Quest 64

Quest 64

released on Jun 01, 1998

Quest 64

released on Jun 01, 1998

Celtland has been cast into chaos by the theft of Eletale's Book. This mystical volume contains the secrets of the Spirit Tamers. Control Brian, a magician's apprentice, as he explores the expansive countryside and villages on his quest. If he does not reclaim the book, the Kingdom of Celtland will be cast into darkness forever.


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Quest 64 is a classic N64 RPG that's held back by some rough edges. The charming story of a young spirit mage on a quest is fun, and the unique elemental magic system is surprisingly engaging. But the game suffers from bland environments, basic quests, and some tedious grinding. If you have nostalgia for early 3D RPGs or want to see where the genre was at, it's worth a try, but be prepared for some outdated design choices.

The minimalist approach to practically everything in this game could easily be mistaken as a conscious design choice. There are a number of unique NPCs that I believe were likely originally additional party members but the feature eventually got nixed, which just proves to me that this game was originally more ambitious, at least in one regard.

There’s also something to say for how isolated this can feel at times. Not only because of the single party member but because of so many long narrow paths in dungeons that I guess enemies couldn’t fit into. Just some liminal creepiness whether intentional or not.

Edit: Finished. That was one of the longest 11 hour games I've ever played. Don't even necessarily mean that as an insult, it certainly felt like a "quest."

Part of me wants to try the "upgraded" Japanese version to see if it improves the overall feel. It's not like there's much story to follow anyway.

I’m glad I played this, regardless of whether I enjoyed the entirety of it, as it’s a truly incomparable experience.

There’s a lot of curious things about the Quest series. This game was given different names in different regions. In North America, it was the very generic Quest 64. In Europe is was the rather meaningless Holy Magic Century and in Japan it was Eltale Monsters (I think Eltale Book would have worked better). Despite being a JRPG, it also came out in Japan last.

Quest got a spin-off in the form of a Mr. Do clone on Game Boy Color called Quest: Fantasy Challenge in the USA and, oddly, Holy Magic Century in Europe (it wasn’t released in Japan) and then a remake of the original game on Game Boy Colour (with an expanded story) called Quest: Brian’s Journey in the USA and Elemental Tale – Jack’s Great Adventure: Satan’s Counterattack in Japan (this one wasn’t released in Europe).

As for Quest 64, the game itself is also interesting as it seems like a great starting point for a game, but it feels like it isn’t finished. It works fine and isn’t glitchy, it’s just there isn’t a lot to it. The idea behind the story is interesting, but it isn’t told well. It’s very easy to lose track of what you’re supposed to be doing due to lack of context, and NPCs rarely have anything interesting to say.

The combat has some interesting ideas, too. It’s turn-based but you move around in the actual game world. You can move around within a circle (which is more of a circle in the Japanese version) to position yourself and select an attack. When enemies attack you have a bit of movement to try and dodge.

You collect spirits in four elements: fire, wind, water and earth (no heart) and as you get more, you unlock more abilities. There are three “levels” of attack but in each new “level” you can mix in another element for a wide variety of spells. Unfortunately, there are just a couple of attacks that are far better than others.

By far the biggest issue with the combat is the random encounter system, as the amount you get is extremely overboard. You can be drawn into a new battle immediately after one ends and, other than trying to break the game by hugging walls (or using a Gameshark code), there’s no proper way to avoid battles.

What doesn’t help is that a lot of battles won’t reward you with anything, as the game won’t give you an item if you already have one of them in your inventory. You’ll get tired of the random encounters before the end of the first area.

There’s plenty to like about Holy Quest Monsters, but also a lot to hate about it. It feels like the developers had a lot of ambitions but had to tone it back during development. It has a lot of interesting ideas, it just doesn’t fully use them.

Imagineer coined a uniquely minimal (level-less, item-limited, currency-less and party-less) form of JRPG with Quest 64, whose light storytelling, vast 3D areas and day/night cycles brought them closer to computer-RPGs than to its console-born siblings. What is undoubtedly CRPG-like - however, is their flexible upgrade system. Stat-leveling in the vein of FFII (i.e. earned from various parts of combat) is joined by collectible skill points distributed between 4 elements (which unlock new spells of that type and increase their power). Their combinations - from balanced spreads to a dual-type hyperfocus, governs the player's build with their own merits and limits. That sense of freedom well-complements their turn-based battles; seamless, responsive on-map gameplay with confined movement/dodging that's heavy on the spellcasting, reined in a little by elemental weaknesses and resistance. These two features rescue a work that otherwise would be dull and clumsy, as its lengthy overworld & dungeons plus a general dearth of content (other than a handful of pickups) make for some patience-testing trips. As a result, gameplay oscillates between moments of snappy, entertaining semi-action and sheer torture.

This brief project is many things at once, and - depending on taste, some conclusions are more prominent than others: A few great ideas placed on weak foundations. A half-baked mess. An interesting compromise between action & tactical gameplay. A novel fusion of Western/J-RPG languages, or even a grim omen of their genre's future; of the overscaled, empty worlds that progressively defined the next generation onwards. At the very least - though, a fascinating artifact of its era.

Even being hard-pressed for RPGs on the system I don't think this one's worth your attention, very slow boring combat, generic setting and characters and just overall bland, didnt get too far in this one and dont see myself coming back to it

1/10

While the general concensus that Quest 64 is not a good RPG may be true, its flaws stood out more than normal considering this was one of the very few jRPGs released for the Nintendo 64 and all eyes were on this game.

A lot of the game components were average such as graphics, presentation, and soundtrack but the game did shine in trying to provide fresh ideas such as having limited movement within each battle to dodge attacks. Some of the early parts of the game were laid out nicely and presented charming areas to explores such as towns.