Quest for Camelot isnāt the first kusoge that Nintendo has put on one of its Nintendo Switch Online retro catalogs, but it may be the strangest. I mean, was it that easy to get permission from Warner Bros? Surely, no one asked for this. No one at Nintendo could have possibly been looking at a list of GBC games and zeroed in on this as something that absolutely needed to be on the service. I think every game, regardless of how bad, deserves to be available on modern platforms, but from a business sense, why would anyone choose this game?
What actually convinced me to play it is the fact that itās developed by the bane of my existence: Titus. As I always say, āIt aināt no fun if thereās a fox on the box.ā But, more strangely, it was published by Nintendo themselves. That may be part of what helped it get its spot in the Switchās Game Boy Color channel, but it also raises more questions.
We eat ham and jam and spam a lot
Quest for Camelot is a 1998 film that I remember existing. I remember watching it, but I donāt remember anything else. So, I did what any games journalist would do: I read the plot synopsis on Wikipedia. As it turns out, the game (also released in 1998) kind of sort of follows the plot.
You play as Kayley, who dreams of following in her dead fatherās footsteps and becoming a knight. Meanwhile, Ruber has his own ambitions of stealing Excalibur from King Arthur. Mistakes happen, and Excalibur falls into a Forbidden Forest. Kayley then embarks on a quest to obtain the enchanted cutlery and defeat Ruber, because revenge would just be so sweet.
The game itself borrows heavily from The Legend of Zelda: Linkās Awakening, which is probably the nicest thing someone could say about it. The inventory works largely the same, with you mapping specific items to the two buttons. It doesnāt use the same world design, instead choosing a level-based structure with a lot of very context-specific items. I guess what Iām saying is that it doesnāt benefit whatsoever from copying a better game.
The second nicest thing that could be said is that its moment-to-moment gameplay isnāt that bad. You hit things with your sword, and those things die after a few hits, and it feels okay. You gain experience and level up, but thereās no way to view how close you are to the next level. And thatās about it. Thatās the moment-to-moment gameplay. Everything beyond that is awful.
Real cinema
I donāt often expect much from movie tie-in games. There are certainly examples of some good ones, but theyāre crowded out by the more common cash-grabs. Itās not difficult to understand. Developers often work under strict deadlines to meet the movieās release, publishers can have some unreasonable expectations, and itās hard to get excited when working based on a license they might have no interest in.
Quest for Camelot largely exudes that. It is such a slapdash game, that I had to use a guide to figure out its logic. For instance, at the end of the first level, you fight Ruber. After swatting him enough, he starts spinning on the spot before launching toward the top of the screen. I followed him, only to see him give another pirouette before disappearing entirely.
Then I was left standing there. Nothing had happened. I waited for the level to end, but it didnāt come. I circled the room, looking for a way out, but there was none. So, it was off to find a guide. As it turns out, I had to walk to the very bottom of the room, then a hole would open up, and I was supposed to fall into it. Oh, right. Obviously.
Further on, after one of the worst top-down platforming sections Iāve yet to encounter, I had to collect dragon eggs. I was sure that I had them all, but the dragon just kept telling me to go get all of them. Closer inspection of the guide was necessary. I had to exit the cave I was in and then jump right to an exit that looked like it shouldnāt exist. There was no spot to land. It looked like any other non-specific barrier in the game. I would have perpetually wandered in circles before even thinking to jump over there.
Missingno’s revenge
These sorts of moments crop up throughout the game. Thereās one level where you have to backtrack from one end to the next just to get a horse so you can return back to where you were. One of the worst moments involves a boss that requires you to use a stick to harm it. However, the collision detection for the stick requires you to get within a single pixel of the boss in order for it to detect. Itās excruciating.
The moments where youāre not having issues like these driven beneath your fingernails feel so refreshing. Thatās despite the fact that Quest for Camelot is crammed with technical issues. Iām not certain if these exist in the original release, but the Switch version has visual glitches (like when my entire inventory turned into Missingno) and noticeable load times. Generally speaking, it’s not bad looking game. Although, Kaylee seems to walk with a limp that I don’t think was intentional.
Itās always bizarre to see loading times in a ROM-based game. But while simply going back and forth between levels leads to a few seconds of waiting, talking to a character involves some hesitation as well, just to bring up the dialogue box. These arenāt terribly long, mind you. However, it does make Quest for Camelot feel a lot more sluggish than just about everything else of the era.
Sweet mercy of death
Death in Quest for Camelot is also pretty nasty. Thereās no checkpoint system, so the only way to continue is to do so from a save. The save system, however, is tied to an item in your inventory. Thatās no so bad, but then you have to pay 30 gems just to use it. Then you have to wait for all the loading screens, so eventually, I just turned to using the Switchās save states. Itās kind of neat that you canāt even rely on the bare minimum when it comes to Titus games.
In general, Quest for Camelot isnāt the worst movie-licensed games Iāve played. I still canāt believe I played through the entirety of Total Recall on NES. However, itās still not very good, and itās based on a license that wasnāt great to begin with. The only reason I see for it being on Switchās Game Boy Color channel is that it was initially published by Nintendo, but that still means theyād need permission from Warner Bros. Iām guessing theyāre not all that protective of the license.
Titus was also planning an N64 game based on Quest for Camelot but canceled it in 1999. I feel like that is probably a blessing, but at the same time, Iām always curious to know the answer to the question, āJust how bad could it possibly be?ā
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Published: Sep 18, 2023 04:00 pm