A free advergame based on the Wendy's fast food chain. Yes, really. Although when you also consider that games like Yo! Noid, Sneak King, Pocketbike Racer, Mc Kids and Chex Quest exist, it's not too far-fetched to imagine Wendy's would get in on the game. Granted they took about 30 years longer to do it than most of the other examples I mentioned, but still. WendyQuest is a decent little RPG that's a bit reminiscent of Paper Mario and Final Fantasy Mystic Quest, presenting something that's easy to pick up and play and has a fair bit of self-aware humor to it (complete with many none-too-subtle jabs at rival chain McDonald's). The core combat mechanic is also in this vein, with timed presses to stop two meters - one determines your damage and the other your chance to hit. Well-timed presses will also result in critical hits for extra damage, with cumulative bonuses if you land several criticals in a row. Wendy is the only character you actively control, though you are assisted by several partner characters throughout who will attack alongside you and can utilize energy to do special offensive and defensive moves. Wendy also gets special moves of her own, triggered by another resource called Momentum that's awarded for defeating enemies (with a higher chance of one being awarded if you defeat one with a critical hit). As you complete quests and defeat the bosses bringing terror to this fast food themed world you'll also unlock promo codes for the Wendy's app to get free goodies, though sadly this offer seems to only be valid in the continental United States. WendyQuest is undeniably a marketing gimmick, but it's also a passable little RPG that will provide a few hours of fun and maybe some free food if you're into that sort of thing.
RPGreats
RPG reviews from actual RPG fans, not fanboys or paid shills in the pockets of industry giants!
Saturday, November 14, 2026
WendyQuest: Legend of the Four Corner Stones
Friday, November 13, 2026
Lunar: Silver Star Harmony
The third remake of the original Lunar following the Saturn/PS1 and GBA rereleases, Silver Star Harmony was also oddly exclusive to the PlayStation Portable of all platforms. Not a great deal has changed from its predecessors, save for having a redone voiceover and localization of middling quality and a new introductory sequence showcasing the four legendary heroes' battling a fallen comrade and the princes of the Dark Star. The graphics have been redone too, with CGI diorama backdrops and redrawn sprites for all the characters, though they look rather like late '90s CGI than anything that takes true advantage of 2010's tech. Rather than icon-based combat menus they're also now plain text, which is a definite downgrade, and all have redone visual effects that look pretty gaudy. The only new mechanic is that each character now has something resembling a Limit Break - they each get a meter that fills as they deal and take damage and can unleash a super move once it fills up. Aside from all that, this is pretty much just old-school Lunar again - same scenario, story and journey they undertake. There's not really much here to recommend if you've already played any of the prior versions (or the Remaster), but I suppose if you'd never played it before and only had a PSP at the time it came out, it was a serviceable enough version. Personally I don't see much reason to bother with it anymore, especially nowadays; if you want to experience this particular localization you can also get it as part of the mobile port (Lunar: Silver Star Story Touch), with the significantly better visual and level design of the Saturn/PS1 ports behind it.
Developer: Game ArtsPublisher: GungHo Entertainment, XSeed Games, Game Arts
Released: 2010
Platform: PlayStation Portable
Wednesday, November 4, 2026
The Legend of Zelda: Ocarina of Time (2026)
I'll just come right out and say it: I was never the biggest fan of 1998 Ocarina of Time. Even when it was new it felt rather hampered by the leap to 3D, with pretty slow and clunky gameplay, a really empty overworld and items which came as standard pickups in earlier entries (like bombs) now being things you have to take numerous extra steps to utilize, which felt a bit uninspired. Not to mention lacking many of the fun gadgets and features from previous games, with the substitutes (what few there are) being largely forgettable. It was a solid enough first effort for the franchise in 3D, but I've enjoyed basically every later 3D Zelda more than it, and every time I revisit I'm quickly reminded of why I haven't done a full playthrough in a very long time.
The original game is still highly regarded of course, seemingly mostly by grognards who liked it at age ten - that magical period where their brain latches on to anything new they experience as Unquestionably The Best Thing Of All Time - and therefore they think it's some perfectly timeless masterpiece that's beyond all reproach. They probably also haven't played it in a long time or done any earnest comparison to later entries in the series (and greater genre) that do most everything it does better. Either that or they just let the fanboy cult do all their thinking for them; after all, it's Objectively The Best Game Ever because it got a higher arbitrary number on Metacritic than any other game and therefore enjoying anything else more than it is the mark of a Fake Gamer, regardless of how much evidence may arise that the score was skewed and/or inaccurately calculated (or that, big number in 1998 or not, the game just may not hold up as well decades later).
So with all that said, when the remake of Ocarina of Time was announced I actually got pretty excited for it. These are the kinds of games I want to see remakes of - games that were passable in their time but could really use a modern overhaul, rather than taking ones that still hold up fine and slamming in a ton of boring busywork and grittier graphics and DLC glut to exploit its reputation for a quick buck. The first two Dragon Quest games got an excellent overhaul last year, so Ocarina of Time seemed like another perfect candidate for another legendary-but-dated title to revisit.
Visuals are of course the most immediate change in this remake, and they look fantastic. The character models were apparently based on puppets, giving them a slightly uncanny but still charming look, and per series standards they're still very expressive and detailed. There's almost a Jim Henson's Dark Crystal vibe to the game with the realistic environments and slightly unreal characters. They did away with the screen flashing whenever you land a killing blow in combat, though it still pauses the action momentarily to emphasize the moment. Voice acting is added too, with most of the major cutscenes and dialogs now having it in full while retaining the minor NPC vocalizations for the rest. Characters in general have quite a bit more dialog now too, and Navi's is a lot less intrusive, rarely interrupting the action and her voice clips being less frequent and shrill.
The game feel clearly takes a lot of notes from more modern Zelda titles in its design, with far fewer loading seams, a smooth 60 FPS and a control layout more reminiscent of the Wilds games. There's a jump button now, which may take some getting used to if you played the older version with its auto-jumping a lot. The camera is fully controllable with the right stick and movement in general feels much more organic and less stiff, which all lend themselves to a much smoother experience. Only one sub-weapon or gadget can be equipped at a time now (activated via ZR), but you can quickly scroll through them with the R button and the right stick. Gyro aiming is implemented too, making ranged combat very quick and intuitive. Other convenient elements are added in as well, like beds to pass time in towns and the "Threads of Time", which basically serves as a quest log. It also includes a tapestry that gets filled in as the story progresses, adding a clever visual element to it. Many of the puzzles now have more evident visual cues too - bombable areas on the overworld are now clearly visible, trees concealing Gold Skulltulas will have falling leaves, and golden webs will appear at places where they spawn at night, among other things. The map screen will also keep track of all the collectibles you've acquired in a particular area, which cuts down on guesswork considerably. Time does pass in towns and villages now too, and you'll even see NPCs move to different areas as the times change.
Publisher: Nintendo
Released: 2026
Platforms: Switch 2
Recommended Version: N/A






