Labyrinth
of Lost Potential
Video-games and ideas go hand in hand. Some of the most memorable and treasured video games of all time were the games that pushed the innovative concepts that at the time many people thought were some sort of pipe dream. Chances are if I said the words “3D Platformer” the first game that would come to your mind is Super Mario 64 for how it pioneered the invention of analog control in video games as well as bringing the 3D platformer to the forefront of the gaming industry at the time. Generally its innovative ideas that will separate an average or good game from an excellent one.
With that being
said a game can have all the good ideas it wants but if it doesn’t
do anything with them then it just amounts to wasted potential. If
there is anything No Mans Sky has taught us, it’s that the execution
of an idea matters just as much as the idea itself.
So what happens
when you take a game that has good ideas and just doesn’t do
anything with them? Well you get something like MeiQ Labyrinth of
Death.
Story:
So MeiQ’s story
is… Simple to say the least. You play as Estra, a Machina mage who
is called along with 4 other Machina mages to basically restart the
very world under your feet by quite literally winding it back up.
Now I already
hear you asking “What’s a Machina Mage?”. Well the game never
quite explicitly explains what they are but in essence they are Mages
who can use a special form of magic called Machina Magic and command
giant mechanical looking guardians.
Anyway to restart
the planet you are told you have to go through 4 towers in order to
get access to a fifth, final area which is where the key to rewind the world is found. It’s
a simple concept with simple characters. That is until you read into
it a bit.
So throughout the
game you find little booklet type things lying around in dungeons
which talk a little about the games world. The most interesting of
these booklets that you find in the first dungeon actually tells us
that Machina magic in fact, isn’t magic in the traditional sense
but instead is magic that uses tiny nanomachines. Yes, really. What I
found interesting here is upon looking up the word Machina on the
internet I found that translated literally Machina means Machine. So
Machina magic is technically Machine Magic.
Now that sounds
pretty cool. I was interested in what the game had to offer in that
department and was looking forward to what the story would have in
store for me… The answer as I found out later on, was nothing.
This is a common
theme you’ll be seeing in MeiQ. As a game it has a lot of good
ideas which it does make known but the game just doesn’t do
anything with them. Ideas are all fine and dandy but if a game
doesn’t actually do anything with that plot device then it really
shouldn’t have been put in there in the first place.
The sad part is
that these ideas sound excellent on paper and the revelation of the
nanomachine thing caught me completely off guard. It’s a game which
knows how to get its players interested in its narrative but it
doesn’t know what to do once they are interested and it’s a damn
shame. The story in general kicks off interestingly enough but it
just grinds to a screeching halt very quickly and decides to go the
cliché save the world route instead. It’s like the developers
decided in the early stages of development to just go the lazy route
and then forgot to remove all the ideas they had originally that were
never going to be used and because of this I couldn’t help but
think of what MeiQ could have been if they had expanded on those plot
devices.
Gameplay:
Sadly MeiQ’s
list of good ideas with wonky execution don’t end with the story.
Gameplay wise MeiQ is a traditional dungeon crawler. You explore a
dungeon in first person, fight monsters in random encounters and gain
experience points in order to level up.
Now while the
overworld exploration is incredibly basic and, dare I say kinda
boring the battle system is a little more interesting.
So here’s how
battles work. By default you don’t control the Machina Mages
themselves but instead you control their guardians which are
basically giant robots which are specifically designed to beat things
into a pulp. Unlike your average dungeon crawler these guardians have
their own set of attacks which change depending on what parts you
equip. For example I could equip a sword on one arm and a fist on the
other arm and I would get sword specific attacks on the sword arm and
punch specific attacks on the fist arm. It’s a simple system which
is easy to get to grips with.
You can also
control your Machina Mage directly which allows for a more
traditional style of fighting that you would see in other dungeon
crawlers. One thing of note is that most of the time enemies will
attack the guardian first and not your Mage and because the guardian
has a separate HP bar to the Mage it means you can usually leave your
guardian on the forefront 99% of the time to deal with enemies.
Now here’s
where the problems start. Firstly, you are able to get extremely
overpowered extremely quickly in MeiQ which negates almost all
challenge you may end up running into. What this results in is most
battles simply boil down to hitting the enemy once or twice for you
to win. As a result of this dungeon exploring in general becomes
incredibly tedious with the monsters serving as more of a minor
nuisance than an actual threat. This is made even more apparent by
the fact that the game actually gives you a button to repeat the same
actions that you did previously in battle. Sure it’s convenient but
it means that most of the dungeons boil down to trying to find the
stairs while pressing R a few dozen times to get rid of whatever
small fry enemies there are that you run into.
Thankfully the
encounter rate in the game is surprisingly low especially for a
dungeon crawler but that still doesn’t rectify the fact that
battling is a boring and tedious experience which for an RPG is not
ideal in the slightest.
