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Link's Quest for the Hookshot

Rating: 4.44/5 (14 ratings)

Reviews

Lordkronos  
Rating: 5/5

Posted 14 April 2021 - 12:07 PM
Is It Just LQftH Nope It is Another Awesome Quest by Moosh ! so What gives to say About it The Concept Overall to not Gathering any Triforce rather then the Money of the World is just a Fresh and Interresting way Shops are kindly free so you can and Should defenitely Restock on Suplys The Quest Itself is Huge you find Always New Treasures and Secrets to Explore what now comes is only my Opinion and no Hate for The Game itself but its Feels way more Interresting to Explore then Breath of The Wild it Easyly has The Great Zelda Feeling with an Later Open World and many Different Dungeons to Explore.The Difficoult can Sometimes be Hard you can and Will Die sometimes Easy sometimes You can Sneak out of most of the Mean Situations The Soundtrack has some Nice Choices and if i See The Date for his Time Nice New Unique Treasures Sometimes The Puzzles seems Extremly Confusing Best Example were here Cocolint Glitch Dungeon The Late Game has many Optional Thinks to Offering And an I Think Nearly Impossible Foe but if he Hiddes the Ultimate Armor i Think it makes Sense but Yeah atleast i Coult Take him his Sword Fun Fact it Didnt Work Against Him but Dont worry there are Ways to Beat Him if You Quick Enough and Agile but im Honest dont Hope to Much on it that You Have a Chance Against him So Yeah Great Quest which Stil Has Something to Offer Behind an Nearly Invisible Enemy :D
 

Mani Kanina  
Rating: 2/5

Edited 26 October 2016 - 04:17 PM
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Edit: Staff contacted me an basically told me that I'd have to bump up my rating for all quests I have ever reviewed by one star. Note that this does not reflect my own opinion on the matter, or the quest, but just that it was something I was made required to do.

sorry moosh.
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Okay, I'll probably not get around to finishing this quest any time soon. I mean, I probably will, I made it to the spoilers: dark world, so I do want to finish this eventually.

But this quest is just crap, that it's rated so highly amazes me. The overworld design has to be some of the worst garbage I have played in a zelda classic quest in recent time. It's basically just a bunch of terrible mazes, but they are also linear and full of garbage mechanics. (The pit one comes to mind as especially awful). And the worst part is that they are so linear, and there are no short-cuts that you just keep having to walk through that tedious crap should you ever need to backtrack. The tile-work in the overworld is generally awful too. The bright pink forest and the blue forest both stand out as being especially terrible in this regard. But it's not as if the dessert or pit maze are that much better.

The dungeons aren't that great either, many features awful mechanics, or weird obtuse ideas on what you need to do to progress. There is also a fair bit of referential humour that even when it wasn't dated, it probably went above most peoples heads, and even so the jokes aren't that good in the first place.

Like, overall, there are a crap ton of bad design choices, but since I know the author has gotten much better since this quest I don't see the point of bringing them all up, it serves to benefit no one. I wouldn't recommend this quest, it's tosh in quest form, but hey, that's just my theory: A QUEST THEORY! #Referential_Humour #DatingYourJokes #It'snotevenfunny
  • Moosh likes this
 

Golden Guardian  
Rating: 4/5

Edited 21 May 2016 - 07:48 AM
This review will have spoilers. Proceed only if you've beaten the quest or don't actually care and are just reading these for fun or something.

Looking at the other reviews here, I may be called out as a heretic for not giving this quest a 5. The main issue I had with it is that I wasn't sure what it was trying to be. Evan said it best: "It's like a cyclone of design philosophies and styles hit Fort Moosh and this was dragged away in the wreckage". There are so many dungeons in this quest that had gimmicks I absolutely loved, but the few that had things like required damage in Dark World 1, or the lights turning off and on in the first floor of Chaos Spire that didn't add difficulty, for me at least, and was more just an annoyance. There were excellent ideas that just couldn't be executed well, too. Light World 8 comes to mind. It was a fantastic concept, but it felt so clunky and slow that I just can't say it was that good. (Oh, by the way, I should mention I am reviewing this as of the 23 Apr 2016 update)

