-'gnome ann's jokes are bad and thats the worst inn in the game, give me a hot egyptian chick over a weird gnome any day. qfg3 had a lot more ambience and style.
Yep, I agree there. Not a real fan of puns myself, nor of the Gnomes in the games (Keapon Lafffin, Punny Bones, and Ann Agrama)...
As far as looks go for the QFG inkeepers (and I can't believe I'm even typing THIS :roll: ), Jamil Janna was DEFINITELY better than the anthropomorphic Kattas, Yuri and Bella Markarov, or gnome Ann... Her name means "Beautiful Paradise" in Arabic. Too bad Jamil's husband Kirbir was overly protective of her innocent(?) flirtations with Hero...
-the FIGHTS. need i say more? qfg fighting was never about being difficult but at least the other fights had cool music and just went smoother. the monsters were far cooler.
You're not the first person to complain about Sierra's [misguided?] leap into 3D modelling for its adventure games. A buddy of mine from college absolutely
detested KQ8 because of it, and he played them all since he played the original KQ on 5-1/4" floppies on his 8086!
Still, I wondered about QFG4's "Street Fighter"-esque battle system.
I liked some aspects of QFG5's battle system, like the varied ways to defeat enemies (more like a true RPG, with other weapons like swords, axes, bow-and-arrows, etc.), and not being locked into a single battle screen, but being able to run around while hacking-and-slashing.
-the new interface simply doesnt work. if i had my way adventure games would forever have the classic vga interface, its timeless and really works the best. 'smart' cursors make the game too easy)
Again, point taken. I liked the classic VGA interface as well. But that would be like Microsoft creating DOS 16.7 and not trying to innovate.
I always felt that the best games Sierra made that seemed to fit their icon adventures were the remade versions of their old parser games from the early 1990s. It just seemed to work the best. Then, they started making games designed specifically for the mouse-cursor and except for SQ4 (truly an original) and KQ5, the Sierra games kind of lost something for me... It was like they took a different mind-set in the design (icon vs parser), and something wasn't ever the same.
You might be right; maybe it was the inevitable "move the smart-cursor around the entire screen to get an idea of what to do next" mindset of game design that adventure games unavoidably turned into during the 1990s.
But sticking with parser text as an interface was a little grating as well... Remember LSL2? "Put THE hairspray in THE bag" / "Put THE soap in THE bikini" -- Aaargh! The finicky
determiners were a pain! So much easier to click the soap and drop it on another inventory item!
-WHERE is salims bong??? you cant get high in qfg5 how dare they?? (jk)
Well, you couldn't get high too many times in QFG3 or you'd end-game.

Beside, Salim's going to be a Dad now -- maybe's he's trying to straighten up and fly right... You know, lose his hippie ways and become a useful, productive member of Silmarian society! Be a good example to his future child!
-it doesnt have the intangibles. the game lacks polish and you can tell it was rushed. (and it flopped)
As were some other games released at the same time -- most notably, Return To Krondor. RTK had a good city plot, but once you went out into the country, it lost direction BIG time. Another rushed job with some notable merits -- especially its great music.
now if someone has a lot of time they could do a retro remake of qfg5... in vga style! the games core and story are cool but could have been better executed.
As I said, sorry you didn't think much of the final product, but there are some merits burried deep down (like the music)...
Great topic, by the way. Can't get enough QFG for me!
Gary