.: 23 December 2008. Mobile. 2008. Nintendo Switch. 19 September 2019,Mode(s),Puzzle Quest: Challenge of the Warlords is a developed by Australian company and published. The game combines with elements. Taking place in a setting, the player moves their character around the game's world and encounters monsters and other enemies to fight as to gain experience and acquire treasure as in a typical role-playing game.
Combat takes place on a board similar to, and by making matches of colored gems, the combatants can cause damage to their opponent, cast spells, or perform other abilities that affect the flow of the game.The game was first released on the and in 2007, and has since been ported to, and with plans for a version in 2019. Among these ports included extended content: 'Revenge of the Plague Lord' which was included in the Xbox 360, PlayStation 3, and iOS releases, and 'Attack of the Golem Lord', which will be available alongside the 'Revenge' content for the Switch version, under the name Puzzle Quest: The Legend Returns.Puzzle Quest was a surprise hit at release and received generally positive reviews for the fusion of the two distinct video game genres. Since its release, Puzzle Quest has received a direct sequel, and a science-fiction variant,.
The basic gameplay has also been used as a template for licensed games in the series,. Contents.Gameplay The story of Puzzle Quest is based in the game universe. Players assume the role of a character with various statistics such as combat ability, morale, and magical affinity. A character's predisposition toward individual attributes and spells is determined by the selection of one of four professions at the start of the game. During play, the player takes on quests as part of the main storyline, as well as accepting side quests in order to gain items, experience and gold.
GAME INSTRUCTIONS AND SOLUTIONS. University Games. 1000 Places to See Before You Die. 20 Questions Game. The Quest Game Blast from the Past Blue's Clues Big Easy Game Blue's Clues Game. Puzzle Logic Snake Puzzle. Puzzle Logic Star Puzzle Reel'em In! Wooden Brainteaser Puzzle.
Gold can be used to buy equipment that offers bonuses in combat, or it can be used to build up a citadel that unlocks additional content and customization for the character.The game uses a simple map, and as players accept quests, new towns, cities, and other points of interest appear as available destinations. Each location is connected together by roads, and foes periodically appear between locations, blocking movement until they are defeated. Key quest locations are also marked on the map, and completing quests typically involves visiting such locations in order to defeat one or more opponents in one-on-one battles.Combat. The combat screen in Puzzle Quest with the player (left) facing against a computer opponent (right). Image is from the version of the game.Combat in the title is conducted entirely via turn-based puzzle action similar to. The player and the computer-controlled opponent take turns swapping the position of two horizontally or vertically adjacent tiles on a grid to make a row or column of at least 3 like tiles; these tiles are removed with various effects as listed below, and all tiles above them fall to fill in the spaces, with new tiles created at the top of the board. If, by this action, a new row or column of three or more like tiles is formed, this is also removed and the chain can continue indefinitely.
An extremely long chain can earn the player additional bonuses. If either combatant can match four or more tiles in a line, they will be given an extra turn and potentially additional bonuses. If no move to make a match of 3 is available, the board is reset for both combatants.Tiles themselves correspond to certain effects when matched. Colored titles provide that color of mana for the combatant's spells and abilities, while skull tiles do direct damage to the opponent. Other tiles represent experience and gold for the player when matched.
Additionally, wildcards can be matched with any of these tiles. The player-character's class, experience level, and equipment they wear affect how much bonus mana or damage that they get for matching those tiles. Prior to a match, a combatant can cast a spell which they have enough mana for. Spells can do direct damage or may affect the board, such as removing all tiles of a specific type; once used, a spell has a cooldown period of a few turns before it can be used again. Combatants may have armor points, either from their equipment or gained through spells, which absorb damage before the combatant's hit points are reduced. Once either the player or computer opponent runs out of life, the battle is over.
Most battles can be re-fought if the player loses, although only those which are part of the main quest need be completed in order to advance the game plot.Following successful battle, the player is rewarded with experience points and gold. By raising the character's experience level, the player can distribute skill points to affect how the tile-matching combat plays out. Gold can be used to purchase equipment and spells at the in-game shops. The player can gain Companions during the game. Companions, like equipment, provide certain bonuses in combat, and also affect the storyline of the game. Between battles, players can visit their citadel, a certain base which they can build up using gold and other treasures. This provides a forge to construct new equipment, a bestiary where the player can try to learn spells from captured opponents, and train mounts.
Most of these activities require completing a mini-game variant of the tile-matching game.Development Puzzle Quest was primarily the brainchild of, the original designer of the game series which merged typical RPG elements with turn-based strategy games. The series was successful enough for Fawkner to form, which were the primary developers of the first three titles for the series, and did some of the work on the fourth title in 2004 before full development was taken over by (SSG), the publisher for the first three games, due to declining budgets for video games at that time. Fawkner opted to reduce his staffing to three people and use the time to refine their game engines, not releasing any games through 2007.During this time, Fawkner became hooked on, often playing the game into the late hours of the night.
