It’s a miracle that we actually managed to review Suikoden IV in time for the ‘Summer of Suikoden’ fan-led event that’s currently pulling together to celebrate the series legacy and to try and convince Konami to release the remaining games onto PlayStation Network (or perhaps reopen the series for new instalments), what with the release of the game on digital services in Europe being plagued with an error that meant that the game wouldn’t load and after being pulled from PSN a complete delete and reload of the reissued game was necessary. Luckily we were able to pull our PlayStation 2 out of retirement and boot up the original disc to get the game going instead.
Super Quest is a light RPG experience that doesn’t really fall into any single category perfectly but best fits the Clicker (or Tapper) model. Designed around giving players a constant goal that’s visible just ahead of them and short, sharp bursts of play.
Starting life as a short-lived premium purchase on the iStore, Mighty Match relaunched under the ‘Playmium’ model being championed by Gigataur and for the moment remains the only entry in their inventive ‘free to play forever’ scheme to include RPG mechanics.
The original Mine Quest from Tapps Games was a small but somewhat addictive little hybrid of Clicker and RPG that was something of a guilty pleasure. It wasn’t a very long game, but it somehow managed to squeeze a whole lot of exploration into a tiny file size. Its sequel seeks to outdo the original in every way but expanding on the experience exponentially.
When a game has a title like ‘Super Awesome RPG’ then it’s already setting certain expectations. You’re looking for a game that’s self aware, fast paced and possibly a little bit 90s, but more importantly it’s a statement that needs to be lived up to. Is Super Awesome RPG super awesome?