Letter Quest: Grimm's Journey is one of the weirdest mashups of games I've ever seen. It's Paper Mario meets Scrabble, with a dash of freemium games. If you're thinking "Wow, that sounded good until the last part", you are absolutely correct, as Letter Quest is an interesting concept ruined by a grindy execution. https://www.youtube.com/watch?v=ENF1xCELzQA The gameplay has been one of the most exhausting exercises in futility I've had since 'Nam. Basically, you make words with tiles to attack. The damage dealt depends on the length of the word and what tiles you use, as some letters such as Z or X are harder to fit into a sentence, therefore deal more damage. You know, basic scrabble stuff. Damage is also influenced by the status of your gear, which is where the game's main issue lies. The game feels like a grind after a certain point. As there will often be very limited words you can use in one turn, what matters is being stocked up on potions, and making sure your armor and scythe are sufficient. This is where the game starts to feel freemium. Now, keep in mind, this game does cost money, but that almost makes it worse. Half of the time, after unsucessful run after run, I expected a popup to appear asking if I wanted to purchase more gems. There really isn't any other excuse for this crushing difficulty. Some of the challenge modes really how off how much extra money for gear is needed. Some enemies can only be damaged by certain letter words, making it all boil down to how much raw damage you can deal rather than what words you can spell. This becomes a problem when enemies get around three hundred health halfway through the game, This term is overused, but I really feel like it applies here. When a game is basically a paywall disguised behind insane difficulty, that's the textbook definition of artificial difficulty.
Review Summary
Letter Quest: Grimm's Journey is a decent concept ruined by lazy design choices and one of the most baffling pay-to-win adaptations I've ever seen.
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