Realms of Quest IV: Final Thoughts, and final character screenshots -RoQIV

Just a few final words in regards to Realms of Quest IV….

It’s FUN! Plain and simple. It’s a classic style CRPG made for the Commodore VIC-20 computer for the year 2014. Besides the usual character races, there are also (Gnoll, Kobold, Ogre, Orc and Sprite). It features many of the classic dungeon crawling goodies that the older CRPG’s featured in regards to gameplay……(turn based combat, grid/square based movement, and many features that were featured in early CRPGs….[darkness zones, pits, teleporters, spinners and many, many monsters that would like nothing better than to slice you up into little pieces and devour your living flesh in a monstrous celebration of your very own peril and demise]).

The deeper you descend, the more treacherous and evil creatures you will encounter, so you must be ready for absolutely anything that these vile dungeons throw at you. Part of what makes this game so much fun is the need to map out each dungeon level, so get your graphing paper and pencils ready for adventure and exploration. I recommend that you map out the levels on your own rather than relying on the maps that I have uploaded to this blog, but if you prefer to view the maps they are online here via Gnarshm’s book of cartography category.

Realms of Quest IV has many monsters and a variety of ways to go about fighting and slaying them, and defeating the Time Lords. I’d recommend that you try to roll up as many Lord’s as possible during party creation when creating your team. The more spellcasters (both wizard and priest) you have, the easier it will be to defeat the 10 Time lords. You will need a Thief or Ninja in order to disarm traps, and you will need some warrior tank-ish types for their high HP in order to survive some tough battles.

The game has been an absolute blast from the past and I enjoyed it very much, and Realms of Quest IV is now one of my favorite games of all time, but some things that I felt were missing are the following…

(Mainly) A final completion screen. When you beat the game, you defeat the final 10th time lord and obtain a Staff of Orcus and a whole bunch of gold and XP, but what was missing is something that indicated that the game was finally over. Even just some basic text to display on the screen to say that the 10 time lords have now been defeated, the realms have been saved, and  the party is triumphant! would suffice. This is probably likely due to the limited memory available with the VIC-20.

In previous versions of the game, there was no splash screen and no music, which later versions of the game had incorporated those features after condensing the code to make way to allow these features, so in my opinion, I’m glad to have the splash screen and music than a final end screen but without some notification that the game’s major plot has been finished it sort of leaves you with a question of whether or not you have really completed the game.

Additionally, I think the game could benefit a great deal with the addition of Anti-Magic Zones that Wipe-Out non-combat spell effects like the Wizards Eye, Invisibility, Find Traps, Detect Evil, True Sight spells, which would make it even more difficult and challenging, although that might make it too challenging. :O

More Trap additions (while exploring the dungeon) like falling rocks or poison needles or other surprise damage attacks onto the party  that either do heavy damage to the party or inflict the party with poison effects or other afflictions (turn character to stone, charm character so that character attacks other party members, or even traps or spells of high level monsters that disintegrate/destroy/eliminate a party member outright). These are all just my personal suggestions so take them with a grain of salt. Not even sure all those features would even be feasible with the limited resources of the VIC-20.

+ Now, I present my final character screenshots of my team at the end of the Realms of Quest IV game.

Crumm – Ogre Fighter

crumm_final

Iscreem – Kobold Fighter

iscreem_final

Gnarshm -Gnoll Peasant

gnarshm_final

Greenhat -Gnome Priest

greenhat_final

Sammy – Elf Lord

sammy_final

Ruby – Hobbit Sage

ruby_final

Twiggy – Elf Wizard

twiggy_final

Elvira – Elf Thief

elvira_final

Now if you haven’t gone out and obtained Realms of Quest for yourself, you can do so at the following link.

http://realmsofquest.blogspot.ca/2014/01/realms-of-quest-ivcommercial-release-is.html

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2 thoughts on “Realms of Quest IV: Final Thoughts, and final character screenshots -RoQIV

  1. Realms of Quest

    I thank you for your gracious review of Realms of Quest IV.

    You are correct that there should have been a more comprehensive “you have won the game” message. Realms III does this better in my regard.

    I hurried up with the completion of the game because of very stressful life circumstances (for which I provided further detail in my email to you). I probably could have postponed the release of Realms IV to finetune the game a bit more. But I really just wanted to put it all behind me.

    I was happy to finally finish my original C64 RPG, “Ultimate Quest” from 1989 that I made with my friend. I also emailed you the original disk images of that game (which are 100% BASIC) to show you what I had originally created in the late 1980s.

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    Reply
    1. rubygolem Post author

      Thanks for your email and for your .d64 files of the previous games. I’ve added a new post with screenshots of Catacomb, Quest Realms, and Ultimate Quest 1989 version. :o)

      Like

      Reply

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