Questron II Retrospective Review
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2. Character Creation and Development. The only real option you have when creating your character is the name. Leveling occurs at fixed intervals and in response to progress on the quest, not slaying monsters or building experience. You have no choices when leveling. You can increase some of your stats in dungeons or buy purchasing training in castles, but basically every player ends the game with the same character as every other player. Score: 2.
3. NPC Interaction. No games are really rocking us yet with NPC interaction, but Questron II still feels like a throwback to a few years prior, when NPCs gave a single line of exposition. It's even worse here because most wandering NPCs say something worthless ("Me not like you") as if they were straight out of Ultima II. You do get some plot points from barbers, innkeepers, and publicans, but not enough to really advance the plot--most of the stuff they tell you, you'd figure out anyway. There are no dialogue options, not even when dealing with the main quest NPCs. Score: 2.
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10. Gameplay. Questron II is completely linear. You have to visit each dungeon and castle in a particular order. Towns are an exception, but the game's dozens of towns are essentially interchangeable. Although I admire its quick resolution (again, I think the creators intended more monster grinding and less gambling), the game is a bit too easy. (Among other things, resurrection is immediate and guaranteed upon death.) There would be absolutely no reason to replay it. Score: 2.
The final score of 26 almost seems too high. I think I might revisit my system soon to allow for a "discretionary" category where I can add and subtract points based on particularly well-done (or hated) features.