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	<title>ONE THOUSAND GAMES &#187; Strategy</title>
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		<title>ONE THOUSAND GAMES &#187; Strategy</title>
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		<title>#12. Lock&#8217;s Quest</title>
		<link>http://onethousandgames.wordpress.com/2008/10/13/12-locks-quest/</link>
		<comments>http://onethousandgames.wordpress.com/2008/10/13/12-locks-quest/#comments</comments>
		<pubDate>Tue, 14 Oct 2008 04:37:56 +0000</pubDate>
		<dc:creator>Monica Evans</dc:creator>
				<category><![CDATA[Strategy]]></category>

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I spent the last few days at a conference discussing serious games, meaningful play, and games as a medium for change on the individual to the global scale &#8211; and I spent every spare moment playing this small piece of fluffy, juvenile,  mindbogglingly engaging entertainment.
Lock&#8217;s Quest reminds me of nothing so much as Puzzle Quest: [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=onethousandgames.wordpress.com&blog=4863901&post=205&subd=onethousandgames&ref=&feed=1" />]]></description>
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<p>I spent the last few days at a conference discussing serious games, meaningful play, and games as a medium for change on the individual to the global scale &#8211; and I spent every spare moment playing this small piece of fluffy, juvenile,  mindbogglingly engaging entertainment.</p>
<p><em>Lock&#8217;s Quest</em> reminds me of nothing so much as <em>Puzzle Quest</em>: another fantastic casual game couched in a tepid, RPG-inspired story. I defy anyone to care deeply about narrative in <em>Puzzle Quest</em>, but for <em>Lock&#8217;s Quest </em>the plot line somehow manages to feel necessary. Thin as it is, I still need a reason to go from town to town, defending against the ever-increasing hordes of clockwork monsters. I haven&#8217;t finished the game, but I can easily assume that Lock and I will save the day in the end; more interesting than that standard hero&#8217;s quest is the world itself, where buildings come and go at the will of super-architect/engineers, or Archineers, and living machines &#8211; not robots, not cyborgs, but <em>clockwork men</em> &#8211; ravage fields and forests alike. The style of <em>Locks&#8217; Quest</em> is cute, easy on the eyes, and it fits the casual nature of the game, but a piece of me would like to see it done, harsh as this is, for real. I&#8217;m serious. Drop this world in the best tech we&#8217;ve got, let the designers from <em>Hellboy 2</em> and <em>Iron Man</em> go at it, and really scare me with a grounded, adult treatment of intelligent scrap-metal come to life in hordes. You could do wonders with a world like that on the big screen, and not just visually (remember <em>Terminator 2</em>, anyone?). This handling is an adorable waste.</p>
<p>Still, <em>Lock&#8217;s Quest</em> makes for a pleasant, coherent whole. As much as I&#8217;d like to see some of its odds and ends translated up, the game works, particularly on the DS. Simple, sweet, and presented in bite-sized chunks of gameplay, it&#8217;s an easy game to fall into in terms of mechanics but not content &#8211; so when a stewardess comes by, or you reach the front of the line you&#8217;re standing in, it&#8217;s not difficult to turn the game off. Call it shallow immersion: I&#8217;m entertained but not engrossed. And sometimes, that&#8217;s all I need.</p>
<p>Some minor problems that would get to me if I took the game more&#8230;. well, seriously: that NPCs aren&#8217;t intelligent enough to get out of your way and can actually prevent you from achieving mission goals if you don&#8217;t realize this; that too many systems are great ideas that weren&#8217;t fully implemented, like the tedious siege stages or the fascinating but out-of-place reverse-engineering of each turret and trap; that the precision of Lock&#8217;s pathfinding, or even of the object or enemy you&#8217;ve &#8220;clicked&#8221; on, leaves much to be desired&#8230;. This isn&#8217;t a deeply flawed game, but one that could use a bit more refinement.</p>
<p>And yet, I&#8217;m still playing it. I wonder why the game wasn&#8217;t advertised more thoroughly. In many ways, it&#8217;s another tower defense game, yet toss a &#8220;Mario&#8221; or a &#8220;Metroid&#8221; in the title and this could have been a must-have for the season.</p>
<p>At the least, it&#8217;s taught me that yes, indeed, repetition can be fun. It&#8217;s no <em>Shadow of the Colossus</em>, but <em>Lock&#8217;s Quest</em> made me think, even if it was only to wonder why I didn&#8217;t feel much like thinking.</p>
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			<media:title type="html">Monica Evans</media:title>
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