A masterpiece in unassuming clothing.
http://www.nintendoworldreport.com/review/39873/elliot-quest-wii-u-review
Every so often, an under-the-radar game sneaks up on me and takes me completely by surprise. Elliot Quest, a new Wii U eShop game from Ansimuz Games, is a prime example of that lovely phenomenon. Originally a modest Kickstarted PC game, Elliot Quest is a masterful side-scrolling 2D game that is best compared to Zelda II, Metroid, and Cave Story. You control Elliot, who goes on the titular quest by exploring a top-down overworld and numerous side-scrolling dungeons.
The story focuses on Elliot, who finds out he can’t die (a savvy in-game explanation for save points). It’s very mysterious otherwise, as story is slowly parsed out as you complete the main areas and abundant side quests. The mystery of the story extends to the gameplay as well. The gameplay starts you off with no explanation and for better or worse, never really explains anything too specifically. It makes use of careful, deliberate level design to teach you how to control Elliot, who can only jump and shoot arrows at first. He clumsily does both things, but as you level up, he moves faster, fires faster, and becomes easier to control. As you defeat bosses and clear dungeons, you also earn power-ups, including a tornado attack, a bomb bag, and a double jump. These abilities often serve multiple purposes and can be applied in different ways to solve puzzles, reach new areas, and fight enemies.
There are clear Metroid-like elements in Elliot Quest that help guide you through the world, but it is still often too vague and too meandering. That aspect is a total throwback to old-school design, but it’s also an aspect of that design that isn’t that great. While the going can get very tough and brutal, save points are frequent. The only thing you lose when you die is a chunk of experience. I died countless times and the loss of experience was never something that restricted me from eventually completing an area.
It’s easy to get lost in Elliot Quest, which can be good and bad. I lost track of time as I enjoyed the dungeons and exploration so much, but I would too often get lost and not know how to progress. Whether you welcome that kind of challenge or not, Elliot Quest is a fine, fantastic addition to the Wii U eShop that might very well become a breakout game like Cave Story. This is a tremendous game that, if you have any affinity for aspects of Zelda II and Metroid games, is something you should be getting as soon as possible.
Put some time into this game last night, and the game overall just makes me shrug in indifference. The game seems to have almost no signposting, giving you no idea where you're meant to go to continue the quest. You collect items, but you're given no idea what they're used for (such as the "Ancient Key", which opened a door eventually but it took me trying 5 different locked doors in 3 different locations before I found the door it belonged to). I've also run into some weird bugs where you can teleport across the map if you exit a screen by falling into the screen's edge instead of walking through it. The game's OK, but I don't get the praise for this one.
Put some time into this game last night, and the game overall just makes me shrug in indifference. The game seems to have almost no signposting, giving you no idea where you're meant to go to continue the quest. You collect items, but you're given no idea what they're used for (such as the "Ancient Key", which opened a door eventually but it took me trying 5 different locked doors in 3 different locations before I found the door it belonged to). I've also run into some weird bugs where you can teleport across the map if you exit a screen by falling into the screen's edge instead of walking through it. The game's OK, but I don't get the praise for this one.
It is a throw back to the old school NES days. Games used to be like that and we ate them up. Ever tried beating original Legend of Zelda NES without a walk through or going on line first? Having to figure things out makes solving the puzzle more rewarding, games today just hold your hand and give you infinite re-tries until you get to the final cut scene because the story is more important than the actual game.
Also have you tried actually talking to the NPC's? They offer clues to what to do without actually coming out and telling you. I love it for that. I hate games where they tell you exactly what to do that is annoying.
It is a throw back to the old school NES days. Games used to be like that and we ate them up. Ever tried beating original Legend of Zelda NES without a walk through or going on line first? Having to figure things out makes solving the puzzle more rewarding, games today just hold your hand and give you infinite re-tries until you get to the final cut scene because the story is more important than the actual game.
Here's my problem with that mindset: it's not the 1980s anymore.
That sums up everything wrong with the world. The game has issues but it is a fun waste of time. It's okay if you don't like it though, because I did and that is all that matters to me. Stay cool my friend.