Finished this up in about 20 hours, nearly got 100% but missing like 3 hearts but it's good enough for me. Overall though, this was a very enjoyable quest all the way through, really expansive as well and I wasn't expecting such a large adventure like this. The biggest positive is the overworld is amazing, definitely one of the best overworlds in any quest I've ever played. It reminded me so much of Lost Isle with the way the areas are designed and linked together. As the quest goes on, more and more shortcuts open up and makes exploring so much more fun. Not once did I really get annoyed with travelling from one place to another, and funny enough I barely used the fast travel options that were available to me, but it's fantastic you have that too.
The general difficulty of the quest is fine and usually well balanced, you can come across crazy stuff early on but it's always the case where you can just skip it and come back later which is welcomed. Nothing felt too cheap or too hard or too easy or anything, it was very nice all the way. General quest design is also very nice, like I said the overworld is beautiful, but I really love the aesthetics everywhere you go. The dungeons also look very unique and mostly look pretty wacky but neat (except for the final dungeon which I thought looked very bland imo). On the topic of dungeons though, this is also the weakest part of the quest I'd say. Graphically they're cool, but mechanically they vary greatly in quality. Some dungeons have very cool concepts and gimmicks which work out quite well (big fan of Level 2 and 4 for example), but others feel a tad too on the boring side of things where it essentially becomes a game of running from one part of a dungeon to activate a switch to then activate another switch to then activate another switch to get one chest for a key. And this happens quite a lot too. I don't mind it TOO much but towards the end of the quest it started to appear a bit more than I'd like. The screens also feel a tad cramped in places, also in the overworld, where there are a bit too many enemies in a tight spot and it feels a bit awkward to navigate around it. For that reason, I wasn't too sold on most of the dungeons although I did have a few favourites. I can absolutely tell this is CastChaos magic though because only he would design dungeons to be as strange as this (in a good way).
Lastly, I know story is not a major focus of this quest but I do feel a lot of the dialogue feels a lot more goofy than it should. Idk like I think in times where the story gets serious it usually has some weird writing to go along with it, especially during boss encounters because wtf is up with that lmao. And like others said, there are a few weird typos here and there but that's an easy fix. I'm a big fan of Urdolf though, no idea what purpose he has but his dialogue is genuinely funny. The 2.10 bosses are certainly a choice and it's kind of a lost art you can say since everyone has moved to scripting, but they are quite cool to see using modern FFC stuff, although they feel very dated and sometimes you can just easily brute force them and trivialise fights.
I probably missed a few other things that I can't remember now but overall it's a very solid quest. Dungeons are definitely it's weakest point but the great overworld makes up for it quite a lot. All this considered, I'm very much hesitant to give it a 5 but I'll do so in the sense that it's more like a 4.5/5 for me. Very fun quest though and I'm intrigued to see the original quest remade whenever that will come.
Nargad's Trail: Crystal Crusades
Overview
Feature Quest
Creator:
Twilight Knight
,
CastChaos
Genre: Other
Added: 23 Aug 2016
Updated: 30 Sep 2020
ZC Version: 2.50.2
Downloads: 1480
Rating[?]:
|
Download Quest (7.03 MB) |
Information
Explore the vast lands of Krelaila in order to stop the invasion of the Rebonites, an otherworldly race. Travel together with Nargad through a huge overworld and 9 big dungeons, with an occasional sidequest for a nice reward.





