Gleeok
06-17-2007, 02:00 AM
Well, first things first...
http://www.mediafire.com/imgbnc.php/94a855736f483fa7d89f347664c2a6344g.jpg
Nana nana na...:waggle:
Well now that that's out of the way here's my short review:
GRAPHICS- Well it's classic. Although there are some interesting uses of tiles on some of the screens, it's basically NES palletes in all of it's outdated glory, and even though I like the classic tileset...2 out of 1 million.
SOUND- Again basically NES stuff with some variations. 2/1 million.
GAMEPLAY- This is where the game really shines and sets itself apart from the horde of mediocre custom classic quests, and 1st quest remakes. Just as the name "Swordless quest" implies, you play through a typical Zelda game scenario without a sword. This leads to some pretty unique challenges within each level as you must rely only on the items you have aquired thus far. But the best part: This game actually gets more challenging as you progress deeper and deeper into it's swordless depths, even with the stardard Z1 enemies, you'll see that even they can put up a substantial fight for an unarmed link. Although this quest might be a bit too difficult for some people, that does not mean it should be considered "too hard" to play by any means, and if you should get eaten by a like-like without thinking ahead and having a bomb or two, well too bad. You shouldn't have gotten eaten in the first place. :p That'll teach you...But for the veteran player, this offers a good challenge and is one of the better classic quest idea's i've seen in a long time. It's a good thing you can get food delivered because I wasn't going to let something trivial like starvation get in the way of me playing through this game. I mean, you could of superglued my hands to the controller and I still wouldn't of realized it untill I had beaten the game. :) So 9 out of 10 er... I mean 1 million.
DESIGN- Complete with original overworld and dungeons, a handful of mini-dungeons, and one bonus dungeon. The overworld was actually quite nice, as it was pretty open and you could quickly get from point A to B very quickly, but there was enough terrain for lots of secrets. Also what is good about the level design is each levels growing complexity parallels the progressive difficulty ultimately leading to a completely out-of-control endgame. Also the overall overworld and dungeon scheme is good, everything seems like it fits together, and their are no notorious classic ugly screens. I would've liked to see more custom tiles, dubious traps, and original items in this quest, but like I said...it's classic. There was however a push block puzzle that had me scratching my head for about five minutes, which is very rare these days. Of coarse by today's standards, there's not much cutting edge level design by any means, but fun regardless. 6/1 million.
So you see it's hard to rate this as it's probably a hit or miss type thing with each individual, but I liked it so 7/10..i mean 1 million.
EDIT: Gaarg! I just read this damn thing and i made it sound too negative. It's really much better that I made it out to be with all that "classic tileset" nonsense. This was a blast to play and the levels used the tileset well. Wtf??? Usually i'm the one defending the classic. I mean, I like the classic tileset more than most quest designers out there, and i'm using a custom classic set for my latest monstrosity. -Bottom line: This quest is good!
-N
http://www.mediafire.com/imgbnc.php/94a855736f483fa7d89f347664c2a6344g.jpg
Nana nana na...:waggle:
Well now that that's out of the way here's my short review:
GRAPHICS- Well it's classic. Although there are some interesting uses of tiles on some of the screens, it's basically NES palletes in all of it's outdated glory, and even though I like the classic tileset...2 out of 1 million.
SOUND- Again basically NES stuff with some variations. 2/1 million.
GAMEPLAY- This is where the game really shines and sets itself apart from the horde of mediocre custom classic quests, and 1st quest remakes. Just as the name "Swordless quest" implies, you play through a typical Zelda game scenario without a sword. This leads to some pretty unique challenges within each level as you must rely only on the items you have aquired thus far. But the best part: This game actually gets more challenging as you progress deeper and deeper into it's swordless depths, even with the stardard Z1 enemies, you'll see that even they can put up a substantial fight for an unarmed link. Although this quest might be a bit too difficult for some people, that does not mean it should be considered "too hard" to play by any means, and if you should get eaten by a like-like without thinking ahead and having a bomb or two, well too bad. You shouldn't have gotten eaten in the first place. :p That'll teach you...But for the veteran player, this offers a good challenge and is one of the better classic quest idea's i've seen in a long time. It's a good thing you can get food delivered because I wasn't going to let something trivial like starvation get in the way of me playing through this game. I mean, you could of superglued my hands to the controller and I still wouldn't of realized it untill I had beaten the game. :) So 9 out of 10 er... I mean 1 million.
DESIGN- Complete with original overworld and dungeons, a handful of mini-dungeons, and one bonus dungeon. The overworld was actually quite nice, as it was pretty open and you could quickly get from point A to B very quickly, but there was enough terrain for lots of secrets. Also what is good about the level design is each levels growing complexity parallels the progressive difficulty ultimately leading to a completely out-of-control endgame. Also the overall overworld and dungeon scheme is good, everything seems like it fits together, and their are no notorious classic ugly screens. I would've liked to see more custom tiles, dubious traps, and original items in this quest, but like I said...it's classic. There was however a push block puzzle that had me scratching my head for about five minutes, which is very rare these days. Of coarse by today's standards, there's not much cutting edge level design by any means, but fun regardless. 6/1 million.
So you see it's hard to rate this as it's probably a hit or miss type thing with each individual, but I liked it so 7/10..i mean 1 million.
EDIT: Gaarg! I just read this damn thing and i made it sound too negative. It's really much better that I made it out to be with all that "classic tileset" nonsense. This was a blast to play and the levels used the tileset well. Wtf??? Usually i'm the one defending the classic. I mean, I like the classic tileset more than most quest designers out there, and i'm using a custom classic set for my latest monstrosity. -Bottom line: This quest is good!
-N