Direct, but also indirect. The actual verse talks about kindness to parents (which is a huge thing in Islam). Right after this, a skeleton kidnaps your mom, and you head off to save her.
Other than the intro, the Islamic elements are minimal - you play a hijab-clad Muslimah (Muslim woman). Another ayah shows at the conclusion of the game. And you deal with an antagonist possessed by jinns (invisible, powerful creatures).
And this brings me to my recent epiphany: if you can take the Islamic parts out, and the game still works, it’s not a great Islamic game.
In QFRJ, heavy-handedness aside, you can remove the shirk (belief in and sacrifice to) the royal jelly, and the game still works. In Eman Quest, you can remove the ayaat of Qur'an completely, and the game still works.
Notice, in ADAAN (A Day and a Night), you can’t do this. The character’s motivation fundamentally is repentence and coming back to God, something inherently religious. Plus, it’s hard to stem the flood of Islamic elements - character names, motivations, religious actions, a masjid (mosque) location, seeking knowledge, and more.
Going forward, I now have a much clearer idea on how to make my games foundantionally, positively Islamic. And I intend to apply it on my very next, in-progress project (Match-3 Roguelike), with one more secret ingredient. But more on that later :)
What are your thoughts on religion in games, and specifically the use of religious elements and iconography (verses of Qur'an, hijabs, masjids, churches, pastors, imams, etc.) in games? Hit reply and let me know, I am very curious to hear from you!