Ubisoft’s Mighty Quest for Epic Loot is resurrected — as a mobile game

    
11

Back in 2016, Ubisoft’s The Mighty Quest for Epic Loot finished a somewhat lackluster two-year run… and that was that. Or so we thought. In this age of mobile everything, apparently the studio thought that this irreverent multiplayer fantasy game was a prime candidate for a handheld experience because it just relaunched as an app for iOS and Android.

Mighty Quest for Epic Loot is a hack-and-slash game that divides players’ attention between building up a castle of their own and raiding other floating fortresses. The mobile version boasts both PvE and PvP as well as “crazy time-limited ruthless events” that pop up on occasion.

(As an aside, this game does have a pretty awesome soundtrack. Just saying.)

newest oldest most liked
Subscribe to:
Mewmew
Reader
Mewmew

The original caught flak for having only male characters and then did add a female. This new one has only one male character to play with no character customization at all (all Ubisoft whining about how difficult girls are to make in games aside – don’t try to tell me it would be difficult to add skin tinting). Everybody is the same white male, even though it has online features and it’s supposed to be “your” story and not the story of a specific person. Sounds like Ubisoft still hasn’t learned their lesson.

Besides that, only the first 5 character levels need you to actually play, then the much debated mobile autoplay button opens up. Then there is no cool story to follow or anything, it’s very bland and uninspired. Add in lockboxes, high pressure timed now or never starting sales, yeah, not for me.

If that autoplay button didn’t exist, it would take some real play to get through it. It controls nicely, it has a dodge feature that works great for skill based play – at first. It starts to get to a point where you need to either let it grind itself over and over on autoplay or spend money on the many lockboxes the game is full of to get by. Your skill by itself will help you get a number of more levels in but the difficulty catches up where you need to either grind or play the random lockbox game.

Overall I find this as a major pass. A game that has online features and is your story that only has a single white male to play, that’s already a pass for me to begin with. The autoplay, bland story, and game full of lock boxes and “buy now or this deal goes away forever” starter sales put me off from it as well.

It’s a cheesy common practice in a lot of these mobile games to offer special buys that appear when you first start to play the game that if you don’t buy right off they go away forever. If you do want to play it and would spend money on it but don’t have money to spend right off, you may want to wait until you do have money to install it and play. Special discount purchase deals will be there when you first start, whenever you first start, but they are timed and if you don’t buy them those first few days they go away and will never be back.

Reader
Sorenthaz

Sounds like they pretty much learned nothing from Mighty Quest’s initial failure and are just going all-in on cashing out on it.

But then again this is coming from a company who banned users for creating custom maps in Assassin’s Creed Odyssey that made it too easy to amass experience because Ubisoft wants people to buy their exp boosters instead, so… can’t really be surprised by any sort of greedy low-effort shenanigans Ubisoft does nowadays.

Carlo Lacsina
Staff
Carlo Lacsina

The autoplay is a dealbreaker for me. Autoplay to me means that the devs have to design maps and combat that can accommodate for the pathing and AI, NOT the human being playing the game.

So to me it’s something like a game, but not truly a game. I’ll have to pass. It’s either I’m playing a game or doing something else.

Reader
Vorender

Thanks for saving me the time. I didn’t see an auto-play button and was pleasantly surprised. Nevermind…

kjempff
Reader
kjempff

I liked it in the pc version. It needed work, but the core game was fun and the gamedesign had great potential.
Of course I am an old fart with stuck opinions on mobile, one of which is that mobile (touch-screen input) will never work with any kind of action game ….. And as the somewhat tactical action combat was Mighty Quest for Epic loot most fun part…

Reader
David Goodman

Eh, it’s… not bad, compared to other mobile titles, but it’s also the kind of mobile game that I can’t really play. That is, it requires too much babysitting to be used on my commute. (I’ve mentioned before, though I don’t know if it was on MOP or elsewhere, that I need a mobile game that can be played with one hand while i’m standing up, one arm wrapped around a train hand to maintain my balance.)

It certainly tries to be a one-hand game, but doesn’t really pull it off comfortably. Controls are fine if I’m in a position where I can sit down and not worry about balance, and use both hands. However, if I’m in that situation, then I got lucky and found a seat, and I’m probably going to nap :P Or I’m at work, and I should be working. Or I’m at home, and I’m playing a real game.

Sound track is good, though. I’ll give it that much at least.

Carlo Lacsina
Staff
Carlo Lacsina

Sounds like you might need a pop socket :D

Mewmew
Reader
Mewmew

It sounds like you simply didn’t play it long enough. At a measly level 5, the much debated mobile autoplay button opens up. At that point it needs very little input. It’s only the beginning few levels that you actually need to play it.

Reader
McGuffn

Sounds like they should have made a movie instead.

Reader
Kevin Smith

I had fun with this game as a time filler. Think it would have done great on something like the switch to be honest. It never really was a sit an play for long type of game. It did have some fun elements though. Maybe they will look into pitching it to Nintendo for switch cause that is the only way I play mobile other than running blue stacks.

Reader
Sorenthaz

Wasn’t a mobile game attempt already made?

Either way not surprised. Mighty Quest pretty much was a mobile game at heart with the stupidity of its time gated growth and repeatedly going, “gee, it sure would be nice if you gave us some money to make this process go faster”. Real shame because it ruined a game that had a unique gameplay style, which yeah, had some balance issues between defending/attacking, but it had some pretty cool ideas and the humor/cartoony style was pretty fun at the time.