Elliot Quest is an adventure/RPG where players explore the mysterious Urele island in search of an ancient demon. With 5 dungeons to conquer, 16 bosses to defeat, and countless treasures to discover and hidden areas. Well-balanced gameplay easy to pick up but challenging to master.
User reviews:
Overall:
Very Positive (90 reviews) - 82% of the 90 user reviews for this game are positive.
Release Date: Nov 10, 2014

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Reviews

“Elliot Quest is a delightful game for anyone who wishes to explore a world filled with secrets and danger”
IGM

“Elliot Quest Is Very Lovely And Has Strange Monsters”
Rock, Paper, Shotgun

“Elliot Quest is an adventure worth taking”
8.75/10 – Zelda Universe

About This Game

Elliot can’t die—but he’s still running out of time. In Elliot Quest, the victim of a rare curse must find a cure before he’s transformed into a demon.

After Elliot’s wife disappears, he falls sick and attempts to take his own life--only to discovers that he can’t die. Plagued by nightmares and growing weaker by the day, Elliot seeks out a local Sage, who tells him that he’s the victim of a rare curse. A demon called a Satar is slowly consuming Elliot’s vitality.

If Elliot can’t find a cure to the curse before it’s too late, he will become a Satar. His only hope is to ask for the help of one of the island’s Guardians, who have kept the Satar from taking over Urele. Elliot can’t die—but he’s still running out of time.

Gameplay:

Elliot Quest is an adventure/RPG where players explore the mysterious Urele island in search of an ancient demon. With 5 dungeons to conquer, 16 bosses to defeat, and countless treasures to discover and hidden areas. Well-balanced gameplay easy to pick up but challenging to master.

Elliot Quest features:

• An expansive island to explore with over 16 unique bosses
• Customize your character with an engaging Level Up System
• Chain attacks to make enemies drop more items
• Experiment with different magic attacks to defeat Elliot’s enemies
• Solve puzzles to find hidden crystals and access secret areas
• Hunt powerful monsters to find powerful weapons
• 3 unique endings based on your decisions
• Well-balanced gameplay that’s easy to pick up but challenging to master

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP
    • Processor: Intel® Pentium 4 / 2.0GHz
    • Memory: 1 GB RAM
    • Graphics: DirectX 9.0c compatible card, 128MB of VRAM
    • Storage: 200 MB available space
    Minimum:
    • OS: OS X 10.6 or later
    • Processor: Intel Core 2 Duo 2.0 ghz or equivalent
    • Memory: 1 GB RAM
    • Storage: 200 MB available space
    Minimum:
    • OS: Ubuntu 12.04 and Newer
    • Processor: Intel Core 2 Duo 2.1 ghz or equivalent
    • Memory: 1 GB RAM
    • Graphics: 2nd Generation Intel Core HD Graphics (2000/3000), 256MB
    • Storage: 200 MB available space
Customer reviews
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Overall:
Very Positive (90 reviews)
Recently Posted
eldee
0.7 hrs
Posted: August 23
really wanted to like this game, but man is it poorly designed. I get that they wanted to do the overworld thing and tease future abilities by blocking progress, but they do it ALL THE DAMN TIME. Literally every stop on the map when you start the game with the exception of the village is a progress blocker, so you go in- turn around and leave. With no explanation.

There might be a really solid game behind the first 30 minutes- but I don't even care enough to find out anymore.
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elbeeno
55.5 hrs
Posted: July 9
This game is really fun. It's graphics and music fit the gameplay exactly. It is similar to NES games, so you just load up the game and start playing. It isn't going to waste your time with tutorials or explainations of what most stuff does. The game is pretty large with many optional areas and it is somewhat challenging, but not so hard that any normal person wouldn't be able to complete the game in a reasonable number of times.
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Sarkoth
2.0 hrs
Posted: June 11
Even as a fan of indie games, I couldn't manage to love this one. Probably because the arrow trajectory is very off.
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mitchfontaine
38.7 hrs
Posted: June 8
Must-Play! Classic NES adventure style a la Zelda. Surpassed all expectations in terms of length, exploring, variety, music and fun boss fights! Bravo
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KaXaSA
26.9 hrs
Posted: June 2
Product received for free
It's a metroidvania, it's a good game but a lil' bit frustrating because:

1. Lack of information on the dugeon maps ui, I mean why not display on those maps info from rooms you already visited like: keys, doors, crystal gates...