Outside of the
main quest there are also side quests you can take which usually
involve backtracking to a previous tower to find and kill an enemy
that drops a specific item.
These quests
SUCK. Oh my goodness do they suck big time. Most of the time you’ll
be spending more time trying to get the damn enemy you need to kill
to spawn than you will actually fighting said enemy! One of the first
quests in the game involves you having to locate an item called the
“killer crab scissor”. This mission took me around 2 hours to
complete and most of that was spent trying to get a killer crab to
spawn in the first place which is made even more of a chore due to
the games surprisingly low encounter rate.
Thankfully the
quests are optional but if you’re one of those people who likes to
complete every side quest in a game then MeiQ will have you tearing
your hair out at points, not because of difficulty but because of
tedium.
There are a few
other gameplay bits and pieces lying about such as a basic pokemon
like elemental strength and weakness system along with Machina Mage
“forms”. These forms are probably the most poorly implemented
part of MeiQ because while these forms do indeed level up the game
never actually tells you HOW you level these forms up. This is
something I have discussed with other people who have been reviewing
the game and none of us can figure out how exactly these forms are
supposed to level up. It’s like the developers left it in the game
and then completely forgot about it until the last minute.
In general, MeiQ
suffers from honestly very bland gameplay. It’s the bare bones
basics of dungeon crawler gameplay and the few ideas it does try are
sadly poorly executed despite being clever ideas on paper.
Graphics and
Sound:
On the flipside
the game does at least have one thing going for it and that is the
presentation. MeiQ’s visuals are bright and vibrant especially if
you’re playing it on an OLED edition Vita. The character art is
very well done and is even lip synced to both the Japanese and
English audio tracks depending on which one you select.
Really my only
complaint about the graphics is that sometimes they’re a little
“too” pretty which is something that became a major problem once
I entered the second dungeon. Compared to the first dungeon the
second dungeon is very large with lots more open space which is made
quite a bit harder to navigate by the fact that it’s hard to see
where you’re actually going due to the high amounts of fire and
smoke effects. Sure they look pretty but in practice they simply end
up getting in the way which makes me resort to having to navigate
almost exclusively using the Map which is a bit irritating.
Sound wise MeiQ
has a surprisingly good OST attached to it. It offers a very
interesting mix between ambient, rock and electronic genres which
surprisingly works pretty well for the most part. The one gripe I
have however is some music tracks feel more out of place than others
and the battle theme itself is rather forgettable and can get kind of
irritating after a while (the boss battle theme on the other hand is
excellent and one of my favorite tracks in the whole game).
MeiQ does include
both an English dub and the original Japanese dub and if I were to
recommend one I would have to pick the Japanese Dub by an absolute
landslide. The English dub is okish but some characters in the
English dub have voices akin to nails down a chalkboard (looking at
you Connie). From a company like idea factory who are usually pretty
good with English Dubs I really expected a bit better than what we
actually got.
Verdict:
MeiQ is a classic
story of great ideas being ruined by poor execution. It’s a damn
shame, because the potential for MeiQ to be a great and memorable
experience was certainly there. If MeiQ had maybe had a little more
time in development, I could see myself saying very different things. Unfortunately as of right now, MeiQ is a very difficult game for me to
recommend.
If you like
dungeon crawlers then you’ll probably still like MeiQ despite the
flaws it has but if you aren’t a gigantic dungeon crawling fan then
I’d steer well clear of MeiQ. There are far better Dungeon-Crawlers
out there for your money which makes MeiQ a hard sell to anyone but
the most dedicated Dungeon-Crawler lover.
MeiQ Labyrinth of
Death Gets a Not Recommended.
This has been an
exciting year for the Vita with a gigantic swarm of games rolling out
for the little handheld and there is still more to come. I don’t
quite know when my next review will be but I can assure you that
you’ll be seeing a few more reviews from me before the new year
rolls around. For now though this is BDVR Author Nathan Green signing
off.
MeiQ Labyrinth of
Death will be releasing on September 13th
in North America and September 16th
in Europe (excluding Oceania)
PEGI: 12
ESRB: T
CERO: B
OFLC: Well let’s
just get onto that quickly.
A
quick note about the OFLC rating for MeiQ. Technically the game has
been Refused Classification in Australia and is therefore banned in
the country. Don’t ask me why (I’d chalk it up to the Australian
Rating board being overly sensitive) but if you live in Oceania then
you’ll have to either import the game or buy it off the US
PlayStation Network. As for New Zealand the game wasn’t actually
submit for rating here after that refusal of classification (for
unknown reasons) so the game is not available to buy here either off
PSN. However, websites such as MightyApe are listing it for sale online
in physical form so you should have overall an easier time getting
ahold of a copy if you really want to.
If you liked this review, please consider contributing to our Patreon.
Game provided for review by Idea Factory. Cover image provided by Idea Factory.
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