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Costume Quest
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Developer(s) Double Fine
Publisher(s) THQ
Platform(s) Xbox 360 (Xbox Live Arcade) for 1200 MP, PlayStation 3 (PlayStation Network) for $15
Release date(s) Playstation 3
  • NA October 19, 2010
  • EU October 20, 2010
Xbox 360
  • NA October 20, 2010
Genre(s) adventure, role-playing
Mode(s) Single player

Costume Quest is an upcoming adventure role-playing video game developed by Double Fine and published by THQ. In the game, the player controls a child that is trick-or-treating with his or her younger sibling on Halloween night when they encounter a monster that kidnaps the sibling, thinking the candy-corn outfit is really candy. The player must travel around the local neighborhood collecting items for their costume, fellows children as companions and candy in order to face the monster and retrieve the sibling. The costume aspects are used in battle segments, where the player character and companions are transformed into the monsters and creatures they are dressed as to fight other monsters. The game is a downloadable title and will be released on October 20, 2010 on the Xbox Live Arcade and PlayStation Network services for $15 or 1200 Microsoft Points.[1]

Contents

Plot

The game takes place on Halloween, as the player character, an older child whose characteristics are definable by the player, is taking their younger sibling trick-or-treating. A monster with a sweet tooth sees the little sibling, who is dressed as a piece of candy corn, and kidnaps him or her. The player character must now save their sibling in time and be home before curfew.[2]

Gameplay

Costume Quest incorporates elements of exploration of adventure video games and character growth of role-playing games. In the adventure part of the game, the player character explores their neighborhood, seeking out quests that reward the character with hints to the sibling's location, more candy (a type of currency for interactions with other children), and costume parts that can be used to alter the character's costume. The character can also befriend up to 4 non-player characters that can help with some aspects of quest solving.[2]

[[File:|thumb|left|In battle, the children transform into giant versions of their costumes, and use their abilities to fight monsters and other similarly-transformed children.]] At times, the player characters will encounter other children or monsters, leading to the battle mode for the game. Here the children become giant versions of what costumes they are wearing, along with abilities reflected by that costume; for example, a child wearing a makeshift robot costume becomes a giant mechanized robot, while a child wearing a medieval sweater becomes a knight in armor and sword. Battles are turn-based, allowing the player to select attacks, blocks, or a special move that requires hitting a quick-time event at the right moment to achieve maximum damage to their foes. Winning battles leads to additional rewards towards the player's main quest.[2]

Development

Costume Quest is a result of a series of "Amnesia Fortnights" that Double Fine had used during the period of Brutal Legend's development when they were unsure of their publisher. During the Amnesia Fortnights, the team split into four smaller groups and worked on prototypes for potential future games, later presenting these to the rest of the Double Fine team for review. All four prototypes were well received internally, and the ideas were set aside once they began work on Brutal Legend again. Following completion of that game, Double Fine believed that Electronic Arts had authorized them to continue work on a Brutal Legend sequel, but discovered later that the sequel had been put on hold indefinitely, leaving the studio with no projects. Instead, Tim Schafer turned back to the Amnesia Fortnight products and sought to develop those as smaller games among several publishers.[3] Two of them, Costume Quest and a second title, were picked by THQ for publication as downloadable titles.[2]

Costume Quest's development is being led by Tasha Harris, Double Fine's lead animator, with Tim Schafer providing support where needed.[2]

References

External links

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