Posts by tag: Pixel Quest
Pixel Quest RPG: Slow and Incomplete
By reading the description for Pixel Quest RPG, you can tell that the developer had some high aspirations. Advertising itself as an “retro RPG game with modern sandbox gameplay experience” you could be forgiven for thinking Pixel Quest was an attempt to make an 8-bit Elder Scrolls game. If that was the intention, or even if it was to simply make an interesting RPG, Pixel Quest fails miserably.
There is a large open world, in that there is no guiding force telling you where to go and what to do, but the sandbox aspect is a paper thin facade. A lack of direction does not equal a sandbox experience. During my attempts to play through the game before a game killing bug prevented any further progression, I was never once let loose on the world, nor did I ever have more than two quests at a time. In order to advance as far as I did (which took a ton of time due to an extremely slow “grinding” system) you have to complete quests in the exact order you receive them (technically you can choose the order of the first two quests you want to complete, but they both must be completed before you can get the third quest, and that quest must be completed before the fourth quest and so on.) Simply because the game forces you to figure this out on your own instead of giving hints on what you should do next does not make the game an open sandbox experience in any significant way, it is almost completely linear. A constricted world by itself wouldn’t be a game breaker, but an overly simplistic battle system, a lack of player progression, a frustrating reward system, an overall feeling of “incompleteness” and a multitude of bugs both large and small prevent Pixel Quest from capitalizing on its big game ambitions.




