A Well Engineered Killing Machine: Lock's Quest for the DS


                                                                   Uh, oh! Ryan's hometown is under attack.

As any RPG player knows, enemy forces can never truly be defeated. When an exiled antagonist is thought to have been vanquished in a game’s introduction, you can safely bet they will return for some sweet vengeance. While Lock’s Quest plot may not be revolutionary, it’s integration of defense-tower gameplay, along with resource management, and light RPG elements certainly are. Typically, when a game tries to bring too many dissimilar ingredients together, the title feels needlessly convoluted.  Astoundingly, that is not the case here- Lock’s Quest synergistically combines these elements into a compelling, must-have, DS title.

Developers 5th Cell, have employed an isometric view to show the battle proceedings, while seamlessly incorporating 2D art for character dialogue, maps and tactical screens. Although main character, Lock, looks like a bland amalgam of Natuto and Jak, he is still drawn with enough detail to articulate personality. Enemy characters are drawn with enough frames of animation to make them attention grabbing- we love the implied force of the Axeman’s swing.

The main section of the game revolves around a two stage battle sequence recalling the antiquated arcade title, Rampart. Players begin the first battle phase by constructing various structures in a calculated effort to slow the marauding armies. Using the stylus, players will build defensive and offensive measures using money collected by fallen enemies. Construction is both intuitive and responsive; gamers first pick from a menu of wall, turrets, traps, and helper bots. Then, they can select the type of unit to build before placing it on the battlefield.
Additionally, players can use the ‘L’ button to rotate the shape. Enemies are smart enough to avoid pathways filled with defensive measures, so the successful gamer will want to create a carefully balanced environment.


                                            Killing is as easy as 1-2-3 in this game. Later, it's as easy as 4-5-1-3-2.

After the building phase is completed, the battle begins. Players can drag the stylus to move Lock, or more instinctively, click on area of the map, where they would like to send him. While Lock may temporarily get stuck in congested intersections, for the most part the path finding A.I. is acceptable. The D-pad is used only for camera control; we wish the game had an option for player movement. Unlike most Defense-Tower games, where the player is relatively inactive during enemy attacks, in Lock’s Quest the player can engage in combat. Once the player touches an enemy, a scrambled numerical pattern is displayed on the bottom of the screen. Players simple tap the icons in order for a powerful attack. Additionally, players can repair damaged walls and turrets by approaching them, and giving a repair order. Later, in the game the player has the flexibility to focus on battlefield strategy by employing friendlier soldiers, or concentrate on direct action.

The game rarely falters- some might take issue with the repetitious gameplay, but we feel there are enough new devices to keep players interest. However, the small minigame that accompanies the acquirement of a new inventions seems pointless. Players have an unlimited amount of time to replicate a construction using four parts. The play window is small, and the mode is needless fussy. Moreover, the sole point of the mode seems to be to draw attention to a new contraption. Let me get back to the killin'.

Overall, Lock's Quest in a wonderful addition to the DS library, and stands as the best example of a RTS game for the system. With three levels of difficultly, the game should appeal to a wide audience; we seldom got frustrated on the middle difficulty. Anyone looking for a unique, engaging title should engineer a way to pick this cartridge up.

Final Score: A-

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