The_Game_Graveyard- nanoquest - NanoQuest (PC)author:Justin "RFS" Bardin
NanoQuest Developer: Can Do Interactive / Fable Multimedia Genre: Edutainment Platform: PC Released: 2006 Games created for educational purposes are a common occurrence, and a cheap ploy to get students to "learn" the school's curriculum. Games that revolve around adding, subtracting, reading, and other basic school principles are frequently put into production, but NanoQuest stands out as a game that attempts to teach players a little bit about nanotechnology and other scientific fields of study. NanoQuest is thinly veiled under the selling point of "aimed at the Playstation generation", which is believable because the game looks and plays like an unlicensed (and rejected) Playstation One title. Nobody seems to mention why Doctor O'Kelly wants to shrink things, possibly to compensate for something, but other than that no evidence or plot is provided. O'Kelly either really fucking hates you; or you just happened to be at the wrong place at the wrong time when O'Kelly planned on dicking around with the quantum scaling machine. Either way, once your character enters the realm of shitty Windows desktops you are greeted by the "nanoworld"; it's just like this world except, as the game's tagline mentions, really small. In today's "Playstation generation" obviously the first thing to do when shrunk is use your cell phone to call your friends and take pictures for them to put on MySpace. The cinematics end once you enter this new world full of rainbow colors and hamster balls intent on killing you, and you are finally given control of your player. Once the car parts have been pushed into their defined places on the pattern, you switch characters and get to drive the junker you just assembled without any form of propulsion whatsoever. They managed to include a safety harness, but no engine. If this game is so educational, how the fuck are you able to drive a car on a flat surface without any force? I suppose those questions are going to be answered in the follow-up hit "InternalCombustionEngineQuest - It's a loud world". Driving the car is insanely hard as you will slide all over the place and be chased by more possessed hamster balls. Periodically trains will drive by and shake the environment. They never mention what a "train" is, but I can only assume they mean "steam engine", and if so, why the hell am I not riding that to the warp? Collecting all of the power cubes will fix the computer and let you finally return to your normal size and also grants your character the ability to be unintentionally seductive. When all's said and done the cutscene moves to Doctor O'Kelly who is seen standing in the middle of nowhere surrounded by darkness. A car pulls up and there is a quick exchange of briefcases and hand shakes. Yes, some shady crime lord paid Doctor O'Kelly a huge sum of money to unplug one machine while hiding in the corner. It's a small world indeed. RFS's Final Words: Graphics: Created to please kids who grew up in the era of the Playstation, Can Do Interactive and Fable Multimedia did a great job completely missing the target and creating what appears to be an environment made entirely out of code from Atari Jaguar diagnostic cartridges. Controls: NanoQuest's controls would be great if the game was reworked into "JumpThroughFieldsQuest" but unfortunately it isn't and the level design demands tight controls which sadly are just not present. Thanks to a combination of moon gravity and superhuman strength you will spend a lot of time overshooting your jumps. Music: NanoQuest tries too hard to match the feel of that spaceage genre of techno music seen in many space shooter and adventure games. What the developers came up with instead was a choice selection of the most uninspired music ever displayed in a PC video game. Replay Value: At one point in time the developers offered a trip to Paris to the person who could get the highest score possible in NanoQuest; and alternatively in an attempt to phase out the use of the "i" prefix, iPod Nanos (irony alert) were given away as prizes too. If you have to offer lavish gifts to get someone to play your game, then you failed at making it fun. Overall: NanoQuest gets credit for attempting to appeal to science teachers, but aside from the museum "level" this game has no educational value unless you're supposed to be teaching either patience or how NOT to design a game. Come to think of it, this entire production is comparable to the demos seen in commercials for Devry University's game design clas- - Justin "RFS" Bardin |
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