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| Even the title screen can't decide if there's a space between the words. I'm going with the main title. |
HeroQuest (with Return of the Witch Lord expansion)
221B Software Development (developer); Gremlin Graphics Software (publisher)
Released 1991 for Commodore 64, Amiga, Amstrad CPC, Atari ST, ZX Spectrum and DOS; 1993 for Acorn; Return of the Witch Lord expansion released later in 1991 for Amiga, Amstrad CPC, Atari ST, Commodore 64; bundled package released 1992 for Amiga, Commodore 64, DOS, and ZX Spectrum
Date Started: 9 August 2015
Date Ended: 9 August 2015
Total Hours: 4
Reload Count: 0
Difficulty: Very Easy-Easy (1.5/5)
Final Rating: 19
Final Rating: 19
Ranking at Time of Posting: 42/196 (21%)
To call HeroQuest "bad" would give it a status it doesn't deserve. It is inadequate. Unworthy of notice. MobyGames codes it as both a role-playing game and a strategy game, but it really is neither. There's no character development to qualify it as an RPG, and no actual strategy to qualify it as a strategy game. It is literally nothing more than a computer version of a board game.
The board game in question, bearing the same name, was published by Milton Bradley and Games Workshop in 1989. Thematically, it uses Games Workshop's "Warhammer" wargame setting, first published in 1983. (After HeroQuest II, we'll next see it in a CRPG in 1996's Warhammer: Shadow of the Horned Rat.) I've never played it, and attempts to get a copy for this review revealed that used copies sell for a minimum of $400 and go up to the thousands. I gather from online descriptions that it pit one player (the game master) against one to four other players. The game master won if everyone else lost. I can see the board game being fun--the suspense of the roll of the dice, the social interaction--but it makes a frivolous and boring computer game.
HeroQuest begins with a well-illustrated series of semi-animated screens establishing the game's setting. The characters' teacher, Mentor, tells of his former apprentice, Morcar. Too eager for knowledge, Morcar ignored Mentor's cautions and read Mentor's secret spellbooks at night. Once he had amassed great power, he fled to the Northern Chaos Wastes and conjured ancient powers to overthrow the empire. Defeated once by a party led by Rogar the Barbarian, Morcar retreated, licked his wounds, gathered a new army, and is on the march again.
The game is organized into a series of independent missions: 13 in the original game, and 10 in the Return of the Witch Lord expansion. Although they progress in a logical order, you can actually skip about them in any order and even replay the same mission multiple times. Each mission looks more or less the same: a series of rooms and hallways in which you explore, search for treasure, and fight monsters. The winning condition might be to find a particular artifact, kill a particular monster, or find an NPC and lead him to safety. The first character to find the exit having satisfied the winning condition wins the scenario. The scenario ends when all characters are out.
Like the board game, the computer game is set up to allow one-to-four players to control one-to-four characters: a barbarian, a dwarf, an elf, and a wizard. The four characters act completely independently--competitively, even. They can't team up to fight enemies, although I suppose they could coordinate entry into rooms with multiple enemies. They can't trade gold or equipment. And no matter how hard they work, only one of them gets the big prize for the level. For these reasons, I found it easiest in most sessions to just play a single character.
While in a mission, each character's round starts with a random roll (represented by a spinning coin) that determines how many moves the character will get for that round. He can use those points to move around the screen, open doors, and move to other screens. Once per round, he can execute a special action: attack an enemy, search for traps and secret doors, and search for treasure. Viewing and using inventory items and viewing the map are actions that take up no movement points and can be done as often as necessary. When you're done with your movement points and special actions, you hit "End Turn" to move on to the next character.
Searching for traps, secret doors, and treasure applies to the entire visible room or corridor and not just the active square. I generally found it useful to search every area for both. That meant I had to spend at least two full rounds in each area because you can only search once per round. If the room had an enemy, I had to spend at least three full rounds there.
Treasures to be found in the various rooms may include gold, potions (e.g., healing, strength, speed), holy water, and quest items. Potions don't stay with the character between missions, so it's best to use them in the active mission. Gold stays with you.
Combat is the least interesting part of the game. You essentially just choose the enemy that you want to attack and watch as the computer rolls the hit dice and shows you the outcome: you miss the enemy, you hit the enemy but don't kill him, or you kill the enemy. (Combat takes place on a separate screen that just shows you and the enemy.) There are no tactics, except maybe to quaff a potion or two before a difficult battle.
Oh, I suppose the way you use movement counts as a "tactic." Enemies never leave their rooms, but they will inevitably attack you if you end a round in their room. You want to avoid that. So one tactic is to make sure you have enough movement points to exit the room after making your attack, in case the enemy survives. Overall, though, the combat system barely qualifies the game as an RPG under my rules.
