The Quest for the Bone
A Review by Pepsi Ranger
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I’ll be one to admit that games that begin with “The Adventures of” or “Quest for” or some derivative in the title often suck. I suppose it comes down to originality. If the author can’t be bothered to create a unique title, then he probably can’t be bothered to create a unique game. Seems unfair to the player.

Retribution comes in several forms, though, the first being in the decision not to play the game.

Well, sometimes it’s the creator who gets the last laugh. Sometimes the game that starts with “The Adventures of” or “Quest for” doesn’t suck, despite the general misconception. And while technically the player still enacts his revenge by not playing the game, which might turn that last laugh of the creator into a fit, it’s ultimately the player who loses when the game is actually fun.

This, of course, is how I perceive the community will interpret The Quest for the Bone.

So let me set the record straight: This was a fun game.

Seriously.

Now, I suppose it’s easy to think otherwise judging by screenshots. The graphic presentation is—how shall I put it?—blocky. Towns are discernable, but they don’t offer much variety in cosmetics. Typically, the hero will wander in from one of four corners of the map (a nice design touch in my opinion), walk down a muddy looking path to a rectangular building with plain rooftops. Sometimes he’ll pass over a flattened well. Sometimes he’ll sneak inside a building through a gap between two bushes along the side or back of the building. And rarely will he encounter anything else but the basics in these given towns.

And don’t get me wrong—that is a setback.



But some towns try to be different anyway. Some offer large university type buildings to explore. Others present city halls. One town in particular gives us a neat “plus-shaped” road with farms growing in the corners. Even the opening town gives the player a chance to run around on a football field. But most will come standard. And some won’t come with anything to interact with (as this is still technically a demo and some areas just don’t have NPCs yet).

Does this make The Quest for the Bone skippable?

Hardly the case.

This game employs some clever design mechanics and still manages to cram in about three hours’ worth of gameplay (well, maybe less—I explored every nook the game offered so far, and that takes awhile). So it’s definitely worth the look.

Not convinced?

Okay, let me break some things down here:

First off, the intro is moody, gives us a strong hook into the story, and the music is awesome. That alone had me interested. So the game gets past the first major obstacle pretty well.



Secondly, there are a lot of towns to explore. Yes, as I said earlier, there is not much variety in the given towns, yet, but the whole fun of finding them and exploring the region is not lost here. Look long enough and you’ll find some pretty interesting places (or places that’ll become interesting once the author finishes the game). There are also refuges all throughout the field that will allow your hero to rest.

Thirdly, the game gives the player an open track for advancement. Where most games are fully linear, this one is only partly linear. This means that to advance through the game, you have to complete a set number of missions for whichever mayor you’re currently working for, but you can choose the order in which you fulfill each one. And because there are no boundaries from town to town, you can go wherever you want whenever you want and still advance the game at its proper time. This doesn’t mean that every location is ready for visitation, or course. Some places will require a ship to reach, and the ship isn’t implemented yet. And there are some inaccessible townships in the mountains at this time. But of the low-lying areas, there are no limits.




Next comes the various gameplay mechanics.

The Quest for the Bone uses a day / night system that runs on a timer. And it fades almost realistically. Granted, the effect itself is nothing to scream about, but it does help that some missions can only be completed at night. Likewise, some shops can only be visited during the day.

It also makes use of torches, which can light the path in front of you when the path is too dark. It doesn’t work too well outdoors right now, but it works like a charm in the caves. You have to buy them at the magic shop in Eastborough and light them by activating the wall torches in the caves.






Battles are an interesting lot. There are three levels of enemies: small, medium, and large. Small enemies hit hard, but generally die after a couple hits (depending on the enemy). Medium enemies hit a little harder than their small counterparts, but their defense is crazy. And when they die, they split into several of the smaller versions of themselves. Then the large ones are designed for the foolish travelers who don’t know the meaning of “run” when it hits them upside the head.

Also, you don’t really die in this game. If you fall in battle, you’re automatically resurrected in either the city hall or morgue in Eastborough. The catch is that you return to life one level lower than you were when you fell. This makes the return to a higher level more cumbersome (which I guess is cool), but also encourages you to save often and hit “Quit” and “Reload” when you do die.




Another aspect of The Quest for the Bone is its unique environmental design. While the flatlands are generally safe to travel (on or off the road), there are places that are less forgiving. Particularly, traveling through the dense forest (which makes up half the region) is a bad idea. While battles in the fields are modest, battles in the forest are nasty. The creatures of the forest will travel in large packs and hit hard. Pressing any other button than escape at any time during the forest is a recipe for suicide. And even then you’ll want some first aid kits in case someone lands a hit. There is also a land barrier that looks like a desert (it’s part of the story line; you’ll have to play the game to discover it), which will kill you quickly if you walk onto it. To me it gives the region some personality. Once the towns employ the same level of personality, this game will really fly.

Some Early Tips:

If you choose to play this, let me give you some early tips. First off, when you leave the town of Orob (the Niak territory you’re trying to escape), do not stop to fight anything in the field. You won’t be able to buy any weapons or armor until you reach the next town, so you’ll be running across the field with a target on your back. Save yourself the headache of leveling down and just keep escaping until you’re able to buy some armor and a good weapon.

When you do start fighting, make sure you run from just about anything you encounter. Most enemies are too strong for novices, so you’ll only want to concentrate on a handful of enemy types. Your best bet is to fight the “Wicked Flutes,” these police-looking flutists who can’t lick the chocolate off an ice cream cone, because they yield high rewards and can offer you a quicker road to advancement. Their encounter rate is a bit low, however, so if you can’t tangle with them, then your next bet is to fight the “Small Grass Clods.” Make sure you pay attention to the enemy names. The larger grass enemies will slaughter you. (Yes, you fight grass in this game, among some other weird things.) However, if you want a real non-challenge, return to Orob, but go a couple tiles south to a sister camp called “Big River Camp” and walk along the football field. The “Yard Markers” are like training dummies that yield good experience and money without launching a single attack.



Regardless of how you handle battles, be sure to buy a “bone” before you start messing with them. Bones offer some large jumps in all the major stats and will permit the hero to become a decent fighter instead of a rack of meat for the vultures.

Also, using Inns is fine, but it’s cheaper to use the Bone Sanctuaries out in the field. Just remember that time passes whenever you rest and that sometimes day will turn to night and vice versa if you’re close enough to the transition points.

Setting out at night isn’t a bad thing, just to let you know. But night in Bone Territory is so freakin’ dark that it’s near impossible to find your way, so you’re better off sleeping and sleeping some more until the sun rises again (unless you’re going after a specific quest item that only shows up at night).

And that should get you started.

So that covers the essentials of this review. The game’s not pretty, but it’s fun. And if you like open-ended exploration even remotely as much as I do, then you’ll enjoy it, I’m sure. And the music is pleasant. If nothing else, you’ll find it soothing in places. NPCs are dull and some towns are empty. But I’m certain the author will beef them up in time. So even if you skip the play-through this round, be sure to play it whenever he deems it finished. But then, if your alternative is the usual foray into OHR misery, there’s no reason to skip this now. It’s a good time. And with the exception of a broken wall map near the northern river and a lackluster revolving dialogue script among certain NPCs, it’s pretty bug-free.

And you’ll get to see indoor areas like this:

 

And a sort of real ending like this:

 


So what are you waiting for? Money? Fame?

It’s not coming. Go play The Quest for the Bone.