x.jpg The folks at The New Gamer have been musing on life after completing Puzzle Quest - or rather more specifically, life trudging around the game world purgatory after the final boss has been defeated in the super-addictive title.

Writer G. Turner explains of the DS version: "The credits roll, and you continue on, searching for some real closure, a real battle or some sort of finality to the tale. And then you end up in my predicament: Endlessly roaming the monster-strewn lands, clinging to arbitrary landmarks like level numbers, town capture counts, et-cetera – constantly marching across the landscape looking for something of substance... I keep hoping that, finally, my character will have some complete and utter impact on the lands, that all those I've interacted in will pronounce the lands free of evil, free of conflict and that they can finally live their lives in peace."

Wow, this sounds like a downright karmic bummer: "I don't like putting down games because of apathy or attrition. I much prefer doing so because the game knows better. The creators draw a line in the sand and say 'You won't get much more from here on out. It's time to let go.' But Puzzle Quest instead simply piled on side-quests and menial objectives, hinting at something more, something that might bring the lands together or weave all of the subplots together in a brilliant final scene, or even simply transform the map in some manner." Instead we're somewhere, out there...