Elves and wizards get spells, and before each mission they have to choose which "book" to take with them: air, earth, fire, and water. There are three spells per book, including attack, defense, buffing, and navigation. I experimented with them a little, but as we're going to see, I found the game so easy that spells were an unnecessary addition.
In between missions, characters can spend accumulated gold on a small selection of weapons and armor. The selection is small enough that it's possible to completely outfit a character after only a couple of missions.
The first mission is "The Maze," presented as kind of a final training mission from Mentor. All you have to do to win is find the way out; the first character who does so gets an extra 100 gold pieces. You can linger longer, of course, and try to find additional treasures. There are a few orcs in the maze, but nothing serious.
I played this level with all four characters and learned its quirks. Although the characters start with no weapons or armor, I didn't find the enemies remotely dangerous. I did determine that it was annoying to constantly switch among multiple characters, so once everyone was out, I kept playing the barbarian for the rest of the scenarios.
I moved on to the second scenario, "The Rescue of Sir Ragnar," which requires you to find Ragnar the Barbarian within the dungeon and lead him to safety. Ragnar becomes a playable character once you find him, but of limited utility since he can't do anything but move. The quest ends when you bring Ragnar to the exit. It took me maybe 20 minutes.
At this point, I had enough gold to buy all the weapons and armor that I wanted, so I started to wonder what all the other missions were about. In some of them, you can apparently find special artifact items that stay with the character and boost his abilities, but the game had been so easy so far that I decided to jump ahead.
Quest 11, "Bastion of Chaos," asked me to go into a dungeon and kill as many enemies as possible. I received a bounty of 10-30 gold pieces for each foe I killed. I stayed there for a little while, but I didn't really need the gold.
The goal of Quest 13, "Quest for the Spirit Blade," was to find...wait for it...the Spirit Blade, an artifact weapon capable of defeating the Witch Lord. (He's not mentioned in the background, but he's the big bad of the game and I guess an ally of Morcar.) It was just a matter of fighting past some undead, finding the right room, and searching for the blade.
The board game in question, bearing the same name, was published by Milton Bradley and Games Workshop in 1989. Thematically, it uses Games Workshop's "Warhammer" wargame setting, first published in 1983. (After HeroQuest II, we'll next see it in a CRPG in 1996's Warhammer: Shadow of the Horned Rat.) I've never played it, and attempts to get a copy for this review revealed that used copies sell for a minimum of $400 and go up to the thousands. I gather from online descriptions that it pit one player (the game master) against one to four other players. The game master won if everyone else lost. I can see the board game being fun--the suspense of the roll of the dice, the social interaction--but it makes a frivolous and boring computer game.
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| The board game, full of rooms, corridors, enemies, traps, and treasure. |
HeroQuest begins with a well-illustrated series of semi-animated screens establishing the game's setting. The characters' teacher, Mentor, tells of his former apprentice, Morcar. Too eager for knowledge, Morcar ignored Mentor's cautions and read Mentor's secret spellbooks at night. Once he had amassed great power, he fled to the Northern Chaos Wastes and conjured ancient powers to overthrow the empire. Defeated once by a party led by Rogar the Barbarian, Morcar retreated, licked his wounds, gathered a new army, and is on the march again.
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| One of the nice introductory illustrations. |
The game is organized into a series of independent missions: 13 in the original game, and 10 in the Return of the Witch Lord expansion. Although they progress in a logical order, you can actually skip about them in any order and even replay the same mission multiple times. Each mission looks more or less the same: a series of rooms and hallways in which you explore, search for treasure, and fight monsters. The winning condition might be to find a particular artifact, kill a particular monster, or find an NPC and lead him to safety. The first character to find the exit having satisfied the winning condition wins the scenario. The scenario ends when all characters are out.
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| The original game's scenarios. |
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| Each scenario begins with a description of the mission and its winning conditions. |
Like the board game, the computer game is set up to allow one-to-four players to control one-to-four characters: a barbarian, a dwarf, an elf, and a wizard. The four characters act completely independently--competitively, even. They can't team up to fight enemies, although I suppose they could coordinate entry into rooms with multiple enemies. They can't trade gold or equipment. And no matter how hard they work, only one of them gets the big prize for the level. For these reasons, I found it easiest in most sessions to just play a single character.
While in a mission, each character's round starts with a random roll (represented by a spinning coin) that determines how many moves the character will get for that round. He can use those points to move around the screen, open doors, and move to other screens. Once per round, he can execute a special action: attack an enemy, search for traps and secret doors, and search for treasure. Viewing and using inventory items and viewing the map are actions that take up no movement points and can be done as often as necessary. When you're done with your movement points and special actions, you hit "End Turn" to move on to the next character.
Searching for traps, secret doors, and treasure applies to the entire visible room or corridor and not just the active square. I generally found it useful to search every area for both. That meant I had to spend at least two full rounds in each area because you can only search once per round. If the room had an enemy, I had to spend at least three full rounds there.
