REVIEW: Knight Quest

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The hardest RPG I’ve ever played, Dungeon Magic (the NES one), and the easiest, Knight Quest, were both made by Taito. Knight Quest is a frothy little RPG that even Wanda could beat (that’s unfair actually, she beat Persona, which looks pretty cruel). Usually I’m all about unforgiving difficulty, but there is something comfortable about Knight Quest that rubs me the right way.

I won’t elaborate on the game’s more banal details. It’s pretty standard one town, single character RPG stuff. What makes the game endearing is its small scale, comparable to Hydlide. The whole game world probably exists in less than 20 screens and the dungeon and wilderness areas are only a few screens long. This means there is no exposition. It’s an RPG boiled down to its core elements. I could accuse it of being generic (the areas include: a cave, a castle, a haunted house, some woods) or overly simple, but it seems silly to expect anything else from a game called Knight Quest.

A semi-dedicated player could probably beat Knight Quest in a long sitting, but that’s fine. The game isn’t interesting enough to last for longer than that. It’s is a good example of less-is-more. I like it in the same way I like Hydlide or Adventure for the 2600—it’s undemanding and familiar. Where Dungeon Magic is like climbing some big mountain, Knight Quest is like taking a walk around the block and waving to all the neighbors. It’s about experiencing more than conquering.

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