When a big old tree talks, I listen. He said, "I have a task of great importance," as soon as I opened my eyes, and who was I to turn him down? "Take this note to the King, it should be a short quest," he instructed, and although there is no king in the playtest for A Short Quest, I am eager to fulfill the tree's wishes when the whole game is out next year.
There are actually a lot of mysterious things I found in the few hours I spent with A Short Quest that I'd like to know more about. Every time I passed by a pond it spoke and asked me to dance (jump three times) for a blueberry. I found a note in an old mine that told me how to find the "glyph cipher" on the side of a cart, but I still don't know what to do with it. And I'm still not sure why I was summoned into the underground domain of a ghost wizard who tried to kill me.
A Short Quest reminded me of when I would watch a friend from middle school play Morrowind on his Xbox or when I played Oblivion for the first time. It's a lo-fi first-person RPG that's trying to evoke that earlier, goofier era of the form; back when an elf would Read Entire Article


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