30th July 2016: Why Heroquest Is So Great. Or Not.
Heroquest has always been on my list of must-plays, especially after finishing Space Crusade a couple of years back. See, back in the early 90s, around the same time I started playing the Space Crusade board game, I also played a few games of Heroquest, which had been released at a similar time. Just like with Space Crusade before it, I also got hold of the computer game, but don't remember finishing a single quest in the board game or the computer game. That seemed like something I needed to change.
Inspired recently by The Bard's hilarious video, I finally found the motivation to grease the cogs of my Amiga emulator and fire this one up for a playthrough.
By the way, you should totally click the thumbnail to view that video. He even dishes out some almighty plinnage at 2:19. Can't ask for more than that.
Unfortunately, but perhaps unsurprisingly, like the Space Crusade computer game before it, this one was a frustrating slog. I started out with Tryndamere, Gragas, Varus and Karthus as my adventurers, but the silly wizard Karthus found himself very dead on just the second mission. So Malzahar came in to take his place. My team was further decimated when my save state got corrupted somehow after I had gone through the Legacy Of The Orc Warlord quest, so I had to continue with brand new characters. Gone were my barbarian's battle axe, my elf and dwarf's broadswords, and my wizard's staff. But oh well. I never really felt like things were too hard even after that problem.
I quickly came to the conclusion this thing should have had a top-down perspective like Space Crusade had. The fixed isometric camera angle proved itself to be a problem on more than one occasion. Mostly this was down to when I was trying to move. If someone just off the screen was blocking the path, I was unable to click beyond them in order to move, when normally the characters can pass each other. Also, it seemed impossible to cast spells on someone even if they were in line of sight down a corridor, as the game would tell you they were not in sight because they were off the screen. Bloody annoying.
There were other problems, like the sheer amount of clicking required. This thing actually hurt my hand at times. It felt like a clicking simulator through and through. This was not helped by the need to return to the quest's start point after completing the objectives in nearly every mission. That was just not needed.
But it's done. And that's all that counts.