I don't have time to play a lot of custom quests, but I wanted to get a taste for what quest authors are doing with 2.50 features, and chose this one. I apologize for the formatting of this review: I keep trying to put in newlines but the forum software keeps stripping them out.
This review will have spoilers, by the way. Read at your own risk.
Let's start with the overall feel of the gameplay. Eiyuu is much more the "thinking man's" quest than a lot of what I've seen in the database: there are very few truly difficult fights or dungeons, and many many puzzles, and much of the enjoyment I got out of playing Eiyuu was in probing its mysteries in the overworld, and staring at a dungeon screen thinking, "how the *hell* am I supposed to toggle that switch *four* times?" The quest reminds of La Mulana or Antichamber in terms of its overall style, and this is a great change of pace from most of what I've played before. A lot of the puzzles here felt fresh and innovative, and the heavy use of custom items really helps in that regard. The green wand (I forget the name) is particularly noteworthy and I thought its potential was well-explored, as it stayed relevant across multiple different types of puzzles in different dungeons of the game. I particularly liked how it added a new (and fiendish) twist on pushblock puzzles, despite these puzzles having been around since the NES days and overused in custom quests for years.
The difficulty of the puzzles felt about right. I think the middle dungeons in particular were very well balanced: I greatly enjoyed both Sanskrit Temple and the Slidge. Brace Dest is more of a mixed bag: the top floor is solid, but the bottom floors (that you explore in the beginning of the quest) could use more polish; at the moment the dungeons lacks coherence and feels like a hodge-podge of mild puzzles and classic LttP-style gameplay, as opposed to the focused themes of the later dungeons.
Soltis is (dare I say it?) too easy. I was expecting the "hint coin" puzzle to involve setting up infinite magic loops, racing around the room in my boots to push mirrors before the magic arrives, etc. but it turned out to be very straightforward. The toggle block puzzles felt more mean than difficult here (as opposed to in Sanskrit Temple, where they were used to great effect). The order of the color puzzles on the top feels wrong: the color path puzzle should have come first, since it introduces the theme of colors equivalent to directions in a straightforward way, before the Lost Woods color puzzle adds several elaborations on the theme.
The final four-room dungeon is excellent; it's a pity it's so short. I think the third room is also broken, since it is much easier than I think the author intended. The second room is brilliant, and probably my favorite room in the entire game.
Instead of a linear sequence of dungeons, Eiyuu involves a lot of backtracking to earlier dungeons, which I think is a great feature and adds depth to the gameplay. Every room is a mystery: am I supposed to be able to beat this room yet? Am I supposed to come back later in the dungeon? Later in the game?
And of course, there are big secrets in early dungeons that you can only get to after you have very late-game items. I think this is a fine idea, but the execution was a bit weak: instead of just 2-3 places where you can come back and pick up new items, I wish there had been far more rooms, in far more dungeons, where you can profit from coming back later with new knowledge and equipment. (For example I very much expected to find color puzzles all over the place after beating Soltis, but this doesn't seem to be the case; the one place with obvious colors, the basement of the museum, is a red herring as far as I can tell.)
The story is well above-average for a custom quest, and though some of the major plot points didn't surprise me ("curse your sudden but inevitable betrayal!") there was enough meat on the story to keep me interested in exploring the world and learning more from the NPCs. I think there is plenty of room for improvement, though: first, for all of the awe that the Mask of Truth inspires, it was never clear to me what it actually *does.* It would help if there were gameplay applications to the mask (act as a lens of truth, perhaps?) that conveyed through gameplay its important to the game world. The later items also felt bland and disconnected from the story (Champion's Medal? True Champion's Medal? Why do I want these, other than just because They're There?) and the many inside jokes/references distracted from the play experience rather than adding anything, in my opinion.