2. You're forced to walk way too much even if you don't get lost (which will happen) this is one of those games you wish for a teleport ability that you can use to quickly move to locations already visited, even if you only get it later in the game it would make the game 100x more enjoyable.

3. Bombs, they don't drop from monsters/ objects if you run out of bombs inside dungeons it's a pain in the ♥♥♥ because you have to go back to the town, walk to the shop, buy more bombs, walk back to the dungeon and then you have to remember where the * is the room that had that breakable block/wall.


This isn't an option but consider my recommendation as Neutral.
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kgoblin
17.3 hrs
Posted: April 12
Context: at time of review, 10 hours in. just at the 3rd dungeon. Spending most of my time trying to hunt down the various secrets/powerups I can get to w/ my current kit.

A Fun but Very Hard metroidvaina, which takes a lot of cues primarily from Zelda. LOTS of secrets & powerups to hunt down, although most of the majority of them are just gold drops.

There is a leveling system, where ea. level you allocate a point to strength (range), wisdom (magic), vitality (health), agility (fire rate/move speed), or accuracy (random crit chance). Game works on a save point system, die or quit & you restart at the last save point you touched. the Savepoints give you a base amount of hearts/mana... and the only drawback to dying is you lose current xp to next level. Developers obviously expected you to die somewhat frequently, and then retry ala platformers like VVVVVV.

There is also a morality system, based on a limited set of choices you make thru the game (save this kid, partner with this evil guy, do/don't rob this temple). It's pretty low key though; and you can pretty much ignore it for the most part.

The game is light on explaining its mechanics, while the basic function of most of the items is pretty straightforward, you'll need to experiment a bit to figure out everything they can do. That could be a plus or a minus, depending on your preference, if you hated Dark Souls cryptic item descriptions, you might hate Elliot Quest's lack of almost any direction too.

Graphics are obvious retro-pixely, but they're clean and attractive looking. Think classic NES style, but with more detail. Music is ok, but not spectacular and the 1st level is a very obvious rip off of a Zelda theme.

Bottom line, if you like metroidvanias and don't mind a bit of a challenge, give it a go.
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CrankyCrumpet
21.7 hrs
Posted: April 9
Absolutely astounding! Hard in parts but such an incredibly rewarding game to play. Brilliant art style as well
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Audish
2.9 hrs
Posted: February 29
I can still remember the birthday I got Zelda II: The Adventure of Link. Being a huge fan of the original, I was so excited to dig into the sequel despite knowing nothing about it. For years it was one of my biggest NES disappointments, being too hard and too confusing for my elementary-aged self. I've learned to appreciate it in the intervening years, as well as similar games from the era like Simon's Quest and Journey to Olympus. I only bring this up because Elliot Quest has done an amazing job of refreshing all those memories, good and bad alike.

You play Elliot, a terminally ill youth on a quest to maybe save himself through divine intervention. There's a pretty rich and developed world to explore that contains four guardians that might have the key to saving Elliot's life, and it's your job to guide him through those forgotten places, and the cliffs and caves that lead to them, mostly unscathed. The world map is huge, with tons of locations of interest, side areas, secret areas, and even enemy encounters.

Elliot's default weapon is a bow that fires in an arc, but you gain experience from enemies that can be used to upgrade your attack (and movement and health and magic) that can make it fire faster or straighter. You'll also pick up magic spells, items like bombs and potions, and abilities like double jumps from the many locales you visit. Almost every single area has alternate paths and secrets accessible only with the right powers, so you'll have plenty of reasons to revisit parts of the world.

There are SO many paths and secrets, in fact, that it can often be hard to tell where you're supposed to go next. My main complaint about Elliot and his Quest is the difficulty, and it's a two-fold issue. The game dumps you in a wide-open world with a fairly clear path to the first temple, but after that there are tons of caves and forts and forests and cliffs that may or may not be the path ahead. You'll need to be very familiar with your abilities to know how to proceed, and many of them are creative enough to make that difficult. Your reward from the first major area, for example, is unlike most powers found in platformers and takes a good bit of experimentation to understand.

