A remaster of a DS title released back in 2008, Lock’s Quest is the latest game to rise from the ashes that were once THQ to be offered up on Xbox One, PS4 and PC for a new generation of gamers.
Lock is a complete novice, meaning he needs to gradually learn the trade of archineering (that’s Archimedes engineering, possibly…), unlocking new abilities and defences to hold off the strangely time-conscious enemy. There’s only a couple of minutes at the most to throw down defences before the next assault (which usually lasts about three minutes itself), meaning the mad dash to get to grips with how to use new items can cost you precious preparation time.
Once you reach the battle phase, Lock can hold his own in a fight, flailing wildly by tapping A, or employing a little finesse by hitting three to four buttons in sequence for a more deadly combo attack. In practice, we found mashing to be effective enough if you’re taking on one or two baddies at a time, but it’s easy to get surrounded thanks to the more-often-awkward-than-not terrain, so death is never too far away.
Most of the time, NPCs are responsible for defence up until you arrive, at which point they seemingly pop to the pub.
Mastering the combos, as well as a bit of stick waggling and spinning to execute other attacks and repairs quickly, was, for me personally, the weakest point of the experience. You find yourself (or I do, at least) starting with A automatically when most combos dart between the four main face buttons, which leads frustration to follow failure as you kick yourself knowing you could have done something about it.
The thoughtful building was more my thing, gradually learning the enemy AI’s movements and developing cunning ways to distract them and take them down - or even just delay them for a few more precious seconds.
The main weapons in your arsenal are turrets, but you also get access to traps which can cause trouble in their own right. Putting walls either side of turrets buffs their defence, meaning they can take a few more hits, and later you can assign helpers to gradually repair them over time or increase their range.
Despite there being an army, or at least guards, on hand to help with defence (most of the time, they’re responsible for defence up until you arrive, at which point they seemingly pop to the pub), you’re largely left to fend for yourself - even though this could have make for an interesting collaborative co-op experience.
The story running throughout is entertaining enough, if fairly obvious, and the musical score is well-suited to the game’s aesthetic. That said, a few weeks into the 100 in-game days on offer, you’ll begin to beg for a little more variety as the repetition sets in.
The same is largely true of the game experience as a whole. New enemies, new traps and new defences are gradually introduced, but, fundamentally, you learn everything the game has to offer in the first few battles, with few game changers to upset the board and force you to think differently once you’ve got into a pattern you’re comfortable with.
For the price (£15.99 on Xbox One), there’s some solid gameplay to be had, though if you weren’t already aware you could probably guess it was a port from a different system. Putting a series of different sized walls down would be considerably easier with the added precision of a stylus - a control method the game was originally designed around - but the input on a gamepad is simple enough to get used to in time.
Lock’s Quest might not be a game that’s on your radar, or something you were even looking for, but if you want to flex the strategic muscle on console in particular, then this might be a tempting purchase.