Beast Quest
A budget children's action-RPG based on Adam Blade's book series that lands somewhere between a Fable tutorial and a mobile port you forgot to uninstall. Young fans of the books might get a couple of hours out of it; everyone else should keep walking.
GamerScout Verdict
Only worth a look for young fans of the Adam Blade books at a steep discount; everyone else has far better options in the genre.
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About Beast Quest
My first impression loading up Beast Quest was a menu screen that looked like it belonged on a PS2 shelf circa 2003, and the rest of the game does little to shake that feeling. This is a licensed action-adventure adapted from the popular Adam Blade children's book series, originally developed as a mobile title by Torus Games and then ported to PC and consoles. That origin story matters, because its DNA is visible in every corner of the experience. You play as Tom, a young hero tasked with freeing four cursed magical Beasts of Avantia from the grip of the dark wizard Malvel. The moment-to-moment loop splits between overworld exploration and a combat system that plays out in a pseudo-turn-based arena: Tom circles his opponent, trades light sword slashes and heavier charged sword swipes, blocks incoming hits, and builds an ally meter that can trigger a screen-clearing call-in attack. On paper that sounds like it has some structure. In practice, once you figure out the rhythm against standard enemies like wolves, spiders, and bandits, there is almost nothing left to think about. Skills unlockable via blue tokens include ability buffs like a speed boost, a fireball, and a health-on-counter passive, but reviewers across the board found that money and most of the skill tree are essentially irrelevant by the time the credits roll. The four beast boss fights arrive in three-round showdowns and represent the only moments where the combat wants you to pay attention, but even those can be dispatched with basic positional switching and an ally dump. The overworld has towns with villagers, side quests, and hidden chests scattered across environments like the Northern Mountains, the Forest of Fear, and the Icy Plains. What you actually get from those side quests is almost entirely fetch work: collect ten of this plant, kill five of that enemy. Loot and equipment upgrades are gated behind story milestones rather than player agency, and you cannot sell items back to traders. A full playthrough lands somewhere between five and ten hours depending on how much patience you have for platforming sections where Tom hovers in the air mid-jump thanks to an animation that never quite commits to the ground beneath him. That floating jump is a recurring frustration, especially on the river-stone crossing sequences where the input lag turns a simple obstacle into a retry loop. Performance on PC compounds everything. The game runs on Unity but delivers visuals and frame pacing that reviewers consistently compared to early PlayStation 3 releases, with texture work that struggles even at that modest bar. Multi-monitor users will find the mouse cursor drifting off the window mid-session. Crashes that eat progress have been reported years after release. None of this has been meaningfully patched. The voice acting adds its own flavor of awkward, with Tom delivering lines that reviewers described as baffling non-sequiturs mid-combat. There is an audience here: a child aged seven to ten who has read the books and just wants to run around as Tom might extract genuine enjoyment from the simplified combat and recognizable world geography. The skill tree upgrades hit frequently enough to feel rewarding to a younger player, and the condensed map of Avantia is colorful if dated. But adult gamers and even older kids with genre experience will quickly clock the mobile skeleton underneath and find little reason to stay past the first beast fight.

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Game Info
- Developer
- Maximum Games
- Publisher
- Maximum Games
- Release Date
- Mar 13, 2018