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Old 04-03-2010, 04:11 PM   #21
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^Nepty can be annoying. What were your stats?

^^But not of speed... Er-hem, actually, that was fixed in the japanese and gbc versions. Of course, items don't drop nearly as often in the japanese version, which evens it out. Heck, nobody even gives you a Fresh Bread, so you have to hunt for one.
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Old 04-04-2010, 03:55 PM   #22
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Wait, there was a Game Boy Color version of this?
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Old 04-04-2010, 04:41 PM   #23
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^GameFAQs can't seem to decide if it's for the GameBoy or GameBoy Color, officially, or atleast according to Nintendo, it's for the GameBoy. And yes, yes there is.
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Old 04-10-2010, 02:16 AM   #24
 
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It's playable on the Gameboy, has support for the GBC. Btw, abbreviating that to GBC makes me want to type CBGB.

Anyway, saying it's weird that there isn't a topic for an obscure and under-performing N64 title is silly. I don't see any threads for Adventure on the 2600 in here, and that was an important title in the history of RPGs. Doubt there's any threads about Ultima IV. Can't imagine there's a thread for the Magic Candle. Nothing on Eye of the Beholder.

Never played Quest 64, looked ugly even for the N64 and it got poor reviews. Afaik, it's an action adventure and not an RPG, or at least they planned on making it one. Not surprised if it switched battle engines, it's a lot easier to plug in some turn-based schlock than implement accurate hit-detection. I was busy playing Goemon with my cousin around its release.

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Old 04-10-2010, 03:03 AM   #25
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Well, I remember hearing a while back on these very boards that a sequel was rumored. Anybody know anything about that?
Quest 128?
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Old 04-11-2010, 07:15 AM   #26
 
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Aidyn's Chronicles, actually.
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Old 04-11-2010, 01:41 PM   #27
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^Which, while having a rather excellent story, wasn't too good in anything else. Or, one could say it was the exact opposite of Quest 64.

I don't mind knowing if I wouldn't hit in Q64, it's part of the game training yourself to learn spacing and such. I like the strategy. It's also nice that's it's not an easy game because of that and items, meaning one has to think and be careful instead of powergaming through.
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Old 04-11-2010, 02:11 PM   #28
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Yeah, I dislike games which you have to grind. Even games where you don't have to grind, as they usually skew to being too easy. There are a few games (e.g. Golden Sun) where I levelled too much wandering around (lost), and it made the rest of the game a bore.
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Old 04-18-2010, 07:58 PM   #29
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I didn't do that for Golden Sun, but I did beat 2 a few times and am taking the time to power level a little since it's not boring anymore. But seriously, sounds suck on the DS Phat, damn...
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Old 04-18-2010, 11:28 PM   #30
 
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So Chaos, what would you change about Quest 64 to improve the formula and make a sequel a better game? Obviously you think very highly of it, and I don't blame you because I'm partial to some pretty strange games, but I'm sure that by now a sequel might be a completely different affair than the original - so what would you draw on to tie the two together, and what would you scrap about the original?
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Old 04-19-2010, 04:44 PM   #31
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Well, then... Sure, it's far from being horrible, but it still could use some major improvements.

-Items. Yes, items. We need a better way to grab them then going through 100 slots just for one. The GBC remake fixed this problem, unfortunately, you could only carry 20 regular ones at a time. The rest were key items. In addition, defeating an enemy who can drop an item that you already have should be able to get you that item still. This oversight was fixed in both the Japanese and GB remakes.

-Spells. Make them more useful. When I can miss over 20 times in a row, something's not right.(unfortunately, this isn't much of an exaggeration either) They also don't do much damage, compared to enemy spells that are overpowered. Sure, this bit was fixed in the GB remake, but that could help here...

-Story. Take the cutscenes at the end of Eletale Monsters, and the storyline of Quest RPG: Brian's Journey, combine them, and paste. Perfect.

-Characterization. Or lack thereof. There's very few characters that feel like one. Change this. You can still be a silent protagonist and have emotion. This was proven years ago.

All in all, we just need the combination of two games to churn out one great one.

----------------

Well, that's for the first game. For the sequel, well, it was supposed to have two playable characters, more background on the original, and it took place 100 years after Quest 64. So what to add? I'd personally like to see some major improvements in the spell system, or atleast some new unique spells. Maybe different spells instead of Earth/Fire/Wind/Water? There's Light/Dark/Metal/Lightning for a possible alternate. As with the original, they'd be opposites for damage, respectively.

I could see money and full shops being implemented, but not overpowered and only having a small ammount of items to keep(really, more than 10 items can get overpowered after all). To say the least, there's have to be a seperate section for key items to kind of limit this, otherwise it wouldn't be a challenge to beat the game at all.

I'd like a better explanation on how the spell system does damage, since the formula is beyond rediculous to figure out. For that matter, a lot of monsters are way too powerful when you meet them, so it could be evened out a bit. If not obvious, I'm mostly referring to the Wyvern and everyone in the Dimdom Dries/Boil Hole, yeish.

Other areas aren't so bad, though. Unless you count that damn Kobold...

Besides that, I'd like more actual party members, whether they were specific characters or they used a monster system semi-similar to Tales of Symphonia: Dawn of a New World(I found it enjoyable, with some annoyances here and there).
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