Then it’s back to the main map, and the new item or ability that you’ve acquired can be used to access more parts of the map. These dungeons are actually well designed, and loosely follow the Zelda template, where you’ll need to find a specific item or ability to overcome an obsticle, and then scour the dungeon to track down all its hidden treasure chests before taking on a boss character. ![]() Players have a map overworld to explore, and across that map are specific points of interest that investigating will take them to a 2D platformer ‘dungeon’ to explore. It does just enough to build on the game it lifts its template from (Zelda 2: The Adventure of Link), but at the same time it fails to push the modern retro genre into modernity as games like Shovel Knight and Rogue Legacy have. Both might come from the same place a deep love of a particular game (or film, book, or otherwise), but where a homage uses that love to creative effect, to forge its own identity and often build on the original in a meaningful manner, there is no artistic merit to works that tip into slavish devotion.Įlliot Quest straddles that line far too closely for its own good. ![]() There is a very fine line between homage and slavish devotion.
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