Even if you know where you're going, though, there's no guarantee you can get there alive. Elliot Quest can be very difficult at times, with a major spike around the second temple that came as a shock to me. Some enemies are posed in ways that make them almost impossible to avoid, and invincible enemies start appearing with more and more frequency the further in you get. Checkpoints are plentiful but you lose XP every time you die, a particularly brutal punishment considering how challenging some sequences can be. After a few hours my problem wasn't so much where to go, as my options being almost too difficult to face.

It's pretty remarkable how faithfully Elliot Quest follows in The Adventure of Link's footsteps, down to the confounding levels and difficulty spikes. They're both games that demand a lot of time and attention to appreciate, but are undeniably worth it in the end. Elliot Quest has an absurd amount of secrets and side content to uncover, all presented in charming pixel graphics and pleasing ambiance. If you like your retro platformers challenging and engrossing, you'll get all that and then some here.
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rotopenguin
2.0 hrs
Posted: February 23
So far, it's a nice analogue for Zelda II. And gosh, TAOL brings up so many memories that I really can't tell whether I'm reviewing a game, or the childhood friend I played it with.
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vigg
17.5 hrs
Posted: February 22
I really, really wanted to recommend this game, but I just can't. I've never been so torn between giving a thumbs up / thumbs down. 2d metroidvanias are my favorite genre, and even still this game was 60% fun, 40% frustration. It was just *barely* more fun than frustrating. That's not something I can feel good about recommending, unfortunately.

Other reviewers have written about it in detail so I'll skip that, and just say that I abandoned it in the endgame, when I realized it was essentially impossible for me to beat the optional secret endgame bosses and get the good ending, because I hadn't maxxed out my magic skill.

This game is a real shame; if the developers had spent just a liiiiittle more time on it then it could have been an indie classic.
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Most Helpful Reviews  Overall
80 of 102 people (78%) found this review helpful
Not Recommended
14.8 hrs on record
Posted: January 18, 2015
As an obvious homage to Zelda 2 for the NES, Elliot Quest largely succeeds, but a handful of serious flaws hamper what would otherwise be an easy recommendation. As such, I'd only recommend it to players who like the style of game enough to enjoy a budget version that falls short of its potential.

Awkward and frustrating mechanics really cut down on the fun in leveling up and exploring. The low level cap prevents you from maxing your abilities. Experience loss on death punishes you for falling down some pits while others contain secrets. Several abilities only have a small chance to activate, meaning you will often die from something that you easily could have beaten if only your abilities had worked.

Exploration also feels extremely limited and unrewarding. In contrast with other games of this style, Elliot Quest has you constantly running into walls instead of finding new areas to explore. Often you'll finally get past one barrier only to find another on the other side. Your eventual reward is then too little too late: mere coins or exp for finally getting through the area you've revisited three times.

Elliot Quest is not a bad game, but it suffers from numerous rough edges that take quite a lot away from the parts that are supposed to be fun.
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53 of 61 people (87%) found this review helpful
4 people found this review funny
Recommended
24.5 hrs on record
Posted: November 11, 2014
Elliot Quest is an exploration based platformer that borrows heavily from the platforming classics of yesteryear such as Zelda II: The Adventure of Link, Kid Icarus, Metroid and Wonder Boy in Monster World. You play as Elliot, a young man with a troubled past, afflicted by a powerful curse. The story here is secondary and is conveyed through short, vague cutscenes and occassional flashes of internal dialogue. It has yet to draw me in and is so far nothing more than a simple backdrop for the game itself.

Mechanically the game is very impressive and satisfying. You start with the simple ability to shoot and jump. Jumping is floaty and allows for change in trajectory mid jump which enables tricky platforming sections and the ability to fight in mid air. The arrows Elliot fires travel along a set arc rather than directly ahead allowing you to kill grounded enemies from above and calculate your aim. Killing enemies in succession fills a 'chain' meter in the bottom left of the screen which seems to increase your overall damage, of course it could be doing anything which leads me neatly to my next point.

Elliot Quest in true old-school style presents incredibly little in the way of tutorial, granted there's not a lot you can do at the start, but simple keybinding would have been sufficient. This becomes a greater problem later down the line however as new items and upgrades don't even come with a line of text explaining what they do or to what extent. Additionally, the game contains no options whatsoever beyond adjusting audio levels. No remappable keys, no screen-size options, nothing. The game opens in a window by default which can be maximized but cannot enter fullscreen and while controller support exists it does not seem to allow control with the analogue sticks, these are, however, only minor criticisms.