And finally, my major complaint about the quest: it commits the cardinal sin of ZC custom quests, "guess the combo." One of the critical aspects of a well-designed puzzler is internal consistency, and Eiyuu *almost* pulls this off: almost every room where the wand does something has a star, and almost every room with the sacrifice blood scroll has a blood drop, etc... but sadly that's "almost," not every. There is no satisfaction to hiding a secret behind an unexpected combo. Either you run into it accidentally (oh, I randomly used the Blood Scroll and found a shop... weird) or you never find it, and neither of those give the player the satisfaction of the "a-ha" moment where they solve a puzzle and unlock a secret legitimately. Other examples that I consider unfair and unfun: the barrel that randomly reacts to your medal, and the soul game house that randomly turns into a dungeon (I still have no idea why it happened: I wandered onto the screen one time, and there it was.) There also should have been some environmental clue in the areas where you can walk through walls (Soltis does this quite well, despite being the one place where I had to ask the forums for help).
Having an NPC in a dungeon somewhere give a cryptic hint does not excuse this cardinal sin, by the way. Internal consistency is king.
Overall, this quest is excellent, and deserving of its place on the front page of Greatest Hits. Although I've picked apart the flaws in my review, this is to help the quest author grow with honest feedback, rather than to discourage you from playing the game. If you like difficult puzzles, a unique atmosphere, decent story, and many new and interesting scripted items, this quest has my highest possible recommendation. I don't think there is any quest in the database that packs as much entertainment in as few map screens.
Eiyuu
Overview
Feature Quest
Creator:
Teamudf
Genre: Story-driven
Added: 11 Jul 2014
Updated: 04 Jan 2015
ZC Version: 2.50
Downloads: 2905
Rating[?]:
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Download Quest (4.84 MB) |
Information
Eiyuu is my first submitted ZC project, but the second quest I have worked on rigorously. It is a prequel to my main project. Eiyuu has a unique story with a cast of brand-new characters and will mainly serve as an experiment in game play, storytelling, and new items. The theme of the quest is explore.
About Reviews Comments Forum Topics
Description
Eiyuu has a unique story with a cast of brand-new characters and will mainly serve as an experiment in game play, storytelling, and new items. The theme of the quest is explore.
Made for and play tested in 2.50. Playing in other versions may result in undesired consequences. (One was found in 2.50.1, in fact, so play in the recommended version, please.)
Rating difficulty on a scale from 1 (not at all) to 10 (insane), play testers gave Eiyuu around a 5. With the latest update in place, this rating should hold true for more players. Later areas can still be tricky though.
Eiyuu contains 4 to 6 main levels (it's...weird to explain) and a number of secrets that will probably be classified as "too many." There is also an experimental karma system that will keep track of items the player may have taken illegitimately from others. The karma system no longer affects any ending. Boss battles are not this game's strong suit but there are a few good ones courtesy of Moosh.
There is a small side legend revolving around 5 "mega-tier" secrets you can find in the game. Some of the higher-end secrets become increasingly abstract, but all solutions are intended to be logical and have in-game hints. I expect the player to think during these challenges.
UPDATE (7-11-2014): Sorry for the extremely early update, but I apparently closed off a path I didn't mean to in Level 3 some time in the past. Both keys should be obtainable in either order again like in the demo build.
UPDATE (7-21-2014): The next major update that fixes quite a few things. Page 14 on the thread describes them. A couple people helped me test and save files shouldn't break. (I only bring this up because I changed something in the Global.)
UPDATE (8-12-2014): Another major package of stuff, noted in Page 19 of the Eiyuu thread.
UPDATE (1-4-2015): Another damage control package of updates, including a couple somewhat new things. Noted in Page 25 of the Eiyuu thread.
Made for and play tested in 2.50. Playing in other versions may result in undesired consequences. (One was found in 2.50.1, in fact, so play in the recommended version, please.)
Rating difficulty on a scale from 1 (not at all) to 10 (insane), play testers gave Eiyuu around a 5. With the latest update in place, this rating should hold true for more players. Later areas can still be tricky though.
Eiyuu contains 4 to 6 main levels (it's...weird to explain) and a number of secrets that will probably be classified as "too many." There is also an experimental karma system that will keep track of items the player may have taken illegitimately from others. The karma system no longer affects any ending. Boss battles are not this game's strong suit but there are a few good ones courtesy of Moosh.
There is a small side legend revolving around 5 "mega-tier" secrets you can find in the game. Some of the higher-end secrets become increasingly abstract, but all solutions are intended to be logical and have in-game hints. I expect the player to think during these challenges.
