Quest for Glory V: Dragon Fire/YMMV


 * Game-Breaker: The frostbite spell. Not only can you cast it repeatedly and causing it to stack, but you can walk around while it's still in effect. Prior to this, you can cast augment (which empower your next spell) before frostbite, and it will make you like a dragon frost breathing killing machine.
 * Sequelitis: Due to intrusive Executive Meddling and in particular the removal of noncombat options for solving the game, it's widely considered the weakest game in the series. Yes, combat is usually an option in Quest for Glory, but it's never supposed to be the only one.
 * They Changed It, Now It Sucks:
 * Some consider the changes made to Dragon Fire made it by far the weakest game in the series. Although not exactly jarring, the game's shift to more action-oriented game play certainly sets it apart from the previous installments. Not necessarily for the better.
 * Having no other solution but to fight the invading mercenary general in single combat really goes against type for the Paladin, Wizard (the Paladin and Wizard ought to be negotiating a treaty) and Thief (a stealth-based assassination would have been the most appropriate). This is just one of the more egregious situations where characters other than the Fighter are fairly poorly supported (seriously, trying to kill the guy with the Thief or Magic user is an absolute bitch).