Lock’s Quest – Review

Locks Quest was originally a 2008 game exclusive to the DS. 9 years later and it has been ported over to Xbox One, PS4 and PC, but how does it fair after all these years?

The story starts with the return of Lord Agony and his clockwork army, who are trying to get a hold of the worlds Source which is an element used to power everything. Lock, a teenager in a small fishing village has his life turned upside down, he is building sea defences when suddenly they are attacked by clockwork robots. Suddenly finding himself in the Archineers (specialist unit for defensive structures) which is the main part of the game right there. Tower Defence.

Each map will give you a limited amount of Source at the beginning to help get you underway with building defences. At first, these are just wooden structures which you give you a little turret, as you progress through the game more materials open up for you as well as more tower types. These can add an array of defences to your towers with multi-directional turrets, towers that can detect hidden enemies as well as traps.

This is where my main issue with the game comes. The camera. Not only does it not lock onto Lock… Yeah, that had my brain working…. But he can also just wander off. Turn away for a sip of my Tea, look back and he’s gone… Just wandered, was bored with what I had asked to do apparently so went and did his own thing. This leaves you either scrolling around for him or easily re-centering on him.

Sometimes there can be so much happening on the screen as well that you just don’t know where to look, or which objective you should be going for, and there were times where one object would only be visible at one time as the other would be off the screen. So knowing what to do meant and keeping an eye on everything was imperative.

Throughout the game, you’re going to get some Source to help build the towers and defences that you need. If you rely on the towers to get this for you, there are going to be issues!  You’re basically going to run out very quickly and you’re going to fight through the clockwork army to acquire more to keep yourself healthy on coinage!

One further issue that I had with the game is how repetitive it became, it was pretty much the same thing over and over, there wasn’t much if any real variety to the game and certainly nothing that would keep me entertained longer than 30 minutes to maybe an hour, and even an hour was pushing it.

Lock’s Quest feels very dated still, there doesn’t feel like there has been much updated to it other than the icons on the screen and a few bits here and there. This isn’t helped by the awful camera work that is in place, and after 9 years you would have thought this could have been looked at and adapted. After all, most of the people are going to be playing on a much bigger screen than a DS screen for the PS4/XB1/PC version.

The game’s controls haven’t been at all well adapted for console, there is still the air about them that the game is very much designed for touchscreen as well as being much more suited to being a portable device.

If you’re going to bring something across from portable to console, this is the one thing you have to get spot on for console players to accept what you’re trying to bring to the table.

I did mention at the start of the review that the game was originally a DS exclusive released in 2008, and I’m afraid that it should have stayed there. It’s many flaws and lack of adaptation for consoles has meant that this has melted quicker than a chocolate fireguard.



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