If, through some strange quirk of the hyperlink-chain that got you here, my words are the first you are reading about this game know this: Quisborne is a mammoth game. It took me over 37 hours, 2 full weeks, start to finish. I laughingly said at start "This may take me longer than Spiderman 2." It didn't, BUT IT COULDA. With a game of such epic scale, my normal review approaches strain and buckle. Would you want to read a five hour summary? A three hour thematic deconstruction and post-mortem? Heck, a forty-five minute riff on prose style and craftsmanship? Of course you don't. You wanna know if it's worth your time, and since I probably shocked and awed you I'll just flat say: It definitely is.
Charged with mentoring a young, sheltered Prince, the player pursues an epic quest to fulfill the youthful monarch-to-be's dreams of making himself worthy of his legacy and love interest. Yeah, it involves solving puzzles. So many puzzles. If at this point you are starting to think, "Oh ok, I have the measure of this game," I promise you do not. Every image you have in your head of a puzzle-driven IF fantasy quest is technically accurate. It's just laughably inadequate - like a grainy, faded, off-center and out-of-focus Polaroid of the ACTUAL Quisborne.
Actual Quisborne is a wide-screen, technicolor, surround-sound experience of deep world building, epic scale, vivid characters, challenging logistical and mechanical puzzles, and sweet charm. And wordplay. So many jokes, puns and poems. It's like the man said, "If you didn't laugh at that one, don't worry, three hundred more are coming right behind it."
From the jump it pulls you into its thrall with its graphical presentation. (do use QTADS as your interpreter. You only hurt yourself by not) The graphical flourishes and music are evocative, disciplined and delightful, and marry with the PDF map to create the perfect fantasy-road-novel vibe.
Quisborne is also probably the most tightly crafted parser you will ever play, certainly the tightest one I've played. For all its scope and depth, there is exacting precision in its player experience. Great thought has been put into Quality of Play features, designed to reduce or eliminate player frictions. A frankly deranged amount of time has been devoted to incidental dialogue, atmosphere, scenes and vignettes that suggest a wild, vibrant world around you. NPCs have arcs, memories and call backs, situational awareness and so, so many stories. A staggering amount of unique responses to player actions give a near conversational feel that defies IF repetition fatigue better than any game I've seen. So many, that I suspect even the most leisurely playthrough may experience less than 50% of the text in the game. Is it flawless? No. At its size, statistically it CAN'T be. I found a few bugs (since fixed), you probably will too. I can say, as a percentage of its runtime, the bug impact is in insignificant digits.
On the topic of gameplay engineering, its multi-tiered hint system is amazing. From subtle, unsolicited "by the ways" from your companion, to a pre-hint NUDGE command, to task lists, memories and a top-tier progressive HINT function, your vast problem space may feel overwhelming, but the game provides whatever level of lifeline you prefer.
There are accommodations to make with the game for sure, even beyond its raw scale. The first is its prose. Springing from a tradition of tiny, memory constrained machines, classic IF leans to the terse side of description. Bringing that expectation here is a mistake. Quisborne will inundate you with words - I once uncharitably described it as Class IV torrents of words. They're pretty great words, but man are there a lot of them. They very much do the work of establishing the lore and atmosphere of the world but you will need to adjust to their pace.
These words also weave a finely detailed tapestry. At one point, I had cause to compare it Where's Waldo. There are SO many fine details, picking out important ones becomes a puzzle of its own. Quisborne demands and rewards your attention to detail. It is easy to lose sight of that amidst the heroic scope of the thing but DO NOT FORGET. It is a cold, uncaring fantasy world, it is not your friend. WATCH IT CLOSELY.
The next accommodation is its breadth of puzzle play. You are going to be served a delightful buffet of varied puzzles: (modest) mazey mapping, logic posers, hide and seek, crafting, bizarre logic jumps, creative misuse of objects, so many more. Inevitably, some will hit your brain's precise chemical cocktail better than others. While there are masterful setpieces everyone will clap with glee at, likely there will be a few that chafe more than delight. HINT your way past those is my advice. There's 300 great ones right behind it. I mean by the time you get to the Witch's House... ahhh, no. I want to but I can't.
So, I haven't talked much about the story all this is in service of yet. Y'know how some stories are thrill-ride, twist-a-minute shockers that gut punch with surprise after surprise? This is not that. This is a road novel in IF form, building character and story through a series of idiosyncratic vignettes around a tight thematic core. It is slower, sweeter, and richer for it. The ending it builds towards is just about perfect, thick with deeply earned emotion. When finally finishing, you will get the same mix of satisfaction and regret as from a great novel.
It's very funny. It's EPIC. It's challenging. It's a lot. It's expertly crafted. It's DEEP. It's rewarding. 37 hours well spent.
Played: 3/12-26/24
Playtime: 37.25hrs, finished
Artistic/Technical ratings: Engaging in the moment, Transcendent in realized scope, Mostly Seamless
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless