DS

It’s sad when sequels don’t live up to their progenitors. It’s even worse when the original was a game worth buying a system for. You can’t buy that kind of hype, and it’s a damned shame when it’s wasted on a game that ships with a game-breaking bug and just isn’t anywhere near as fun to play as the original. And that’s why you should find a Neo-Geo Pocket Color and a copy of Card Fighter’s Clash.

Games aren’t supposed to ship with errors. They’re especially not supposed to ship with errors that make the game impossible to complete. SNK has offered to replace the defective cartridges, but it’s a small consolation. You’ll have to redo everything on the new cartridge and with a story as weak as Card Fighters DS‘s you’ll have a hard time going through it all again.

Card battle games can survive with a weak story, but they can’t be fun when the battle system just doesn’t work. Those are really the only two things that a card battle game has: story and a battle system. It’s difficult to judge this game against its predecessor, but the predecessor was too good to ignore. In the original, each competitor could have up to three cards in play at any given time. This made the game strategic. It was important to choose your cards wisely, and it made the game easy to learn but difficult to master. In what could only be thought of as an upgrade, Card Fighters DS allows up to eight cards on the field at a time. This removes the strategy featured in the original and turns the update into a race to get the most cards into play.

In addition to a thin story and an overly forgiving battle system, Card Fighters DS goes out of its way to make things difficult to understand by featuring one of the worst translations available. Not since Zero Wing has the English language been butchered so badly. The translation is bad enough that it can be difficult to discern just what each card does, and that’s something of a problem when a game is build on cards that feature a lot of text.

SNK vs. Capcom Card Fighters DS isn’t a good game, and it’s only made worse by the shining example of card-based excellence that is the Neo-Geo Pocket Color’s Card Fighter’s Clash. Bad text, overly forgiving battles, and a bug that keeps the player from finishing the game make this a game that should be passed on. Stay strong. You’ll find that NGPC and Card Fighter’s Clash at a garage sale someday.

Earlier this year, the release of Marvel Trading Card Game for PC and PSP was fairly successful, but suffered from expensive digital card purchases and clunky game progression. Now, with the release of the DS port, Konami has tried to put together a simpler, more straightforward title. The team at 1st Playable Productions added in a more traditional online multiplayer that doesn’t require buying virtual packs, and a touch-screen interface that seems a natural fit for the genre.

The game is based on Upper Deck’s VS. System card game, which plays like a faster version of Magic: The Gathering. The charm lies in its use of licensed characters, specifically many versions of comic book heroes like Spiderman and the X-Men. The rules are definitely designed for real-life play, though, and come off as clunky and tedious in electronic adaptations.

Marvel TCG feels less polished than the other versions, but still captures the comic book spirit. The game controls book-style, which is an interesting design decision. On one hand, this allows for the left screen to show a large version of the current card. Sadly, this screen wastes quite a bit of space, and even simple cards require scrolling to read the rules text. The touch screen feels like a compromise between having cards large enough to touch comfortably and allowing for more cards to fit, and the result is just uncomfortable and awkward.

The single-player game is passable. Marvel‘s two campaigns, Hero and Villain, each last at least six or seven hours, and playing through them unlocks increasingly powerful cards, so it isn’t overly tedious.

All in all, Marvel Trading Card Game for the DS is a faithful adaptation of the card game. Maybe it’s too faithful, because the title would benefit from a bit more simplicity. Regardless, it’s hard to argue against leaving things the same. Mostly, though, this game suffers from high expectations. With publisher Konami experienced in making card game adaptations like Yu-Gi-Oh and developer 1st Playable fresh off making sleeper hit Puzzle Quest, this title had the potential to be great. As it is, it will leave store shelves in a month or two as quietly as it entered.

A couple of years ago, Meteos provided one of the first convincing cases for the DS’s stylus control, kicking off a revolutionary summer that really established the then-quirky handheld after a post-launch lull in title quality. The only function that Meteos lacked was Wi-Fi capability, which would come to the system a couple of months later. Another puzzle game, Tetris DS would implement this function brilliantly.

Honestly, I could probably run my Tetris DS review through a find/replace algorithm and generate a passable review for Planet Puzzle League (PPL), as the two games are remarkably similar. The only real difference is the Panel de Pon (also known as Tetris Attack and/or PokA

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