What I ended up getting for $5 was not quite what I was expecting. Warhammer Quest is pretty far removed from the table top game, playing much more like a classic turn based strategy game such as X-com or Final Fantasy Tactics. While it's not nearly as complex as either of those titles it still has decent amounts of charm and polish along with a well thought out rule set.
After completing the tutorial, players are given four characters and tasked with exploring dungeons to gain loot. It's not a complex plot, by any means, but at least it's honest. What does your group want? Uh...some like...gold and stuff. Maybe some swords. Armor! definitely shiny new armor! It's not really important. What is important, is that players are tasked with killing lots of green skinned orks in order to level up and eventually reach the state of badassitude that all self respecting adventurers aspire to achieve.
Strangely, while an overarching plot is essentially missing, the writing is generally very high quality, particularly for a five dollar iPad game. Many of the quests are accompanied by a nice little story about a stolen lute or a missing child. Normally I dont go for reading RPG lore, I am after all, too impatient for table top games and therefore can't be bothered much with reading either. However in the absence of a singular plot line, these little flourishes really add to the atmosphere and the over all immersion.
The presentation of the game is excellent. Yes I know, I said that about Grid 2 and Call of Juarez as well, but this time I really, really mean it. First of all, it looks great on the retna display of newer generation devices. It's honestly the only iPad game i've ever played where I immediately noticed that the game was running in a very high resolution. The lighting and the atmosphere are also spot on. The tone of the game is fairly dark and it doesn't pull any punches with regards to violence. However dungeons are never dreary, they never grated or tired me out with overly dull color schemes. Character portraits are beautifully rendered and the world map somehow hits all the right aesthetic marks, taking just a couple of hints from old pirate treasure maps. Enter a town, and players are treated to a nice little CG movie where the town literally rises out of an open book, looking a bit like the game of thrones intro. .
Gameplay could be described as solid but not out of this world. The systems in place work well enough, and the game is challenging without feeling too unfair, but the actual mechanics of the combat feel somewhat dated. Things are done on a square grid instead of a hex, which in it's self is no big deal, but it further simplifies what is already a fairly simplistic game. As a delivery method for an immersive fantasy, the gameplay does its job just fine, but it's not particularly innovative.
Unfortunately there appears to be quite a few in app purchases available in Warhammer Quest for iPad. I'm not against IAP when they're done right and unobtrusively, but Warhammer Quest at times feels like an incomplete game. Three character classes are unlockable at three dollars a piece, while a substantial portion of the map costs another five dollars. This leaves players in the awkward position of frequently earning items that are only usable by pay to play characters. Coins are also purchasable, but seeing as how there are random, totally unavoidable events that leave the player much lighter in the wallet, I wouldn't suggest buying them.
Warhammer Quest, $4.99 in the app store.
