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Will you take the quest?

Chillingo have released the Quest, an RPG created by Red Shift.

While it’s not the prettiest game out there, it does offer a fully fledged RPG in a 3D first person environment (albeit with 2D characters). Priced at $5.99 (£3.49) it features a deep storyline, with brain teasing quests, mini games and turn based battles. You can choose from five races which are fully customisable, and explore four cities and the surrounding lands.

Check out the video below.

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  • BadYeti

    This is my favorite game on the iPhone, just above iDracula and Puzzle Quest.

    I hope you fellows sic Dave on this title to do a full review, since it seems that he’s a fan of the genre.

  • iPGN-Nige

    that’s the idea!

  • Jay

    i dont like the graphic style, but otherwise, i would have gotten it

  • Legend.inc

    not my type of game!

  • BadYeti

    Well, it sounds like Dave’s not liking this game, so I think I’ll paste in a comment/description I wrote about The Quest on a different forum, so that there might be some counterbalance to his forthcoming review:

    I’ve tried almost all of the available iPhone “RPGs”. Most are pretty horrible.

    The best of the games currently available is definitely The Quest. It feels very much like Daggerfall translated into a turn-based combat game, with a tile map and 90-degree-rotation and step movement. I have a lot of pleasant memories of the early Wizardries, Might and Magics, and Bard’s Tales, as well as enjoying the more recent Etrian Odyssey games, so this format of presenting the game is something I’m very comfortable with. Like Might and Magic, much of the game takes place by exploring a large number of outdoor zones, rather than being held entirely within a single dungeon/tower.

    The character development system allows players to either select a base class or create their own by selecting six major skills from a decent-sized pool. The other skills are still usable, but cost twice as much to advance. The skills are modified by typical attributes such as strength and intelligence. As characters gain levels, players are given five attribute points and ten skill points to allocate, and the skills that they used most frequently during the level also increase a little bit on their own. Skills are capped at twice their base attribute, conveying advantage to players who create focused characters, specializing on skills based around one or two attributes.

    The alchemy and item enchanting systems are also pretty similar to what was seen in the Elder Scrolls games. Unlike the most recent Elder Scrolls game, however, your character’s race and gender actually does impact dialog options and the available ways to resolve quests. There are even some choices and consequences in the game, where many quests have multiple conflicting resolutions and the completion of one quest makes the player fail competing ones.

    It has a lot of area to explore for a portable game, especially if you’re a completist. I’d guess most people would take around 40 hours on the game.

    The setting is generic fantasy, but at least it’s a more Sword and Sorcery flavored form of fantasy than the Tolkien-derived high fantasy games that are so common. There are no elves or halflings to play. The quests are generally more interesting and morally gray than is seen in a lot of other RPGs. There are quests involving infidelity, murder of relatives and lovers, political and religious corruption, incest and demonic compacts. The setting feels a bit gritty, more like those found in Fritz Leiber’s “Fafhrd and the Gray Mouser” or R.E. Howard’s “Conan” stories than those found in the politically correct and family-friendly high fantasy that is much more common now. Again, this reminded me a bit of the feeling that Daggerfall invoked, though The Quest wouldn’t be considered as “mature” as The Witcher, as it is less over the top and there’s no nudity or anything of the like.

    I’m not overly happy with the control scheme and user interface. Movement is controlled either with an inconvenient swiping motion or awkwardly arranged buttons. This is especially true if you attempt to play the game in landscape mode. Many people have noted the poor controls in their reviews and on iPhone forums. The developers have commented that they plan to introduce new optional control schemes in the next release, so hopefully this will be addressed soon.

    Note: The developers did, in fact, release patches that added two alternate, optional control schemes. The first one permits players to tap at the top of the screen to move forward, tap in a corner to turn in that direction, tap to the side to strafe, etc. The second is a floating D-Pad control. Frankly, I think the floating control scheme is poorly implemented and ugly, but at least it’s another option.

    The game “plays nice” with other iPhone features, allowing you to listen to your iPod music or podcasts while playing and autosaving conveniently when you receive a call or text. You can immediately exit and return to the game at any time, even mid-combat, without having to take any additional steps such as saving or going through menus, making it convenient for the iPhone’s highly distractible environment.

    I wouldn’t say it’s my favorite game of all time, but it’s certainly my favorite iPhone game at this time. It’s definitely worth buying if you have an iPhone and have been toying with the idea of picking up an RPG for it.

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