A Knight’s Quest, on the surface, looks like every other Zelda-like game. Get a dude vaguely dressed like Link, put him in a world that has surface-level comparisons to Hyrule, and you’re golden.
I didn’t expect to end up liking this game, though. A Knight’s Quest is more than a Zelda clone, and it really sells the game short if it’s marketed as one. Sure, it’s a loving homage to Wind Waker, Ocarina of Time, and all the great classic 3D Hyrule adventures, but it’s got a charm and personality all its own.
When I booted up A Knight’s Quest to guide protagonist Rusty through his adventures, I didn’t expect a game with so much personality and charm. The initial cave that serves as the tutorial area, for one, slowly walks you through the game’s various platforming and fighting mechanics, all to an amazing soundtrack. There’s a lot of platforming in this game, and I’m surprised that the controls are actually good enough for you to jump and land on the floating rocks that may seem too small and too far away for you.
Once you’re done with the tutorial (which ends with Rusty inadvertently releasing an ancient evil that threatens the world of Regalia) he goes on a journey to unlock ‘Spirit Powers’ to build up different abilities to transform himself and the world around him. In true RPG fashion, he harnesses the powers of Fire, Ice, and Time.
I’m still in the early game, but A Knight’s Quest is such a fun journey that I’m willing to see this game through to the end. This is such a fun nostalgia play that doesn’t really bring anything new to the table, and that’s okay. Sometimes a little bit of familiarity and comfort is all we need.