Treasures to be found in the various rooms may include gold, potions (e.g., healing, strength, speed), holy water, and quest items. Potions don't stay with the character between missions, so it's best to use them in the active mission. Gold stays with you.
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| The result of a treasure search. |
Combat is the least interesting part of the game. You essentially just choose the enemy that you want to attack and watch as the computer rolls the hit dice and shows you the outcome: you miss the enemy, you hit the enemy but don't kill him, or you kill the enemy. (Combat takes place on a separate screen that just shows you and the enemy.) There are no tactics, except maybe to quaff a potion or two before a difficult battle.
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| I attack a skeleton. This screen is only up for a split second; the enemy just disappears in a puff of smoke if you defeat him. |
Oh, I suppose the way you use movement counts as a "tactic." Enemies never leave their rooms, but they will inevitably attack you if you end a round in their room. You want to avoid that. So one tactic is to make sure you have enough movement points to exit the room after making your attack, in case the enemy survives. Overall, though, the combat system barely qualifies the game as an RPG under my rules.
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| The result of an enemy attacking me. |
Elves and wizards get spells, and before each mission they have to choose which "book" to take with them: air, earth, fire, and water. There are three spells per book, including attack, defense, buffing, and navigation. I experimented with them a little, but as we're going to see, I found the game so easy that spells were an unnecessary addition.
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| Casting a spell on an enemy. |
In between missions, characters can spend accumulated gold on a small selection of weapons and armor. The selection is small enough that it's possible to completely outfit a character after only a couple of missions.
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| A small selection of items in the shop. The bottom-right has a "tool chest" for disarming traps. |
The first mission is "The Maze," presented as kind of a final training mission from Mentor. All you have to do to win is find the way out; the first character who does so gets an extra 100 gold pieces. You can linger longer, of course, and try to find additional treasures. There are a few orcs in the maze, but nothing serious.
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| The victory condition is simply to leave. |
I played this level with all four characters and learned its quirks. Although the characters start with no weapons or armor, I didn't find the enemies remotely dangerous. I did determine that it was annoying to constantly switch among multiple characters, so once everyone was out, I kept playing the barbarian for the rest of the scenarios.
I moved on to the second scenario, "The Rescue of Sir Ragnar," which requires you to find Ragnar the Barbarian within the dungeon and lead him to safety. Ragnar becomes a playable character once you find him, but of limited utility since he can't do anything but move. The quest ends when you bring Ragnar to the exit. It took me maybe 20 minutes.
At this point, I had enough gold to buy all the weapons and armor that I wanted, so I started to wonder what all the other missions were about. In some of them, you can apparently find special artifact items that stay with the character and boost his abilities, but the game had been so easy so far that I decided to jump ahead.
Quest 11, "Bastion of Chaos," asked me to go into a dungeon and kill as many enemies as possible. I received a bounty of 10-30 gold pieces for each foe I killed. I stayed there for a little while, but I didn't really need the gold.
The goal of Quest 13, "Quest for the Spirit Blade," was to find...wait for it...the Spirit Blade, an artifact weapon capable of defeating the Witch Lord. (He's not mentioned in the background, but he's the big bad of the game and I guess an ally of Morcar.) It was just a matter of fighting past some undead, finding the right room, and searching for the blade.
The final quest of the original game, "Return to Barak Tor," has you confronting the Witch Lord with the Spirit Blade. I found him in a room full of skeletons. I buffed myself with a strength potion and then used holy water to kill his skeleton allies. The Witch Lord himself then died in a single combat round.
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| Attacking the witch lord. For whatever reason, you choose the enemy you want to attack from the map. |
Nothing special happened at this point, so when I returned to the menu, I looked at the expansion quests and skipped right to the last one: "The Court of the Witch Lord." Here's the setup:
The mission starts literally in the Witch Lord's throne room, with the character standing one space away.
I immediately entered combat and killed him in one blow.
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| Well, that was somewhat anticlimactic. |
When I made my way to the exit, I got an "epilogue" screen indicating that the Witch Lord had been defeated. Further text indicated that someone named "Skulmar" escaped and remains a threat and Ragnar turned out to be a traitor and was executed--I assume these plot twists were elaborated in the missions that I skipped.
Can we call that a "win?" I mean, I skipped 17 of the 23 missions, but I did defeat the big bad, and I got the endgame screen.
It is pretty pathetic that you can jump right to the endgame like that, but that's what happens when characters don't get any experience or other character development between levels. The initial character is just as capable of defeating the Witch Lord as a character who's gone through 20 scenarios. If the developers had wanted to require the full set of quests building up to the endgame, they should have made the enemies a lot tougher and offered more items for sale in the shop. When you can buy everything after 3 missions, and there's no other character development, what are you playing an extra 20 scenarios for?