The game employs an overworld map with sidescrolling levels and enemy encounters (think Gargoyle's Quest on the gameboy).The metroidvanian influence becomes clear during the first level as I was soon presented with inaccessible secrets and shortcuts I would have to come back to later with enhanced abilities. Those who care to explore will be rewarded with many 'secret walls' and rooms containing treasure, all optional and all hidden. There are a number of collectibles to find including rare treasures which are housed in Elliot's trophy room and 11 crystals - I have no idea what either might do, but I want them all.

The first dungeon boss bestowed upon me the power of the wind which can be used not only as a means of traversing new areas, but for combat aswell, allowing me to travel through enemies and stun them while still being able to fire arrows from within my mighty typhoon. Pretty much all spells and items thus far have had different uses in and out of combat making the upgrades you receive feel more meaningful as opposed to simply being a tool to beat the dungeon it was found in. The inspiration from the Zelda series is undeniable here from the dungeons, to the items ,even the aesthetic. And as expected, before long, I found ERROR sitting happily in one of the village houses.

Graphically, the game creates a pleasing, simplistic pixel world with vibrant colours and a charming style. Nothing fancy here, and I wouldn't ask for any more. The soundtrack by Michael Chait is well constructed with suitably archetypal tracks that scream 'dungeon, or 'town' or 'forest' (which if I didn't know any better was a straight rip from A Link to the Past's lost woods theme). Some of the compositions are very enjoyable to listen to and knowingly harken back to the 8-bit classics the game so heavily resembles.

Mild rpg features such as exp and skill trees grant a sense of purpose to the never ending slaughter in which you will partake. Enemies respawn every time you exit and re-enter an area and many cannot be comfortaby avoided. The fact that even when revisiting an area for the umpteenth time and having to kill the same enemioes over and over, im still benefitting myself reduces much of the drudgery of backtracking. Additionally the passive abilities granted by the multiple skill trees can assist somewhat in combat and help to vary gameplay styles a little potentially aiding replayability. By the time the second town is reached the gold gained from backtracking and grinding can be put to good use for more meaningful equipment upgrades, Elliot keeps getting stronger and the pace never slows.

Overall Elliot Quest is a fun, suitably challenging (the difficulty seemed to leap up after the first dungeon, compounded by the fact that health is scarce) adventure-platformer that should appeal greatly to sidescroller, Zelda and metroidvania fans. It's a little rough around the edges but the gameplay shines through. There's a meaty amount of content on offer here, rife with secrets, shortcuts and easter eggs. There are a few frustrations such as sometimes cheap insta-deaths (which can be a real pain late on in the game as dying results in loss of XP), and I got painfully lost on more than one occasion, but those looking for a challenge should feel right at home with Elliot Quest's old-school style of action platforming.

=EDIT=
Developer Ansimuz has continued to patch and update the game. Fullscreen option can now be toggled from the ingame pause menu. Game fixes and enhanced pixel resolution have also been added.

Pros:
+Nice overall difficulty
+Exploration is fun and rewarding
+Classic dungeon delving meets metroidvanian upgrade syatem
+Clean pixel graphics
+No hand-holding

Cons:
-No hand-holding
-Backtracking can become a tedious memory game
-Some music tracks border on plagiarism (overall nice)
-Lack of polish

Score: 8.5/10
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20 of 22 people (91%) found this review helpful
Recommended
4.5 hrs on record
Posted: January 18
Elliot Quest is a side scrolling 2D action adventure with a low fidelity art style that adds a lot to enhance an already great game. There's a good blend of action, puzzle solving, exploring and traversal. A lot of what the game does, others have done before it with a few exceptions such as a whirlwind attack that pulls in enemies and items that also lets you cross large gaps or cut through green vines.

You play as a boy named Elliot on his way to rescue Cara. Its a typical plot for a typical game. Every so often text will appear telling you about Cara or what she means to Elliot, but beyond that the story and plot are an afterthought.

The time was spent in making little traversal puzzles that feel engaging. Defeating a snail and using its shell to get to a higher place. Throwing the body of a stone spitting octopus into purple goo to travel across. Rolling a giant bomb off a cliff are just a few ways the game turns the typical into engaging.