He realized that he could wrap the core match-3 concept into a game with elements and create a story mode in the vein of, forming the basis for Puzzle Quest. Fawkner found difficulty in finding a publisher for the title, as they did not have an idea of how many units the game would sell and thus could not estimate a budget for the title. Fawkner eventually was able to gain that dealt primarily in low-volume Japanese titles, though there still had difficulties with estimating budgets.The first release of the game in North America consisted of 40,000 units of the Nintendo DS version; according to Fawkner these sold out within a week of shipment, in part due to the game's mention and difficulty to acquire by the popular webcomic. D3 raced to publish more to meet demand, though at the time were limited by Nintendo's ability to provide black DS cartridges.
With the success of the game, Fawkner was able to expand Infinite Interactive to eventually 70 employees to work on the various ports of Puzzle Quest and subsequent sequels. Version differences A side-by-side comparison of the DS and PSP versions by noted that the PSP version has a much more challenging along with a larger screen and more in-game effects. However, the PSP version also has a relating to in-game companions that is not present in the DS version; the companions' stated special abilities do not work. While game designer Steve Fawkner has acknowledged this bug, he claims that only, the port developer, has the ability to produce a patch.
The PSN and European version of the game do not have the bug.Xbox Live release In addition to releases for the PlayStation 2 and Wii consoles, the game was ported to, using the service's built-in networking to allow players to compete online similar to the player matches available in the DS and PSP versions.Nintendo Switch An updated version of Puzzle Quest, adding in an additional quest line Attack of the Golem Lord atop the existing content. The title, named Puzzle Quest: The Legend Returns, was released on September 19, 2019. Expansion An expansion for the game, Revenge of the Plague Lord, was released on 23 July, for the Xbox Live Arcade and was included in the 9 October 2008 release on the. It was also released as a free update for the iPhone OS version.
The expansion features 4 new character classes (Bard, Rogue, Ranger and Warlock), and an expansive new area on the Southern Map containing more than 25 challenging quests, 50 new spells, 40 new magical items and new monsters to combat, as part of the story of Antharg, the Lord of Plague and brother to Lord Bane. Reception ReceptionReview scoresPublicationScore8/109/104.5/54.75/5B+B+8.1/108/108.5/107.5/109/108.4/10GameZone8/108.7/108.8/107.6/108.9/108.6/107.8/109/107/109/10Nintendo World Report9/106/108.5/10Aggregate scores81.37%83.75%78.00%84.88%71.07%88.4/4/7/100Puzzle Quest was a giant surprise hit, receiving very positive reviews from the gaming community. Stated that the PSP version of the game, 'managed to combine the best aspects of both puzzle and RPG genres into one nice little package.' 's Maurice Branscombe commends the game for being a 'fantastic puzzle game, mixed with simple, yet compelling, RPG elements'. However, he criticizes it for having a 'cookie cutter RPG story'.' Awarded Puzzle Quest the title of 'Best Puzzle/Parlor Game' of 2007.
's online ranked it as the 17th best game released in 2007. Awarded it 'Best Xbox Live Arcade Game' of 2007.
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It really is a spot-on comic. It's amazing how well the whole idea of these epic battles actually gels over a modified version of Bejeweled.
I'm mid-battle with Dugog at the moment and it's interesting how distinctly the battle is shaping up even though it occurs on the same basic game board as every other battle in the game. He just unleashed the longest chain of attacks and extra turns on me that I've yet seen a computer opponent manage. I was sitting on the train, about to reach my stop and I was afraid to throw the PSP into sleep mode mid-turn. I almost said out loud, 'Whenever you're done, Dugog':lol.
Hi All,I can definitely state that the AI in NO way cheats, nor does it know what gems are going to fall. I wrote the AI code myself, so I am 100% certain of this.Look at it another way.a) I am a programmer, so I'm basically lazyb) Writing a cheating AI with look-ahead & multiple board evaluations is a LOT more work than writing a non-cheating AI that merely evaluates a single boardc) If I wanted to make the game harder, I actually would have done the LAZY thing and just given the monsters more Life Points. I didn't say it cheated, I said it was cheap. How else do you explain four or five combos in a row? The AI always knows what's coming in the rows that drop down. It would be nice if it stumbled once in a while and picked the wrong match, but it doesn't It knows exactly which gem to move, every single time.
It never makes a mistake, ever. That's unrealistic. I don't give a crap what that dude says, when your AI opponent pulls miraculous combos out of its ass almost every single time it makes a move, that's cheap. I didn't say it cheated, I said it was cheap. How else do you explain four or five combos in a row?
The AI always knows what's coming in the rows that drop down. It would be nice if it stumbled once in a while and picked the wrong match, but it doesn't It knows exactly which gem to move, every single time. It never makes a mistake, ever. That's unrealistic.
