I'm a longtime fan of professional wrestling. I was born in the late '80s, so I came into the world just as names like Macho Man Randy Savage, Jake «The Snake» Roberts, and The Road Warriors were ascending to superstardom (if they weren't already there). I owned the action figures and the plastic ring, and I would make them wrestle one another until I fell asleep next to the ring. Those are cherished memories for me…and somehow WrestleQuest turned those memories into a turn-based RPG.
WrestleQuest is hard to adequately describe without launching into a tirade, so I'll borrow a phrase from Mega Cat Studios that was used during its PAX East panel: It's not a wrestling game, it's a game about wrestling . Those expecting a simulation-style wrestling experience like what's found in the WWE 2K franchise will not find it here; these devs instead list Chrono Trigger and Super Mario RPG among their biggest influences, and that inspiration shows in every facet of the game.
The game is structured like a classic turn-based RPG: travel a vast world, meet friends and enemies, drop into fights, and repeat until the story's over. However, there are a multitude of little things this game does that not only sets it apart from its RPG brethren, but also makes it one of the best homages to that era of pro wrestling – and crucially, pro wrestling fandom – to date.
Case in point: I mentioned earlier I'd owned the action figures and would make them wrestle. Sometimes, however, I didn't have the wrestler I needed for my match, so I had to use a stand-in. Sometimes that stand-in was a Teenage Mutant Ninja Turtle, or a G.I. Joe, or even a Power Ranger. WrestleQuest, unbelievably, acknowledges this in perfect fashion.
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