The first part of Eco Quest, which we will be discussing today, came out in the early 90s. Much later than the start of most of Sierra's 'endless' Adventure game series. Consequently, it did not turn into a long series anymore: Only two parts have ever been released. So, let's begin with the first one, subtitled 'The Search for Cetus'.
What is it about?
Here you will take the role of Adam, whose father is deeply involved in preserving natural life. Both kid and father have just moved, so Adam finds himself without friends, until he meets a dolphin rescued from a net.
It is time again: Equipped with the classic fedora and the good old whip in your hand, you are standing in front of an ancient temple to figure out one of mankind's best kept secrets. If you are now thinking about a well-known leather jacket salesman, I am afraid that you are mistaken: We are not talking about the escapades of Indiana Jones, but about Tex Bonaventure on the search for the water of life.
Though honestly, if the licence could have been financed, we certainly would have met Indiana Jones here. 'Tex Bonaventure', on the other hand, is a wordplay on 'Text Adventure', of course, which already gives us an idea of what's to come.
Successful games like Zelda, Ultima, Baldur's Gate and others dazzle us with an atmospheric fantasy world, challenge by fighting against hostile forces and offer a lot of experience for further survival. The top-down perspective – i.e. moving on a kind of world map – is a striking common feature of the aforementioned classics. The player has a top-down view of the environment and his avatar, but without taking over the avatar's field of vision and thus his role – as is usual in 3D shooters. In this kind of flight over the actual scene, the player is a bit further away from the action and gets a more abstract picture of the game's progress. The mentioned game titles nevertheless manage to captivate the player without much effort and integrate him into the story. This is achieved by the perfection of the well-known technical elements like graphics, music, game mechanics and also the psychological incentives, which reward a fight with progress in the story and increase the experience points.