1228: Dungeon Delving

May 30 -- ChopWay back before I started doing this daily blogging shenanigans — yes, there was a time when I was an erratic blogger, just like normal people on the Internet — you may recall that I once gave a harrowing account of the adventures of Count Kurt von Hellstrom and his merry band of warriors, otherwise known as the characters my friends and I rolled to play a campaign of Games Workshop’s tabletop roguelike Warhammer Quest. On the off-chance you haven’t been reading this blog since December 2009, here’s a link for your delectation.

I greatly enjoyed my experiences with Warhammer Quest, though it hasn’t hit the gaming table for a good few years now, which is a shame. It takes quite a long time to set up, you see, and the heavily-random nature of the game’s encounters wasn’t altogether to the taste of a couple of our group; our more recently-acquired Descent: Journeys in the Dark 2nd Edition is scratching the dungeon-crawling itch a bit better for the group as a whole. Despite this, I still consider myself highly privileged to own a copy of this much sought-after collector’s item, and one that is in pretty good (certainly playable) condition, too.

As such, it will probably not surprise you to hear that when Rodeo Games, developer of the excellent Hunters series of XCOM-style turn-based strategy games for iOS devices, was working on a digital adaptation of Games Workshop’s classic, I sat up and paid attention. Hunters and its sequel already played more than a little bit like Games Workshop’s Space Marine-based board games such as Space Hulk and Space Crusade, so I was confident that they were a good team to take on the challenge of porting Warhammer Quest to the small screen.

And you know what? They’ve done a great job. The iOS version of Warhammer Quest, which hit the iOS App Store around midnight last night, is a fantastic adaptation of the board game and its various foibles, tweaked just enough to feel like an original video game rather than a straight-up port of the board game’s mechanics.

The iOS version of Warhammer Quest features a substantial single-player campaign in which the player’s party of heroes moves between various towns in the Warhammer Old World, and takes on quests, as all good heroes should do. Most quests are introduced by some well-written text that gives a good feel of context to the dungeon crawling, and these are supported by various encounters in the dungeons themselves.

The actual dungeon-crawling gameplay is very similar to how the board game works. Characters have a particular move allowance for each turn, and a certain number of ranged and melee attacks available, assuming they have the appropriate weapons equipped to perform these. The wizard character may cast spells on his turn as well as moving and attacking, and all characters may also use items or certain other special abilities as well as moving and attacking.

Fans of the board game will recognise certain specific quirks of the tabletop version — for example, rather than having a set pool of magic to cast spells at will, the wizard character is dependent on the randomly-determined Winds of Magic that change each turn and provide the power required to cast spells. Likewise, the satisfying “Deathblow” rule is in effect, which means any time a character defeats an enemy in a single mighty blow, they can automatically attack any other adjacent enemies and sometimes clear out a room rather quickly.

A few changes have been made, however. The level-up system, which was simply based on the amount of gold acquired in the board game version, takes the form of a more traditional experience point-based system in the iOS version. This works just fine, and a helpful breakdown of who killed what (or healed whom) at the end of a quest helps you easily figure out which of your characters is pulling their weight and which ones need to step up to the plate a bit more readily in the next adventure.

There’s a couple of frustrating bugs present in the current version, which mars the experience a little — firstly, occasionally the game will get “stuck” while resolving an encounter upon entering a new room tile and require a restart to proceed. (Thankfully, the game autosaves regularly, so you’ll be back before the move you made that froze the game.) Secondly, the game’s “hardcore” mode, in which characters can die permanently, doesn’t appear to work correctly at present — I lost a character in an early quest, completed the rest of it and was very surprised to discover them waiting for me back in town when I returned.

The game also falls into the trap of offering obnoxious “Get more Gold” in-app purchases for players too lazy to earn their way to higher-tier equipment. Not only does the ability to purchase in-game currency remove all need to manage your finances carefully — an important part of the game if you’re playing it properly — but it also raises questions over how well-balanced the in-game economy actually is. Is the rate of gold acquisition in the game deliberately slow in order to push players in the direction of the in-app purchases? It’s hard to say at this early stage, but it’s something that will be on the mind of some players.

The game also includes a selection of day-1 DLC — three new characters and a bolt-on series of quests. Normally, I object thunderously to day-1 DLC but when the game itself is just £2.99 it’s hard to get too mad, particularly when each package adds a significant amount of cool stuff to the game and is still pretty cheap even if you buy all of them.

Despite these issues, the iOS version of Warhammer Quest is well worth your time if you’re a dungeon-crawling fan. An update should hopefully fix the bugs described above, and with any luck Rodeo will continue to support the game with new content over time. As it stands, they claim there’s 25-30 hours of single-player content in the game already, which should keep you busy for a while.

Download it here.