing NPCs that I never had trouble imagining appropriate voices. In some ways, I think I might have preferred to continue using my imagination. Score: 7.
4. Encounters and Foes. The Coles always deserve credit for creating original enemies (except for the generic bats), but that doesn't mean they're always interesting. The game's enemies didn't do a lot for me, particularly the "vorpal bunnies." This is one area in which the authors could have done a better job playing with existing mythology and themes. Nezhits and todorats and such. Werewolves, perhaps--removed from the gypsies, of course, and perhaps with some grotesque spin, such as you always encounter them in mid-transition.
Some positives: The enemies are well-described in the manual. The spacing between foes is good. You don't feel overwhelmed by combat, but neither is it trivial. The non-combat puzzles remain strong. Score: 5.
5. Magic and Combat. I'll give it to the authors: they keep trying. I like the Karateka approach, but something remains off with the timing. I don't think you can really effectively time jumps and parries. You spend most of the combat advancing and getting knocked down until you're in melee range. Things are better for spellcasters and thieves (who can throw knives); both can essentially stun-lock opponents until they're out of ammo. The variety of spells works well for puzzle-solving, but in terms of combat there might as well have been just one "blast" spell. Score: 4.
6. Equipment. Not a strength of the series or of this game. You find weapons and armor appropriate to your class early in the game, and it never becomes an issue again. There isn't even some nice item in the shop to save for like there was in the first Quest for Glory. Everything else is for puzzles. Score: 1.
7. Economy. The series has never done terribly well in this category, but at least So You Want to Be a Hero and Trial by Fire had a few things worth saving for. At least Wages of War had potions to buy. Here, you get one potion a day from Dr. Cranium and that's it. If he'd sold the potions, and offered mana and stamina ones to boot, there would be something to do with your money.
Then again, only the thief makes any serious money. The rest of the classes largely rely on the initial funds they get in the cave and Erana's islet for the entire game. Late in the game, you get a lot of money from the wraiths, but to little purpose. Score: 1.
8. Quests. The game has a compelling main quest, but with really only one outcome and essentially no player choices. There are a handful of optional side quests that allow you to role-play more effectively, like reuniting Boris and Olga, befriending the Rusalka, and burning the monastery. I don't even think you get any points for those activities, but they're a lot of fun. Score: 5.
9. Graphics, Sound, and Interface. I think the game accomplishes everything that could be accomplished with the point-and-click interpreter, including fixing some of the bugs in past games. The effort taken to give a textual description to everything you could possible "eyeball" is particularly admirable. I wish there had been a little more keyboard redundancy, primarily for switching between cursor commands.
The series continues to excel in its use of sound, including ambient sound, and musical leitmotifs. The voice acting, as noted above, is solid. While the graphics are generally well-detailed and composed, there were a few times I didn't think they were detailed enough to call attention to certain puzzle solutions. Score: 7.
10. Gameplay. The game world is open but a bit confining, and I don't really care for the linearity of the plot, particularly waiting for events to trigger. If things are going to happen in an order, I'd rather they happened on specific days, like in Trial by Fire, rather than based ambiguously on my own actions. The approach creates a lot of times when you're just waiting around for night to fall, or for some event to trigger on the next day. The overall length, however, is fine for the content.
As noted above, while the series remains extremely replayable, this is probably the least replayable entry. Score: 5.
That gives us a final score of 47. I'm surprised to see it higher than Wages of War, albeit by just a point, but looking over my GIMLET for that game, I can see why. I forgot how many issues I had with the interface, and that although there are more things to buy, the economy is still ruined by excessive gold. Anyway, 47 is still a strong rating (my average is about 28, and my average for the 1990s is only 33), and regardless of whatever small flaws I identified, it's generally been a joy to play and analyze.
By March 1993, Computer Gaming World was offering a column called "Taking a Peek." It provided mini-reviews of current and upcoming games. The column took a look at Shadows of Darkness and deemed it "another award winning adventure." The text of the column suggests that the "review" is based mostly on promotional materials, however, and not direct gameplay experience. Scorpia got to the game the following month, and gave it a fair review, noting its numerous strengths (she particularly liked the auto combat) before spending the last half on all the technical difficulties. I didn't experience any of these, but I can imagine how frustrating it must have been. Because of those technical difficulties, she was forced to conclude that players "approach this one with extreme caution, and be sure of what you're getting."
But she also had the same problem I had with the ending:
Having worked so hard to reach this point, done all the rituals, and with the arrival of the Dark One imminent, you find that this dramatic moment is hardly more than a joke, literally. Only one physical action by your character is needed, and then it's over. Ho hum. And the banishment of the Dark One is glossed over with a little text--you don't even get to see a graphic of it! Did our art budget run short at the end of the project?
Modern reviews tend to rate Shadows the highest of the series, but a few authors have been more critical. Jimmy Maher makes some excellent points in a 2018 article about the supposedly "dark" setting:
I’ve played games which I’ve found genuinely scary; this is not one of them. It certainly includes plenty of horror tropes, but it’s difficult to take any of it all that seriously. This is a game that features Dr. Brain channeling Dr. Frankenstein. It’s a game where you fight a killer rabbit lifted out of Monty Python and the Holy Grail. It’s a game where you win the final battle against the evil wizard by telling him the Ultimate Joke and taking advantage when he collapses into laughter. From the Boris Karloff imitator guarding the gates to the villain’s castle to Igor the hunchbacked gravedigger, this is strictly B-movie horror--or, perhaps better said, a parody of B-movie horror. It’s hard to imagine anyone losing sleep over this game.
Maher's analysis also criticizes (or at least calls attention to) the various "events" that must be triggered for the plot to move forward, noting that "it's too easy to get stuck in a cul de sac with no idea how to prod the plotting machinery into motion again."
I don't know if poor initial reactions to Shadows or problems at Sierra that delayed the fifth game. In a 2003 interview, Lori Cole said that "Sierra didn't want to give us a budget or team to do [Quest for Glory V] right, so we moved on." The Coles ended up at Legend Entertainment working on a licensed title called Shannara, which most sites classify as a pure adventure game albeit with "RPG elements." In a 2012 interview, Corey Cole credited the fifth game's existence to fans' letters to Sierra. It took a couple more years and was released in 1998.
It sucks that it's going to be so long before I get another Quest for Glory game to play. I wish the series, good as it is, had inspired more imitators. Then again, we are at the beginning of an era in which more interesting plots, NPCs, and puzzles became standardized within the RPG genre, and thus the need for explicit "adventure-RPG hybrids" was waning.