Version Reviewed: 1.0.1
Device Reviewed On: iPhone 5
Graphics / Sound Rating:
Game Controls Rating:
Replay Value Rating:
On paper, Running Quest sounds potentially brilliant. Promising to be a combination of Temple Run and World of Warcraft, what could go wrong? In reality, it is a LOT like Temple Run. Too much so, in fact. And its similarities to World of Warcraft? Tenuous at best.
Yup, Running Quest is an Endless Runner, the likes of which we’ve all seen quite often. With controls and a layout much like Temple Run, it’ll captivate for a few minutes but nothing more. It’s almost a shame given that the upgrade system becomes more useful after playing it for a while.
Controls are the usual combination of tilting to move, swipes up to jump, and swipes down to duck. Combat is initiated through a well timed tap of the screen. It’s simple enough with clearly obvious obstacles such as pits and fire blocking the way. Enemy warriors appear too, and are simply dispatched by a tap of the screen. Running Quest might be a fairly twitchy game, reliant on good timing, but it’s the usual thing we’ve come to expect of the genre.
Adding a bit more variety is the option of buying upgrades. These include special powers, new types of armor, and new weaponry, each boosting the player gradually. It’ll take a little while to unlock these given that the decent stuff doesn’t appear till at least level 5, and the concern here is that one will probably be bored of the theme of Running Quest by then. Of course, a selection of in-app purchases can speed up the process but that seems pretty cheeky given that the game already costs $1.99.
In-app purchasing cheekiness aside, Running Quest isn’t exactly a bad game. It’s just a very formulaic and predictable game, and one that we’ve seen too many times before. That upgrade system really isn’t enough to propel this title above average.
Tagged with: $1.99, endless runner, in-app purchases, medieval, rpg, Running Quest, Selosoft, upgrades