Quest for Glory II: Trial by Fire/YMMV


 * Anvilicious - The message that wizards get from the Dervish ("Wizards sit and study problem while a hero solves it") and Erasmus ("What good is magic or knowledge unless you use them?") and the Nonstandard Game Over that they get if they decide to stay at the Wizards' Institute of Technocery might be laying it on a bit thick... or maybe Some Anvils Need to Be Dropped.
 * Scrappy Mechanic: In the original, you could only rest (to quickly advance time) in your bedroom. Since the sleeping rooms in Raseir were only available at night, this meant you had to stand around doing nothing for a long time, since there was very little to do. The remake fixed it by letting you rest in most places and putting a few convenient time-skips at points where the developers knew people would run out of stuff to do.
 * The street maze was one too, although Your Mileage May Vary on how annoying and confusing it really was, but since you had to navigate it without a map at the very start of the game, a lot of first-timers were put off by it. The remake gave players the ability to pick a simplified system and added landmarks and skylines to make navigation easier.
 * Justified Trope due to the fact it's a form of Copy Protection because the Feelies included a map of Shapeir.
 * Tear Jerker: Completing Julanar's quest was impressively moving for the limits adventure games had at the time.