Dark Quest
July 17, 2013 7 Comments
Dark Quest is based on the early 90s cult board game hit HeroQuest. I’ve never played the game, but after asking around on Twitter, I had a few fans of it confirm that it’s a very close facsimile of the real thing. If that’s what you’ve been looking for over the last twenty years, this review is irrelevant to you. Go get it. This review is for those who missed out on it when it was played using cheap plastic characters, dice, and cardboard.
In the interest of professionalism, I looked up the original rules to the game. And by that, I mean I watched a four-minute long video by the Angry Video Game Nerd that kind of, sort of explained the rules. I thought “ugh, looks complicated. Well, at least I’ll be able to learn how the game plays in the tutorial they no doubt took the time to meticulously craft.” Which again proves that the whole Cuban women having clairvoyance thing is hogwash. There is no tutorial for Dark Quest. You’re thrown into the first dungeon immediately, which offers things that are sort of pointers, but not really. Fighting enemies, discovering hidden traps, and using various weapons are mechanics the player is left to discover on their own. I suppose if you’re familiar with HeroQuest, this might not be so bad. For people like me, it’s clear that we’re unwelcome guests at the Dark Quest party.
After somehow stumbling through the first dungeon and picking up a couple secondary characters, I shamefully succumbed to boredom and ignorance in the second level. Here, you have to find hidden jewels, insert them into statues to activate a door, and then fight roughly five million skeletons, give or take. The problem here was my previously established “worst random luck in gaming” status was confirmed about ten fold. I would swing at the skeletons with my barbarian and miss. Then my dwarf and miss. Then my wizard and miss. Or, if I didn’t miss, something would pop up that said “CHEAT DEATH” which I think is basically a fancy way of saying “missed.” Then, the room full of skeletons would attack. Funny enough, they would also miss more often than hit, no matter which of the characters they attacked. But, they had numbers on me, and slowly I would drain away until I was reduced to a pile of bones. I either was killed by the skeletons or I died of boredom. Not sure which.
I tried this level a few times. There is a small instruction card, which noted that the dwarf was the best defender. So, on my second attempt, when I would enter a room that I knew was filled with baddies, I would lead with him. Which made sense, since he has the largest movement. Now, here’s where it gets weird: the dwarf, the guy with the alleged best defense, was the character that the enemies missed the least. It was un-fucking-canny. I’m not blaming the developers for me being unlucky, but I would ask them “are you sure this guy has extra points of defense?” What am I missing here? Besides 3 out of 4 of my attempts at attacks? To make matters worse, every once in a while the dungeon master would spit out a random effect, which includes such things as “lose some gold” or “lose your turn.” What did he hit most often? “Lose one health.” Of course that’s what he did. Meanwhile, I was getting my will to go on sapped by the game’s snail-like pace and unintuitive control scheme. After giving that second dungeon a fourth go and dying in the same fucking room, I’d had enough. Yep, I couldn’t even complete the second stage. Shame on me, I suck as a gamer, yada yada yada.
You know what? In this case, I don’t think it was just me. I’ve heard from at least one other player that they were the victim of missing far too often when they went to attack. Or sometimes a character can be next to an enemy and they can spend multiple turns swinging at each other and missing every time. Each stage has a time limit in the form of a limited number of turns the player can take. I never came close to the limit, but the sheer number of turns that a battle can drag out could be problematic in later levels. Maybe.
I know I’m not who this game was made for, and that’s fine with me. It looks good. It sounds good. I know HeroQuest fans are satisfied with it. Although they’re a little puzzled by the lack of dice. However, non-fans will find a slow, newb-hating dungeon crawler in board-game form that is about as exciting a watching paint dry. On top of that, I also think fans of HeroQuest will find things to be disappointed in it. There’s no multiplayer. Granted, eliminating a player controlling the enemies is probably a logical and reasonable thing to hand off to the AI. But, not having the option for four players to take control of the heroes is kind of silly, especially since board games such as this are built entirely around social interaction. I guess you could hypothetically just pass the controller off to other players after making your move. It’s not really convenient, but hey, it’s a chance to play a moderately popular game twenty years after it dropped off the face of the earth. I mean, it wasn’t popular enough to last more than a couple of years on store shelves. And you would think fans of the game would still own the corporeal board and game pieces. Okay, so I have no fucking clue at all why this game exists, since it takes almost no advantage of things that can only be done in the realm of video games. H.i.v.e. demonstrated they can at least be used to ease people into learning a new game, but Dark Quest doesn’t even do that. Nor does it have online support. This was a weird one to review. A really well produced homage to some vintage thing that I’d never heard of. I can’t recommend it to non-fans of the thing it’s based on, but even fans might find little to get excited about. Don’t get me wrong: there’s an audience for Dark Quest. Twitter already confirmed that for me. What I’m saying is, if you want to properly pay tribute to a classic gaming property, here’s a thought: use some of this space-age technology we have these days and make the original concept better. Otherwise, it’s less a tribute and more like grave robbery.
Dark Quest was developed by Brain Seal Entertainment
80 Microsoft Points wouldn’t mind some kind of version of Don’t Break the Ice for Wii U, but only if it involves using the touch screen and an actual mallet in the making of this review.
It does seem odd that the main advantage of an electronic version of a board game, access to the internet, is completely missing. I played a fair amount of Space Crusade back in the day, which I’m told is similar enough mechanically to Hero Quest that I should feel at home, but even so the lack of a tutorial is prepostrous. The original game came with a manual for a reason.
In any case, I’ll be giving this a try. An unofficial version of a Games Workshop board game? Worth a go. Now if only someone would make Talisman…
Actually, someone already did. It’s single player only as well, but they have a multi player version in the works due at the end of the year. I’m waiting on the second one myself, so I can’t say anything about the quality, but it looks nice. http://www.talisman-game.com/
Hero Quest turned into Advanced Hero Quest which turned into Warhammer Quest. They recently released Warhammer Quest on iOS with a proper tutorial and everything. People who want Hero Quest should play that.
Fair point except that many people don’t have an iOS device. Apple is popular but not ubiquitous.
100% this.
I really enjoyed this one; but I totally understand why someone outside of the relatively small niche this game is aiming for wouldn’t. I’ve never played Hero Quest; but I did own the similarly complicated (and epic) Battle Masters as a kid. We didn’t get to play it too many times; but it was a blast if you could actually get a game going.
To me, the big advantage of video game versions of board games, especially more complex ones, is skipping the arduous process of setting everything up and automating things that the players would otherwise have to do themselves. You also don’t have tons of tiny plastic miniatures and other random crap to lose, either. That and having some kind of AI opponent are enough to justify this sort of bare-boned virtual recreation of the board game experience to me; but I’m fairly easy to please. 😉
The lack of any multiplayer is a definite shame; but I understand this was pretty much a straight port from the original mobile versions, so it’s *somewhat* understandable, if admittedly lazy. The biggest gripe I have is the inability to easily switch between your characters with a dedicated button, which can be quite annoying if you’ve got them spread out across the map at all.
Totally agree with you, Gryzor. I really enjoy Dark Quest. The lack of a tutorial is a nuisance though. By the way, I never encountered the problems Cathy mentioned. My dwarf was definitely the least hit character and my barbarian hit most often. You got to employ your wizard tactically to make the most of it. And buy spells in the village between quests. Game went smoothly, I got through the first 4 dungeons on my first try. Easily the best spent 80 MSP in recent weeks.