The first and possibly the most expansive game on Edgebee’s service is an ode to the likes of ‘Wizardry’ and ‘Eye of the beholder’ that uses a first person viewpoint to explore an MMORPG themed world.
Sorcery Quest makes use of a lot of game mechanics that have gone on to become staples of Facebook and Mobile titles. A company based Premium currency that can be spent in any of their games and a strict energy limit to how much you can accomplish in a day are both in full attendance, however whilst it’s safe to say that some of the really cool character classes and items are hidden behind a pay wall, there’s still a whole load of free content in Sorcery Quest waiting to be discovered.
Visually, Sorcery Quest uses an interesting style of 2D arts that’s evidently inspired equally by both western cartoon work and Japanese anime. Armour isn’t practical but it looks impressive in a manner similar to ‘Record of Lodoss War’ and some characters have a more-than-human appearance to them in form. Locations are portrayed through wonderfully drawn artwork which captures the vibrant feel of the setting, and monsters have a humorous edge to them that encourages you to squash them without remorse without them ever being scary or intimidating. Every item has its own unique illustration to accompany it and character classes are interesting in both appearance and design. There are no visual effects in combat to speak of bar the odd flash as a monster is struck, but this does help to keep battle speedy and short in duration.
The sound used in this title has a clear quality to it and matches well with the games fantasy and comedy themes. Menus click in a pleasant manner and combat starts with a pulse-quickening swish that immediately gets your attention. Music too has an excellent mixture of instruments both classical and modern that helps bring the world to life and the arrangements encourage a medieval tone. The background music for the forest you’ll explore at the games start is particularly nice but runs for only a short time before looping.
Plot is loosely guided for the players through a variety of minor and major quests handed out to the party by the adventurer’s guild, city watch and almost every other character that the group interacts with. Priests need herbs for services; there are rats in the cellar of the items shop that need killing and an old man in the inn has lost his bag. There’s a mountain of content to do, sadly however none of it is guided by a strong over-arching narrative and instead players are encouraged to blunder about and explore where they feel comfortable rather than sucked into a gripping story.
Gameplay pays homage to the likes of ‘Wizardry’ without ever being that unfair or unforgiving. The player controls a party of up to 3 characters (in an a front and back row format that can be arranged to your choosing) and explores the world from a first-person perspective. Whilst the world is beautifully illustrated, each location only makes use of a single background image, with exploration being largely menu driven and players having to look at a map on the left hand side of the screen to see where they are going or the layout of the dungeon at hand, which reveals itself as you explore. Combat happens almost seamlessly from these exploration screens and is turn based, with characters having special moves relevant to their classes and standard attack or guard options as well as access of personal inventories that vary in size. Dialogue flows between the party and characters on screen in speech boxes that is centred in the middle of the active area and scrolls upward, giving the impression of an exchange of words. This is extremely well implemented and the whole game feels crafted around the mouse and its functions in a thoughtful manner. Additional characters can be purchased for you party using Medals that care found or purchased using premium currency. These fall into categories based on type and each contain the potential for a single character of any class fitting that type. For example a warrior medal has classes for Knights and Paladins as well as Barbarians and Guards. The more interesting classes on each medal require some premium currency in addition to the medal, but you will easily find enough for a party of 3 and some spare characters to juggle with. Alongside quests and exploration the player can also challenge other parties currently playing in the same area to combat. Doing so triggers a battle and enables the player to both see what works for others and reap the rewards of a successful victory. Action replays are sent to your inbox of any battle you win in this manner, or that have killed you so that you can work out what you did wrong for next time.
Overall, Sorcery Quest is an uncomplicated RPG with a world that encourages you to push forward and explore as much as you can within the allowances of your daily session. Finding a new area or strolling through areas that once required a great deal of effort to navigate has a particularly satisfying edge to it, and the game works as a perfect introduction to many WRPG tropes and systems for younger players without boring those of us who have played more complex titles before. Sorcery Quest is worth a look, even if you have no intention of spending money on it.