RavenQuest is a retro-style, top-down, two-dimensional, tile-based game with pixel art graphics. However, it incorporates some modern MMORPG elements alongside its retro appearance. Now, one burning question arises: who is the target audience for this game? Tibia holds a special place in my heart as the game that introduced me to the MMORPG genre. But considering that Tibia is still available, it begs the question of whether RavenQuest will only appeal to those nostalgic for Tibia. Perhaps it could attract former Tibia players who grew disillusioned with the game’s direction or changes over the years. At best, RavenQuest might have a niche appeal or offer a fresh alternative to bored Tibia players. We’ll have to wait and see how it fares upon its release.
RavenQuest joins the growing trend of “Play and Earn” gaming, where MMORPGs reward players with in-game currency that can be sold for real-world money or used to unlock valuable in-game NFTs (non-fungible tokens). In RavenQuest, you can purchase in-game land, ranging from a small estate to a fort, with prices ranging from $100 to a staggering $60,000. Personally, I approach NFTs and play-to-earn games with scepticism. Many MMORPGs take years to develop, and my concern is the potential for studios to create play-to-earn games, sell exclusive content and NFTs during alpha and beta phases, and then never release the game, moving on to the next project. Considering this, I remain cautious. While I don’t oppose the idea of play-to-earn entirely (for instance, I’ve played The Elder Scrolls Online for nine years and wouldn’t mind selling some of my old mounts or outfits), I’m still wary of heavy investments. If I can play and earn within reasonable limits, it might be worth considering.
The game introduces you to the obligatory main story quest, which doubles as a tutorial. Through various tasks, you become acquainted with the controls and gameplay mechanics. It adequately provides the necessary information to get started. Surprisingly, a significant portion of the main story quests features voiceovers, alongside the usual text-based format. The AI-generated voices are passable, although there are discrepancies between the spoken lines and the text. Hopefully, this issue will be resolved before the game’s full release.
In the early stages of the game, there doesn’t seem to be much to do aside from following the main story. Side activities or quests are absent; you simply progress according to the game’s guidance. One notable issue I encountered frequently was navigation. Above ground, it’s manageable as you receive general directions for quests and tasks. However, once you venture underground, it’s easy to lose your bearings. The map lacks underground areas, making it challenging to follow markers that point to above-ground locations situated several floors below in a labyrinthine cave.