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Review: Lock's Quest
Radioactive IT
Review: Lock's Quest | Review: Lock's Quest |
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| Radioactive IT - Gaming and Entertainment tech blog | ||||||||||||||||
| by Mike Bantick | ||||||||||||||||
| Saturday, 01 November 2008 | ||||||||||||||||
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For frantic strategic action on the Nintendo DS hand held, Lock's Quest hits a nice spot between action, tactics, frustration, simplification and satisfaction.Featured Whitepaper
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In a land protected by the army of the Kingdom Force, orphan Lock lives with his grandfather in the relative safety and calm of their village. Until the evil Clockworks re-emerge from legend. Led by the overlord Agony, the Clockwork forces descend on the peaceful townsfolk, and carry off Lock's sister. Determined to rescue his kidnapped sibling, Lock begins his journey while unlocking his innate Achineering skills. Achineers being the stars of the Kingdom Force, able to mould the lands mystical energy Source into protective walls, traps, weapons and more. The game-play in Lock's Quest never stretches the players own grey matter too far, relatively speaking this is a straight forward 'tower defence' game at heart. ![]() Generally each level, or day within the game tasks Lock with two phases, the build phase and the battle phase. During the build phase, the game board is gridded up and a countdown timer started. The time limit is never great, and the pressure is on to build defences consisting of walls, turrets, traps and helpers. Each structure requires a certain amount of Source to build, and turrets that are set in between walls will be stronger than isolated ones. With this in mind, along with consideration of the lay of the land, the player must construct defences that will resist the impending Clockwork attack during the following battle phase. |
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