That out of the way, I guess I'll do this how I said I'd do most quest reviews:

Gameplay: Again, this quest has a lot going for it. The light world being linear, followed by the non-linear nature of the dark world simply due to the amount of things you have by then felt like a nice change of pace to quests that are really just one or the other. As for the dungeons themselves, there's so much to talk about here. Some dungeons were well designed around their gimmick and it worked out nicely, e.g. Light World 1, Light World 3/4 (whichever was the water one, I forget), and the final dungeon. However, there were a few that had problems like the gimmick being annoying, or the dungeon just not fitting well with it, eg. Dark World 1, Light World 8 (again, fantastic concept that just, I feel, COULDN'T be executed properly. Maybe it could with heavy scripting, but if you're going to do that, better to scrap it altogether), and Light World 7. This odd mix of good and bad is really inconsistent and meant that some dungeons lasted way longer than others simply because they had something I couldn't get past for awhile (Dark World 1 is the main offender of this with all the required damage, and I now hate Patras with a burning passion). I can't really give an overall here because it all feels like it mixes together and then cancels out.

Music and Story: Music choice for many dungeons was fantastic, even when the music was barely audible. That said though, there were times when the music was barely audible, and then times it was way too loud. The audio balancing was as bad as my videos' audio balancing. Still, music choice was great, and having to change the volume now and again didn't change that. As for story, at first I was sure this quest didn't have one, but then it suddenly decided to? I thought that getting the Hookshot, as the title suggests, was my quest. But suddenly there was Ganon and Poek and Zelda and I don't even know any more. That said, it was a pretty basic plot after it revealed itself: Save Zelda from a power hungry boss with an ego. It was pretty cliche, but I feel like it was trying to be (especially since God Poek straight up asks "CAN THIS BE ANY MORE CLICHE?"). Overall, the music was great, but the plot/story feels negligible.

Graphics: This may be the best point of the quest. Graphic choice for areas was fantastic, and I could see the intention behind... most of it. Areas like the Blu Forest and the Eyesore Forest stood out to my memory simply for choosing the unorthodox color choice (even if I could have been better without my eyes being destroyed by shades of pink) and I could see the intention behind most of them. The dark world's uniformity made it equally memorable as it contrasted the light world's diversity in nearly the same way Metroid Prime 1 and Prime 2 do (an odd comparison, but a view I've always held). Custom bosses looked nice, custom enemies equally so, and dungeons all had good color choice and usage (even if I don't like disco dungeons, I'm aware of the amount of people that do, so I won't judge. I see the appeal behind many colors happening in one space, even if it gives me a splitting headache). Themes were made all the more clear by choice of graphics and colors and overall it was just fantastic (Oh, and I actually loved Octorok mode. Even if it took away the mirror shield, I loved the idea).

Pros:
- Good use of graphics and music.
- Many creative concepts.
- Oktorok mode! Lightning Sword! Gold Tunic! Random little things that made the quest that much more enjoyable.
- No rupees was actually a concept that ended up being much better than I originally thought. Having items like potions and shields be free, just hard to get to, was actually better than needing to rupee grind, or just having way too many.

Cons:
- Oddly fluctuating design concepts.
- Dark World 1
- Random glitches sprinkled around that made things either cheeseable (which I guess could be a pro), or ended up being an hindrance.

Overall: Back to what I said at first, my main problem is that I didn't really get a feel for what the quest was trying to be. Was it a joke quest? There were points I certainly thought so. Is it a serious quest? There were an equal amount of points where I thought so. Even with all the jokes and required damage sprinkled around, the quest blurred the line between joke and serious and it was just... weird. That said, though, nearing the end of it, I found myself becoming nostalgic about the better points of the quest, and even a few of the bad ones. So much of it will stick to my memory like glue and I can't, in good conscious, call this a bad quest. All of that being said, this quest gets my rating of 3.5/5 (rounds up to 4). Despite the flaws, being as numerous as they may, the numerous right design choices keep the quest afloat and keep me playing. Now, I wonder if LQftH2 is a massive improvement... Only one way to find out.
  • Deedee and Moosh like this
 

