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Hello children! I'm going to tell you a story today! Are you sitting
comfortably? Then I'll begin!
"More
than once upon a time, a brave man has traversed hill and dale,
river and valley, forest and fortress - to rescue his beloved. Yet
never was a woman so beautiful and beloved as Maid Marion, and never
was a man so brave as Robin Hood. Yet as much as Robin Hood was
brave, the Sheriff of Nottingham was wicked! He was a horrible man,
a dreadful, terrible tyrant who taxed the poor and made them poorer.
And he hated Robin Hood, who was good and gallant and - unlike the
Sheriff - so handsome that Maid Marion had no sooner met eyes with
him than she was spellbound. She fell more in love with him than
anyone had ever fallen in love before and more in love than anyone
has ever fallen in love since. But the Sheriff was not only wicked,
he was also jealous! Now he has kidnapped Maid Marion to steal her
from her beloved, and that is where Robin Hood's Quest begins! Not
hill nor dale, not river nor valley, not forest nor fortress will
stop him!"
What's
wrong children? What do you mean you're bored? But I'm reading this
word for word from the introduction of Robin Hood's Quest! Well,
yes, I admit that it would have been nice to have some sort of cut
scene movie rather than dull narration and I also admit that your
age group probably couldn't care less about true love or jealousy
or taxes or handsome Robin and the wicked Sheriff, but still, can't
you at least hear how it ends? No? Okay then, I'll tell you another
story instead.
More
than once upon a time, an incompetent developer has defied logic
and reason, failed to master even basic coding principles and implemented
a lousy concept in a totally inept fashion, to release a game that
nobody cares about. The kind of game that is so bad that your average
developer could have sneezed out better code while blindfolded,
tied upside down, suspended from a bridge, in a force five gale,
in a straitjacket, in a coma.
Yet
never was a game quite so shoddy as Robin Hood's Quest, and never
was a reviewer quite so appalled as Geoff Holland. Yet as much as
Geoff was appalled, he still had to play through the game, suffering
so that you wouldn't have to. And he hated Robin Hood's Quest, which
was abysmally programmed and awful in its conception and - unlike
many great value fun budget games or Platinum releases - utterly
without a single redeeming quality.
Geoff
wasn't the only reviewer who didn't take kindly to having his time
wasted by Robin Hood's Quest, and the reviews were very bad. In
fact, they were the unkindest reviews ever to have been written.
Some magazines invented a zero score just for this game. Some even
invented minus scores, especially for this game. Some even just
left a hole in the page where the review should be. But our story
lies with our intrepid reviewer Geoff Holland, and the following
is an account of his misadventures.
The
first thing Geoff noticed was that Robin walked like he'd just soiled
himself, and that there was no tutorial of any kind, or indeed any
inventory or signposts to give him a clue of what to do. He found
himself accidentally wandering out of the starting area while he
explored, only to discover that the game consisted of a small number
of increasingly complex yet still rudimentary mazes to navigate,
populated by guards who didn't see Robin even in plain view until
they got very close, at which point they would run up and Robin
would fall to his knees and lose a life, because although Robin
Hood was gallant and brave and would stop at nothing to rescue his
beloved, he wasn't actually willing to use sword nor bow to defend
himself against the overweight guards, so he either had to sneak
around them or drop a bag of gold to distract them and run past.
Yes, the message of this game was clear - when tackling the corrupt
forces of an oppressive dictator you should either use bribery or
surrender, rather than risk personal injury to stand up for your
beliefs. You should know as well, children, that if Geoff ran out
of lives it would be game over, and the save system was such that
if he had saved with only one life and kept dying, he would have
to start all over again - and he wouldn't want that now, would he?
Geoff
wandered around avoiding guards until he found a bunch of folks
who'd had their stuff stolen - like Little John and his quarterstaff,
fat Friar Tuck and his sugar, and other characters and their wheat,
bagpipes, animal skins, lute and so forth - and he had to get them
back. This was where the mazes came in - he would work around them
opening chests, which would give him either an extra life, a bag
of gold or a key. There were three keys in each level - the bronze
key opened the bronze lock to give him the silver key, then the
silver key opened the silver lock to get the gold key, which opened
the gold lock to give him an item. It was unfortunate then that
he wasn't told what the item was and if he couldn't recognise it
or didn't know that a stick is a quarterstaff or a lute is a harp
or indeed what the hell bagpipes are, which although Geoff did,
young children almost certainly wouldn't, then he wouldn't know
who to take it to. And even if he did know, there was absolutely
no indication of where that person was, so it was time to wander
around the small areas once more, waiting twenty seconds for each
area to load, until he stumbled upon the right person and they stepped
aside to give him access to a new maze with more chests and more
guards.
By
this time Geoff had noticed that the graphics were some of the most
garish, grainy, awful monstrosities he'd ever seen - the kind of
visuals that would be an insult to a PSOne. Indeed, the whole game
was an appallingly gruesome display of programming ineptitude that
looked like some digital character had eaten a digital rainbow and
then vomited all of its multi-coloured pixels all over the screen.
Meanwhile, the sound effects were dull as dull can be and the music
ripped off the likes of Zelda but wasn't anywhere near as good.
Worse still were the invisible barriers - there were low gates that
Robin could only walk through one way. He couldn't reach over and
unlock them from the other side. He couldn't climb over them. He
couldn't even walk over the grass on either side of them, the complete
lack of a fence or hedge in some cases defying the reason for even
having a gate there. It made no sense at all and was one of the
worst and most lazy instances of invisible barrier syndrome that
had ever been seen in a game.
Worst
of all though was the camera - every time Geoff would try to steer
Robin around, the camera would jerk this way and that - it would
get closer, then further, it would stick on corners, it would scroll
inside walls so you couldn't see anything at all and it would have
this constantly infernal desire to swoop upwards to an angled overhead
view that made it almost impossible to keep track of the guards
that Robin would encounter unless Geoff constantly fought the camera
every damn second so he could actually see what the hell was happening.
Yes indeed children, this camera was jerkier than any camera had
ever been before, and jerkier than any camera has been since.
By
this time Geoff had realised that this shambles of a shell of a
sham of a wreck of a ruin of a shadow of a 'dog ate my homework'
standard excuse for a game was nothing more than an abominably programmed,
hideously simplistic yet almost entirely unplayable piece of garbage
and that the whole game consisted of avoiding guards to open chests
to collect keys to get stuff to give back to people whose stuff
had been nicked who would then let Robin through to the next maze
with slightly more complicated layouts and more guards and more
chests until he eventually either died of a massive brain haemorrhage
or rescued Marion and waddled off into the sunset, presumably with
his top priority being to find some clean underwear.
The
addition of the sneak button didn't help, while the ability to drop
gold to distract guards, or whistle to wake sleeping guards and
then lure them away from the chests they guard, was also rendered
virtually useless by the fact that the guards ran very fast and
often caught Robin before he could manage to drop the gold, and
if he dropped the gold when he was standing still he would just
instantly pick it back up again. In fact, the game's only redeeming
quality was its mercifully short length - it could be completed
in less than two hours.
More
than once upon a time, an unsuspecting parent has defied logic and
reason, failed to heed the warning of reviewers everywhere and fallen
into the trap of wasting their hard earned money on a mind-blowingly
awful game that they thought their children might enjoy. Don't be
one of those parents, and don't let Robin Hood's Quest be one of
those games.
Reviewed by Geoff Holland for AceGamez (All Rights Reserved).
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