The Mighty Quest for Epic Loot Preview
-
Category: PreviewsHits: 22393
Article Index
Page 1 of 2
Hack-and-slash games are enjoying a bit of a resurgence in the last couple of years, with the likes of Diablo III, Torchlight 2, Path of Exile, Grim Dawn and many more making appearances. Into this fray comes Ubisoft's interesting free-to-play take on the action-RPG formula, The Mighty Quest for Epic Loot. Currently in closed beta, I was able to spend some time with the game recently, in order to report on how the game is shaping up. The Mighty Quest for Epic Loot, as its name indicates, is not meant to be a serious take on the genre. The setup for the game is simple: in the fantasy land of Opulencia, a place of near-infinite wealth, rich rival families and entrepreneurs employ adventurers, vassals and other servants to wage eternal war on other moneybags-sorts, with the express purpose of capturing their competitors' wealth - in the game, this takes the form of gold, life force (crystals) and gems (the premium "real money" currency). This "greed and capitalism taken to comedic extremes" angle isn't one that I've really seen before, and in a way it's fitting for a hack-and-slash loot treadmill kind of game.
Unfortunately, though, not much is actually done with this theme. There's very little story to speak of beyond the tutorials (not that the story there is especially great to begin with), and in practice the game looks and feels completely unremarkable. This is apparent in the game's visual direction, which is a grab-bag of influences (most notably Team Fortress 2 and Battlefield Heroes) with little identity of its own, to its soundtrack, a small set of the most generic "epic" and upbeat orchestral tracks that you'll quickly want to switch off. Sure, the "generic" style is kind of the point, but I don't think the game is clever enough to get away with it; The Mighty Quest for Epic Loot quickly becomes exactly what it is parodying: uninspired and bland.
The big gimmick with The Mighty Quest for Epic Loot is that the dungeons you're exploring are actually created by other players, and indeed, you must create your own for other players to enjoy. Your dungeon serves as your home base and can be customized quite extensively, with dozens of different types of rooms, enemies, traps and so on all available for your configuration. I admit, this is a great idea - it solves the problem of repetitive pre-designed dungeons, or boring randomly-generated ones, and gives the game an additional level to it. To keep things balanced, the game auto-scales everything available to you based on your level and locks higher-level dungeon pieces and monsters behind multiple upgrade tiers, all which must have gold or life force invested into them. Though you're restricted on how much you can actually do, being able to take on your friends' dungeons while they go after your own has potential for a lot of friendly competition - there's even a replay feature to watch how other players defeated your minions, but sadly I couldn't find any option to actually play PvP or fight off dungeon invaders personally.
Once you get into the nitty-gritty of playing the game, however, it becomes extremely simplistic and, to be blunt, somewhat boring. You pick from one of three character classes - Knight, Archer and Mage, which have about as much personality and originality to them as their names imply. As I was only able to pick one character class, I went with the Mage thinking it'd be the most impressive and interesting - that may be true, but I found the Mage in The Mighty Quest for Epic Loot to be pretty standard. Fireballs, life leech, chain lightning and other similar spells await you; certainly nothing you wouldn't find in any other game.
I could live with the generic character classes and abilities if the actual gameplay and character advancement in The Mighty Quest for Epic Loot were more interesting. Leveling up consists of nothing more than spending some coins and experience at your Hero Trainer building; there's no attributes to assign points to, just passive preset bonuses. Like Diablo III, you unlock abilities when you hit a certain level, and can only have a certain number available at once, which can't be changed when you're inside a dungeon. Theoretically this could make planning and character builds important - but the lack of meaningful choice, like in Diablo III, also hurts your sense of ownership over your character and the mostly linear progression isn't too engaging.