Soma C.  
Rating: 5/5

Edited 07 December 2015 - 12:28 AM
Considering I still don't know the first thing about going to make a quest, ones like this, even though they can be really tedious at times (holy crap level 7 light world) absolutely blow my mind. The idea that you have to go through one whole half of the quest just to get one item, only to find that there is alot more than you thought is ingenious...and with the reward being the Hookshot (Zelda's best item of course :), it makes it all the more gratifying. Levels are awesome in style and music (Frog's theme remix in level 1 was particularly memorable, as was the Mario Romhack level itself). Bosses are engaging and only get more interesting as the quest advances, with the final boss being quite impressive. I was admittedly stuck for a little while on the final phase until I maneuvered my way to victory. Bringing back the Rivers of Joy midi from Hero of Dreams was a great touch as that is a fantastic overworld theme choice. And let's not forget the humor. I don't think I've laughed at so many message strings in a row as I did here. You have quite the gift for the comedic, my friend. ("I have nothing to say because I'm a useless NPC"...hahaha)
First quest you ever finished? Of course it's a far cry from perfect but it's loads better than alot of other quests I've seen, and your beastly skills have only continued to improve over the years...heh.
Hats off to an awesome quest, and the sequel is amazing thus far :-)
Oh, by the way, five stars. Almost forgot that part.
And wind.
Evil wind.
 

Deedee  
Rating: 5/5

Edited 21 March 2016 - 08:53 AM
This quest is my favourite quest of all time. GG moosh, GG.

Edit: BS required damage in Dark World 1 makes this lose 0.5 stars. 4.5, round up to 5.
 

CyberGamer1539  
Rating: 5/5

Posted 10 January 2015 - 12:18 AM
This is an awesome quest!!! I love the story, and even though it was pretty funny, it also added in serious parts (mainly the Dark World). I also like long quests, so that's more points there. Definitely try this if you like funny quests!
  • Avaro likes this
 

Plutia  
Rating: 5/5

Posted 21 December 2014 - 04:29 PM
Only complaint is that you need to fight the level 7 boss again if you want to go to the area behind it. Absolutely amazing quest.
 

LikeLike on fire  
Rating: 5/5

Posted 22 April 2014 - 06:12 AM
https://www.youtube....h?v=aet48I29NJ8
river of joy

don't know who sequence midi
 

Evan20000  
Rating: 4/5

Posted 01 April 2014 - 06:34 PM
Oh boy, this thing. I'm still not entirely sure what I think of this game. It's like a cyclone of design philosophies and styles hit Fort Moosh and this was dragged away in the wreckage. Most of the ideas themselves are good and definitely inventive for their time. However, the execution is a mixed bag. For every good level you have, you have something like Level 7 light world or Level 4 dark world. However, despite the wildly inconsistent levels of quality in the dungeons, I never felt put off by the game. The game wasn't afraid to try something new, even if it's not entirely sure how to handle it and that's honestly not something you see a lot of nowadays. Sure the actual execution was hit or miss, but it's probably better to have a badly executed interesting gimmick than a well executed boring one (to a degree at least). A lot of the game's shortcomings are also almost comical. When I first played this, I really was sure that the amount of patras in the dark world was satire at another quest's expense, even though that doesn't justify the design decision it at least eases the frustration of it. The graphical style appears to initally just be classic, but as the game goes on, it sorta morphs into its own unique tileset. The music is unfortunately good, but nothing you haven't heard before or several hundred times. I'm still not entirely sure where I fall on my final verdict of this quest; it really does feel like a collage of different ideas made by a lot of different people at times. I'm probably going to give it a 3.5 which rounds up to a 4. The game is worth playing as an experience, not necessarily for the gameplay/story/presentation that normally compels us to play quests.
  • Moosh likes this
 

ZeldaPlayer  
Rating: 5/5

Posted 01 April 2014 - 04:14 PM
Good quest!