Your primary weapon is a bow with short range arrows. Gravity affects your arrows and it turns the game into one of skill and finesse. There's a nuance to timing, gravity and enemy location that more games should have. Shooting off a cliff to have gravity take your arrow down onto an enemy is satisfying. At some point you can unlock a charge shot that launches the arrow straight forward with no drop off. This charge shot results in a critical hit every time rather than a small fraction of the time.

Along the way you get a number of different items, skills and abilities. You gain a shield that you can use to block projectiles if you are standing still, a double jump feather, a shovel for digging, a lantern so you can see in caves and light other lanterns, a limited supply of bombs and much more. The only catch to the bombs is that they have to be purchased or found in a specific spot. So if you run out, you'll be headed back into a dungeon to replenish your supply. Defeated enemies will drop hearts or magic pellets to restore health and mana.

While the game is a 2D side scroller for the most part, there is an overworld map with several locations some are hidden and you need to touch them before a bubble comes up indicating you can enter. There are a few towns, labyrinths and out of the way places to explore. In the labyrinths these are so big that you'll get a map indicating which room you're in. Its nice to have, because there's a lot you can miss and a lot that you'll need to come back for once you've got specific abilities. You'll have to scour a lot of places several times over.

There are a couple of enemies on the overworld that you can run into. These enemies send you to one of a few random side scrolling battle zones. These zones are well thought out and can be little mazes by themselves. One has an old key for a house door, another has a bag. It adds exploration and intrigue to what could have been mundane.

There are often labyrinths on your way to labyrinths; the second of which is the one with the boss fight. The boss labyrinths have keys and giant keys needed to unlock boss doors. Guardians can be found in select locations across both types of labyrinths.

While you're scouring dungeons, you can come across heart containers that increase the maximum amount of your health and green elixirs to increase your maximum mana. Its a mechanic used it plenty of other adventure games, even action games and it helps give a sense that you're getting better. There are plenty of other things taken from its inspiration, but there's always a twist to them in order to make them feel fresh. Stone shooting octopi are only vulnerable when they're shooting at you. Slime will split into other slime.

Make sure to push up against every wall, because there are frequent hidden areas that become visible only when you've found them. These are nothing mandatory, but they do contain plenty of chests with gold inside and collectible crystals. The gold itself feels near useless. There are only a couple of things worth purchasing in the entire game. Other than necessities, there are a few consumable items like red potions for health, green potions for mana and a feather to return you to the last save point. You can only carry two consumables at a time and often, I'd just forget that I have them.

As you defeat enemies, you'll earn experience and once you get enough of it, you will level up and earn a skill point. With these points you can assign them to one of five stats: strength, wisdom, agility, vitality and accuracy for an improved chance of critical hits. Each stat can have a level of five with each level unlocking new or improved abilities. Strength is to shoot arrows farther, but at the third level, you can unlock a charge shot. Wisdom says magic orbs might give double the mana, and at the second level, your mana regenerates, level four spells do more damage and at five spells cost half. Agility improves your shooting rate, level four lets you run faster and level five lets you evade projectiles. Vitality says hearts may give double health, the second level takes half damage 15% of the time, at the fourth health regenerates and the fifth lets you take half damage 30% of the time.

With all the great stuff that's here, the only real issue I have with the game is that it can be cryptic. The townsfolk are no help. Some things are self explanatory, but others such as catching a draft as a whirlwind to launch yourself up took me a few hours to understand that's what I needed to do. I was stuck looking and searching through every secret room looking for a double jump.

There's often too much locked away from you at once. Since the game is open world, you can enter fifteen different areas, but only get so far in them before you need to head back. If you're stumped, taking a look back through each labyrinth for something you've missed just takes too long. Is that a bad problem to have though? At least the leveling up and experience mechanic meant that every time I explored the same area, I was still being rewarded.

The only other downside that I can think of is there are no achievements or Steam overlay. Instead there's great music and a charming art style. I'll take the latter over the former.

