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However, in order to introduce new people to adventure gaming, there needs to be enough communication that will at least arm players with a basic knowledge of the skills they’ll need to succeed. This is fine if it winds up in the hands of the people who do have a great deal of experience with the genre.
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It’s built on assumed knowledge and the idea that players who start Quest for Infamy will already have a complete understanding of how the game works, how to interact with everything, and what to do. Much of this plays into the aforementioned problem of re-imagining classic adventure games in a modern context. Even the game’s three classes – called “paths”- are never fully explained, which can lead to some frustration and the selection of unwanted classes. The bronze trophy 'Blackbird No Longer Singing' is the trophy that might be tricky (You stole the bird while travelling the path of the Rogue). The first trophy to get will probably be 'Beast Master' (You killed the beast). It’s rarely made clear where one can traverse through an environment, what needs to be done to complete many of the game’s quests, and even what Roehm needs to be doing at the moment. Only dedicated players will unlock this platinum trophy. Thus, the story’s unfolding relies heavily on the player’s ability to explore and interact with everything around them, but this is quickly mitigated by poor communication skills between the game and the player.