UPDATE (7-11-2014): Sorry for the extremely early update, but I apparently closed off a path I didn't mean to in Level 3 some time in the past. Both keys should be obtainable in either order again like in the demo build.
UPDATE (7-21-2014): The next major update that fixes quite a few things. Page 14 on the thread describes them. A couple people helped me test and save files shouldn't break. (I only bring this up because I changed something in the Global.)
UPDATE (8-12-2014): Another major package of stuff, noted in Page 19 of the Eiyuu thread.
UPDATE (1-4-2015): Another damage control package of updates, including a couple somewhat new things. Noted in Page 25 of the Eiyuu thread.
Story
Zelos Phoenix is an explorer searching for a particular rare item. With a guide at his side, he hopes to track down the item in the mountainous region of Myso. But as Zelos travels, he ends up caught in the middle of a race for the item.
There are four endings to the main story. One ending (the canon one) CAN be missed and whether you miss this ending depends on what you complete before finishing Level 2. Even if you miss it, you can still get "a" good ending that is similar to the canon ending.
Some scenes and dialogue can change depending on the items you have or the actions you have (or maybe haven't) performed. The story ultimately goes to the same place, but details can be altered or added depending on what the player has seen.
There are four endings to the main story. One ending (the canon one) CAN be missed and whether you miss this ending depends on what you complete before finishing Level 2. Even if you miss it, you can still get "a" good ending that is similar to the canon ending.
Some scenes and dialogue can change depending on the items you have or the actions you have (or maybe haven't) performed. The story ultimately goes to the same place, but details can be altered or added depending on what the player has seen.
Tips & Cheats
- If you cheat and break something, you get what you deserve. Play the quest as intended and ask for help if needed.
- MONEY IS LIMITED for a good while. Enemies usually do not drop Rupees and you have no sword to slash bushes. Invest wisely.
- READ the story or TALK to NPCs if you get lost in quests easily. You are always told where to go next or are given a general idea on where to look.
- The karma system can make the game easier or more difficult depending on your play style. Be mindful of the items you decide to take as not all of them are possible to get in a single playthrough.
- Check earlier areas as you progress through story events and levels because more will open.
- MONEY IS LIMITED for a good while. Enemies usually do not drop Rupees and you have no sword to slash bushes. Invest wisely.
- READ the story or TALK to NPCs if you get lost in quests easily. You are always told where to go next or are given a general idea on where to look.
- The karma system can make the game easier or more difficult depending on your play style. Be mindful of the items you decide to take as not all of them are possible to get in a single playthrough.
- Check earlier areas as you progress through story events and levels because more will open.
Credits
=====Story / Creator / Insane Guy=====
Teamudf
=====Loose Tiles / Tileset=====
Akkabus
Radien
Kate
Franky
Spacemandan
Purplemandown
ShadowTiger
Teamudf (Just some spare / extra ones.)
(If I forgot anyone, please PM me.)
=====Playtesting=====
Evan20000 (CHOPPAH)
Spacemandan
Moosh
=====Script Help / Creation=====
Franky
Spacemandan
Moosh
Russ
Evan20000
Saffith
Joe123
Teamudf
(If I forgot anyone, please PM me.)
=====Sounds / Music=====
Enya
Espilan
Noproblo
Oulisa
Psychgoth / Ba-Rok
RPG Maker XP
Shebat
VGMusic
Teamudf
=====Loose Tiles / Tileset=====
Akkabus
Radien
Kate
Franky
Spacemandan
Purplemandown
ShadowTiger
Teamudf (Just some spare / extra ones.)
(If I forgot anyone, please PM me.)
=====Playtesting=====
Evan20000 (CHOPPAH)
Spacemandan
Moosh
=====Script Help / Creation=====
Franky
Spacemandan
Moosh
Russ
Evan20000
Saffith
Joe123
Teamudf
(If I forgot anyone, please PM me.)
=====Sounds / Music=====
Enya
Espilan
Noproblo
Oulisa
Psychgoth / Ba-Rok
RPG Maker XP
Shebat
VGMusic