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The Quest of Beings

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Quest of Beings Revamped

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#1 pixcalibur

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Posted 22 May 2016 - 06:17 PM

Part 1 - The usual start given we're able to do so.

 

Quest of Beings Revamped is basically a V2 of the original QoB.  A few changes, mostly more modern gameplay style.  Nice bit of nostalgia to a quest I did long ago when I was still inexperienced at ZC


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#2 Eddy

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Posted 23 May 2016 - 03:38 AM

Nice to see this being surfaced again. I personally wouldn't even call it that much of a revamp, just an additional bonus dungeon and a few minor tweaks. Looking forward to seeing this 2nd playthrough though!



#3 pixcalibur

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Posted 24 May 2016 - 11:31 PM

Part 2 - Probably the only time I'm going to get 3 levels done in one regular part, outside of Randomizer quests


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#4 Lüt

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Posted 25 May 2016 - 05:11 AM

You really don't like instant enemy respawn, do you? :P



#5 pixcalibur

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Posted 25 May 2016 - 11:34 AM

You really don't like instant enemy respawn, do you? :P

Has to be used really carefully to get away with it.  If you're dealing with simpler rooms, then it's ok.  For tedious and/or hard rooms, it's not that good when you have to redo those rooms over and over.  Kind of punishing if the player dies and has to redo all that progress instead of at least being able to quickly get back to where you were (e.g. bubbles or leaving 1 enemy behind to prevent respawn normally).  So if one pass through a hard room already rips you up, imagine having to go that room a couple more times...

 

QoB 1 kind of got away with the instant enemy respawn to an extent given most rooms generally weren't flooded up with enemies.  I've seen other quests with 8-10 hard enemies in rooms that you have to go through at least 2-3 times, beating all the enemies to open the doors each time.

 

So yeah, kind of see that as a Fake Difficulty gimmick.


Edited by pixcalibur, 25 May 2016 - 11:35 AM.


#6 Eddy

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Posted 25 May 2016 - 12:06 PM

QoB 1 kind of got away with the instant enemy respawn to an extent given most rooms generally weren't flooded up with enemies.

That is until you get to Level 9 with all those Patras :P



#7 pixcalibur

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Posted 26 May 2016 - 11:17 PM

Part 3 - Level 4 is pretty much unchanged, but at least some of those hidden rooms have clues in them to cue you in, especially for one particular room.  Then some desert scouting to head to level 5


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#8 pixcalibur

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Posted 28 May 2016 - 12:11 PM

Part 4 - Going through levels 5 and 6 with a small detour in between that you need to do anyway.  Levels flow better now instead of having to kill the same room of enemies over and over.  

 

17:55 - ZC has taught me well in terms of reflexes.  Still learning to flow item switching as I'm fighting stuff.


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#9 pixcalibur

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Posted 30 May 2016 - 03:22 PM

Part 5 - Finishing overworld scouting, then taking out level 7


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#10 pixcalibur

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Posted 01 June 2016 - 12:48 PM

Part 6 - With red candle and an extra key from level 9, we can go into level 8.  Music change works here.  Pyramid of Fear is solid, and I think the midi remix is better than the original game track one.  Not too bad of a level overall.

 

While we're at it, may as well hit the other side level for more upgrades


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#11 pixcalibur

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Posted 03 June 2016 - 11:27 PM

Part 7 - First part of level 9 is to find 12 keys.  Not too difficult if search the level carefully.  Once you max equipment, scouting is easy


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#12 pixcalibur

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Posted 05 June 2016 - 02:17 PM

Part 8 (Final) - Finishing off the rest of level 9, which is mostly an enemy rush of sorts.  A small escape bit afterward to basically get back to the start.


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