Mobile Game of the Week: Dark Quest (iOS/Android)
First, a confession: Yes, I am a grown man with an original 1990 copy of the Milton Bradley/Games Workshop board game HeroQuest in his closet. And yes, it is surprisingly difficult to get other adults interested in playing it with me.
So I was excited to see Dark Quest, the new release from Brazilian developer Brain Seal, hit the AppStore. One could say Dark Quest is “inspired by” HeroQuest, if one were aiming to appease Games Workshop’s famously ardent lawyers, but that might be something of an understatement. As symbolized by the nearly-identical font used on the title screen, Dark Quest aims to emulate the board game’s dungeon-crawling adventure. But a series of puzzling design decisions hamper its success.
Dark Quest, like most turn-based fantasy games, stars a party of adventurers out to rescue a village from an evil wizard. Zantor the Barbarian, Zerin the Wizard and Thorin the Dwarf (seriously? we’re not even pretending to not copy Tolkien anymore?) join forces to cleanse the dungeons of the sorcerer Azkallor’s monstrous minions. The evil wizard’s face appears as a hovering spectre over the village, mimicking the back of the Dungeon Master’s screen. Visually, it’s an appealing effort.
As in HeroQuest, Dark Quest’s dungeons are laid out in tile spaces, with each hero only able to move, act and see in a limited sphere. Naturally, each character has special abilities and equipment, although these are incredibly limited: You’ll likely only gather enough gold to purchase a few upgrades in the between-mission interludes. Like every system in the game, the economy is stripped-down to basics. Azkallor grants you only a certain number of turns to complete each of the (few) levels; this constraint is one of the game’s few creative ideas, injecting some tension into play. Still, since part of the thrill of dungeon-crawlers is exploration, limiting the player’s time in each level is a bizarre decision.
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