Elliot Quest is a wonderful game that scratches every itch for intelligent gameplay. Its well worth the price of admission, even if its been done in other games, Elliot Quest does it on par with its forefathers and surpasses them.
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20 of 27 people (74%) found this review helpful
Not Recommended
23.1 hrs on record
Posted: December 3, 2014
A wonderful old school inspired game that's hamstrung by its obvious design inspirations

Pros:
- Graphically beautiful game
- Music is great, there are hints of another game's music in the composition
- Runs smoothly

Cons:
My biggest problem with this game is that there is literally no aid whatsoever as to what anything you find does. You get an item, what does it do, who knows. You get key item with a message "you got key item X better store this at home", what is this item and where is home who knows. There is no description\flavour text for any item or spell. Hell the game doesn't even tell you what the controls are. Is this fun, not for me it isn't and I'm from the NES era where I grew up playing a ton of jrpgs.

My second issue is with the experience loss upon death, why is this here anyway. I really wish this MMO mechanic was not implemented as it makes makes levelling up a chore and a grind when you die as you lose huge chunks of XP.

Another issue I have is the 'pay off' for finding chests. I really dislike that money is all you get from chests, normal chests give you small amount of money, blue chests require a blue key and gives you more money. To me this was extremely unfulfilling as there's nothing really to buy besides a few upgrades and potions.

Verdict:
- Did I enjoy my time yes and no. It was fun when it worked like a game, moving from dungeon to dungeon, discovering secrets and beating bosses and not when you're lost and frustrated as to where to proceed next. So who do I recommend this game to, those of you who are into old school games alone but in general I don't see my recommending to anyone else.
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16 of 20 people (80%) found this review helpful
Recommended
20.7 hrs on record
Posted: January 16, 2015
Imagine playing Zelda 2, but instead of Link you play as Kid Icarus, and collect Metroid style power-ups. Thats is Elliot Quest in a nut shell. This game far surpassed my expectations in terms of how big it is, and how well designed it was as a Metroidvania. Tons of secrets, optional bosses, and upgrades to find. The game also has a leveling system that allows you to allocate points into various stats that yield various passive bonuses, although the max level isn't high enough to let you get everything, so decisions need to be made carefully. Clearing the game and all of its final bosses took me about 20 hours, which is really good for a metroidvania, so good value for your money here.

As far as negatives go, the in-game options are pretty weak. There is no way to remap your controls, and the default ones are a little weird using SPACE to jump and D to shoot. It's not enough to ruin the game or anything, but why wouldn't pick 2 buttons next to each other. Also there is no explanation for many of the items you find telling you what they are and what they do. Not a super big deal as many of them are obvious, but some of them have pretty obscure uses that may not be obvious at first, like using ice to freeze wooden boxes? Would have liked to see steam achievements as well.

All of the positives far outweigh the negatives though. The game is everything you could want in a metroidvania, and I would definitely recommend it to anyone who likes these types of game or any Zelda 2 fan.
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8 of 8 people (100%) found this review helpful
1 person found this review funny
Recommended
28.3 hrs on record
Posted: February 20
Elliot Quest is essentially the second Zelda game, on the NES.
It feels old, and it's intended. While it does have some more modern features (the checkpoints, for instance), it doesn't really try to do much beyond being a Zelda tribute, and a really hard one at that!

I'll admit that I didn't finish the game, entirely. I beat the main story, but I gave up on the last "end-game" Boss, out of frustration. The pay-off wasn't very alluring either.
The problem isn't the Boss itself, but all of the little problems around the game that make big fights a problem.

I won't go into details about most of it, so don't consider a review. These are just some of my thoughts about the game, and one aspect that might make the game worth it, for you.

If you're looking for that old-school, very hard experience, go for it! Including some of the very cryptic puzzles, and being lost and disorientated for hours.

The game is somewhat like a metroidvania. You have an overworld separated into areas. Each area, then, is separated into other areas, these being gated by several of the items you will acquire on the adventure. It gets very confusing, because you'll see many "gates" throughout the areas, and when you get the item, you have no idea where the gate was. There are also many gates for little upgrades, to make matters even more confusing.
Nothing too unusual for NES-like games.

Anyway, my problem was mostly the checkpoint system: it doesn't restore your HP fully. Nor your mana. Only half of it. So, if you die in a boss, you'll be handicapped. The only way of getting HP/Mana then is either to kill enemies, or go into a town to buy potions/rest. You can imagine how incredibly frustrating this is. It's a waste of several minutes each time you die, if you want a decent shot at the later bosses!