"For fun!" would be the obvious answer, if the scenarios were any fun. But with the same things to do in every dungeon and every room, no combat tactics, no plot to uncover or puzzles to solve, the scenarios are just tedious. In the board game, at least you have the anticipation of rolling the dice yourself. Here, the game does it and the combat is over before you can even register the results.
Under my rules, a role-playing game has to have at least three core elements. The first is combat in which accuracy and damage are at least partially based on character attributes, and not just player reflexes or the type of weapon wielded. This game just barely qualifies by offering characters of varying strength and the ability to influence underlying attributes with potions. The second is an inventory of items that the players can equip, unequip, and drop; again, with its paltry selection, this game just squeaks by. The third element is character development, and in that area HeroQuest fails. But on Page 4 of the manual, the game itself claims that "Hero Quest is a fantasy role playing game," so I'll rate it as such:
- 2 points for the game world, with a back story full of common tropes. It doesn't even really have an effect on the game. The back story really should have been about the Witch Lord.
- 1 point for character creation and development. That one point is for the ability to name the characters and to choose which of the four you want to play in each scenario.
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| On this screen, you determine what characters are going to participate in the next mission. |
- 1 point for NPC interaction, since you have to rescue an NPC in some scenarios.
- 1 point for encounters and foes. The enemies in the game are boring and derivative and don't even escalate in difficulty.
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| Entering a corridor full of orcs. |
- 2 points for magic and combat, earned solely for having the systems in place. The spells are somewhat creative, and I like that they include navigation spells (e.g., "Pass through Rock") as well as combat spells.
- 2 points for a very small selection of equipment, both found and purchased.
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| Checking my inventory during a scenario. |
- 2 points for an economy that soon loses its purpose.
- 3 points for a variety of quests as well as an endgame quest, but there are no options or alternate endings.
- 2 points for graphics, sound, and interface, all going to graphics. I had an emulator issue that produced a constant drone, but I watched some online videos of the game and confirmed there are no sound effects, at least in the DOS version. I disliked the all-mouse interface. (There's an illusory option to choose "keyboard" during setup, but this just means that you have to use the keys to move the cursor like a mouse. The commands and movement aren't actually mapped to any keys.)
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| The graphics are good enough to fool you into thinking it's a better game. Doesn't this room look cool? Trust me, nothing happens here. |
- 3 points for gameplay. It gets 2 for being non-linear in the approach to its missions and 1 point for some slight replayability with different classes. But it's far, far too easy, and even in the short amount of time I played it, it seemed too long.
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| I had to deliberately screw around for over 10 minutes to make this happen. |
The final score is 19. Throughout the past year, we've learned that gamebooks don't work well when translated literally to the computer. Now we learn that the same is true of board games.
Of course, I did miss out on one element: playing the game with other people. Maybe some of you played HeroQuest in groups and can testify as to how well it worked as a social game. Personally, I can't see the fun in four people huddling around the beige monitor and keyboard of some 486 PC, but maybe I'm just too introverted.
I can't find any evidence that Computer Gaming World reviewed it, but MobyGames's review round-up shows a wide range of scores in contemporary reviews, from 93/100 in Commodore Format to 52/100 in Power Play. The median is in the 60s, consistent with a relatively poor rating. A modern reviewer, Boston Low, titled his assessment "Great board game, inadequate RPG."
Another modern review on Rock, Paper, Shotgun echoes my negativity. The reviewer, Alec Meer, went into the game with rose-colored memories of the board game and was disappointed with the computer version. "It lacks the sociable enmity of a flesh and blood player assuming the mantle of the murderous dungeon master," he notes. His review is worth reading for other comparisons between the board and computer experience, and I particularly like one of his closing sentences:
I’m unfairly applying modern standards I know, but I don’t think this has aged badly so much as it would always have been too rudimentary and passionless, stopping at an awkward halfway house between directly emulating the boardgame and being a lightweight turn-based RPG for a lone player.
221B developed half a dozen games in 1991 and 1992, all action games except for HeroQuest and its expansion. The U.K.-based Gremlin Graphics Software (Gremlin Interactive from 1994 to 1999) has a much larger portfolio, but HeroQuest and its sequel are also its only forays into RPG territory (that I can find, at least). When a developer and a publisher have no experience with RPGs, that's usually a bit of a bad sign.
I'll check out HeroQuest II: Legacy of Sorasil in 1992, but unless it offers more in the way of character development, I'll probably reject it as an RPG.
So that's the game that snaked the trademark and forced Sierra to re-name Hero's Quest to Quest for Glory. I guess they had to accomplish legally what they couldn't accomplish in gameplay quality.
Back to Antares! Or maybe not! Antares definitely requires a particular mood, and I've been having so much luck with these one-offs that I might move on to Return of the Ring to keep the momentum going.



















