I don't give a crap what that dude says, when your AI opponent pulls miraculous combos out of its ass almost every single time it makes a move, that's cheap. I didn't say it cheated, I said it was cheap. How else do you explain four or five combos in a row? The AI always knows what's coming in the rows that drop down. It would be nice if it stumbled once in a while and picked the wrong match, but it doesn't It knows exactly which gem to move, every single time.
It never makes a mistake, ever. That's unrealistic. I don't give a crap what that dude says, when your AI opponent pulls miraculous combos out of its ass almost every single time it makes a move, that's cheap. Chain combos aren't that uncommon, I've had my fair share of 'Heroic Efforts'.This is a great game, I'm losing a LOT of matches, but it's so much fun, it's got that 'one more go' thing going for it.I don't think the AI is cheap or cheating, I think it's challenging. You can see when they WANT you to go for certain gems, so that they can follow through with a big combo, because it will wait for you to go for certain moves. If you look elsewhere for another small chain that isn't near, say, a cluster of skulls, or use a special move, you can usually catch them out. Same goes for when a Mana Draw is coming, you can tell it's about to happen by the AI play, so use your special moves before the Mana resets to zero.
I learned this by playing it like crazy.A good sign is when you see a couple of skulls almost line up and the computer casts a spell. Its waiting for you to move some gems around so the skull get put into place (if you follow through, it ends up taking advantage).A good way to win is fighting fire with fire. If your not confident on moving the gems around (cause you know a big combo is about to be setup).just spam some spells and force the computer to choose:lol. Works like a charm most of the time. I didn't say it cheated, I said it was cheap. How else do you explain four or five combos in a row?
The AI always knows what's coming in the rows that drop down. It would be nice if it stumbled once in a while and picked the wrong match, but it doesn't It knows exactly which gem to move, every single time. It never makes a mistake, ever.
That's unrealistic. I don't give a crap what that dude says, when your AI opponent pulls miraculous combos out of its ass almost every single time it makes a move, that's cheap. I get frustrated about these combos too, but it's actually not the AI's fault. The game is not timed by default, so in theory you would not make mistakes too. You are more likely to generate combos if you take a risky approach like moving gems at the bottom instead of at the top. Advanced players would also look ahead 1 step to avoid giving the AI a 4-gem combo.The only thing the AI might be 'cheating' is in the stats department. It might have much better stats than the human player at the same level, which gives them a much higher percentage chance of getting a free turn for only getting 3-gem combos.
THIS GAME IS AMAZING.I knew I was going to buy it based on the 'hook' alone (battles taking place o Bejeweled board instead of trading attacks from a menu).But what I didn't know what just how involved the RPG elements were going to be. Sieging/defeating cities. Forging new items. Capturing enemies and forcing them to teach you spells, etc etc.I think with these robust RPG elements I would like this game even if it WASN'T puzzle oriented (IE if you went on all these quests and hacked 'n slashed to victory). The fact that it is all build up around a puzzle board just makes it goddamn amazing.I want a sequel!
I want spinoffs! I want this to turn into an entire new gaming movement with puzzle elements hardwired into other classic gaming genres/settings!-Give me a space exploration opera built around puzzling mechanics.-Give me SEPARATE puzzles for different tasks, in an RPG sequel. IE Bejeweled is the 'battle' puzzle, but there's a separate puzzle for crafting, for diplomacy, etc. Sorta like Puzzle Pirates.-Give me an XBLA version!I have my fingers crossed that the game does well enough that we get to see more like it, and the only time I think I've done that before was with Culdcept. I've purchased both the DS version & PSP version of this game (my DS copy which I originally bought was hijacked by my gf). After playing both versions for dozens of hours, I'll have to give the PSP version the advantage; I'm personally disappointed with the controls & play-field size of the DS version due to it being shrunken down due to the spells being on the side (makes it harder to play-fast compared to say Zoo-Keeper which has a similar play field). However, the loading and auto-saving works much better in the DS then the PSP (which is transparent to the user in the DS version).
But you really can't go wrong with either version.As far as the enemies being 'cheap', I think there is definitely a perception issue, and while I don't think the enemies are intentionally programmed to be cheap it can come across that way (which is the problem). I think the issue is that the enemies never misses a 4-combo/extra turn opportunity where the player does very frequently. Hence, by probability the enemy always has higher chance of chained attacks even without knowing what will drop from above by the sheer fact that it never makes a mistake like a human player will inevitably miss an opportunity or two. As far as the enemies being 'cheap', I think there is definitely a perception issue, and while I don't think the enemies are intentionally programmed to be cheap it can come across that way (which is the problem). I think the issue is that the enemies never misses a 4-combo/extra turn opportunity where the player does very frequently. Hence, by probability the enemy always has higher chance of chained attacks even without knowing what will drop from above by the sheer fact that it never makes a mistake like a human player will inevitably miss an opportunity or two.