Not to mention you can only carry 2 potions at any time, and these are not replenishable at checkpoints. So yes, it's a far too punishing checkpoint system for me to bother with that one Boss fight. I endured through all the others, but after 5 bosses, the 6th one was too much. Death from a thousand cuts, I guess.

So, rant is over. So far, you have my reasons for not enjoying it (well, the ultimate reasons, although there were several little reasons throughout -- old design. I don't like it, but I expected it from this game, so no hard feelings!)
The thing that surprised me -- and the reason for me being writting about the game, right now -- was the end-game. Things you can do after you beat the story. Technically, you should do it before, but it's much harder than the final boss, so you might as well...

Anyway, you can collect these little crystals that are very well hidden. Either hidden, or behind a very cryptic puzzle, and mostly isolated (as in, the game doesn't prepare you for those types of puzzles). It's cool. It's supposed to be hard, and the ultimate challenge.

What I loved about it, was how "grand" it felt, in a way. I was simply exploring, after collecting some crystals, and saw a door that required crystals to enter (there are many). I entered a completely different area, and discovered even higher upgrades than the ones you encounter through the normal story. Then Bosses! I was pumped.

It reminds me of the Legendary aspect of Pokemon, where you go into these secluded areas and find ancient monsters to either capture or simply beat.
Plus hidden stores, etc.
I wasn't expecting that at all and it seems like something games don't really do much, anymore. PC games, anyway. The whole end-game seems rather lost. The story guides you through all of the upgrades, and after you beat a game, there's isn't anything "bigger" beyond it.

So yeah, sorry for ruining the surprise! Regardless, if this seems something you enjoy, get the game -- but know what you're getting into.
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10 of 13 people (77%) found this review helpful
Recommended
35.0 hrs on record
Posted: January 14, 2015
Elliot Quest is a great neoretro game. It's got beautiful big-pixeled graphics with a soothing earth tone palette. The music is very nice. The gameplay follows the framework of its primary inspiration, the unfairly snubbed Zelda II: The Adventure of Link, while outdoing it in nearly every way: better challenge balance, ten times the enemy diversity, a more sensible level-up system, the list could go on. The most impressive thing is that though Elliot Quest is astoundingly organic (no copy-paste), the game is very long, with tons of hidden content to uncover (extra bosses, secret items, etc.)

So taken was I with Elliot Quest that I was on the verge of calling it the next Cave Story -- that is, until I reached the tired, brief, depressing ending. It made me very sad, because it undercut the rest of the game so much! And I even got the "good" ending (apparently, it gets worse)! As fun as the ride was, I will probably never play this again because of the hateful and hackneyed finale. Childish? Perhaps, but I believe that an epic fantasy quest calls for an appropriately epic conclusion, and anything less is unacceptable (a SHMUP or an arcade brawler shouldn't have to worry much about this, obviously, though it should still not end in a needlessly depressing manner).

Dumb ending aside, you should get this lovingly handcrafted game when it is on sale; it fills the Adventure of Link niche like no other modern game I've played and we need more like it.
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13 of 19 people (68%) found this review helpful
Recommended
3.8 hrs on record
Posted: November 15, 2014
So so good. Feels like Zelda 2 meets Kid Icarus, in a very good way. Highly recommend-- Well worth the price.
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7 of 8 people (88%) found this review helpful
1 person found this review funny
Not Recommended
8.1 hrs on record
Posted: January 24, 2015
I want to like this game, but I can't. It has nothing to do with the presentation or story, but with how horribly broken it is. Maybe this only affects the linux version, but the controls consist of spacebar, directional keys and D, with no way at all to change it. This is simply not a control scheme that works. Controller support is also almost entirely lacking, with only a handful of keys mapped to my logitech pad, not including movement, and again, no configuration at all. There isn't even a way to display it fullscreen. Sorry, but this gets a thumbs down from me until it gets fixed.
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6 of 7 people (86%) found this review helpful
Recommended
31.0 hrs on record
Posted: November 15, 2014
Great action/adventure game. The puzzles, enemies and levels are superbly designed. Cool audio and visuals. A must for anyone who likes metroidvanias, Zelda or retro games. It has some minor glitches and lacks real full-screen support, but it's still playable, hopefully they will get all this corrected soon.
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