DS

As I was sitting around, playing Puzzle Quest for this review, I mentioned to someone that the game was addictive.

“Is it Tetris addictive or MMO addictive?,” he asked.

My answer: “Both.”

1st Playable Productions and Engine Software’s Puzzle Quest: Challenge of the Warlords is one of those genre-breaking games, combining a RPG structure with a Bejeweled-style puzzler. Battles consist of players taking turns moving gems, using the colored mana gained to cast damaging spells. Also, gold and experience appear on the playfield, making an interesting dynamic where players only do as much damage as they believe is necessary.

Admittedly, this game uses stereotypical RPG elements. Players choose one of four classes, each with their own play style and spells. Then they are put in the position of mercenary, taking on tasks and earning gold and experience as rewards. The quests aren’t well-connected, but it doesn’t seem to matter, as it’s just a vehicle for presenting new enemies with their own spells and advantages. Some quests are too strong to be completed when you get them, but the game allows four uncompleted tasks at once, so you can train up and come back later. The game lasts a long time, and playing again with a different class makes the experience fresh again, so there’s no need to put this one down.

The game seems simple on the surface, but more time put into it reveals a multitude of gaming experiences. “Capturing” defeated opponents requires clearing a specific screen of gems, “seizing” castles is a test of endurance, and choosing weapons and armor is much deeper than just saving up for the “good” ones.

For those who want to jump in to a battle immediately, there is an Instant Action mode that brings a random, similarly leveled opponent to play against you, and the gold and experience gained can be used in the main game. However, those looking to avoid the RPG experience completely will be disappointed, as this is really what holds the game together.

For those who can find someone else with this rare title, Puzzle Quest offers a two-player mode, allowing you to take your built-up character and beat down on your friends. This game is made for two-player, and this mode is as much fun as a good board game.

This title does have a few elements that are unpolished. Those looking for intriguing dialogue or an original story will be disappointed, but the one that’s there does provide enough framework to have it make sense. The game’s four classes beg for four save slots, and the two available are somewhat limiting. The sound is repetitive, and the AI seems to almost always make the right moves.

But wow, this game is addictive. Crazy addictive.

Spectrobes

March 26, 2007

On the surface, Spectrobes appears to be nothing more than Disney does PokA

Meteos: Disney Magic

March 26, 2007

Meteos is one of the best puzzle games available for the DS. It was light on story, which made sense, but it made up for it in spades with its addictive gameplay and rewarding mechanics. It’s difficult to create a sequel to a puzzle game without changing what made it great because puzzle games lean so heavily on their core gameplay. There’s not usually a complex story to continue or characters to revisit. Most puzzle sequels are more like expansion packs containing more puzzles than actual sequels. Meteos: Disney Magic, however, has changed the central gameplay mechanic and added a coat of Disney paint to the critically-acclaimed puzzler.

The biggest change from the original Meteos in the Disney version is the addition of horizontal movement. It used to be that blocks could only be moved vertically. This created a challenge, especially on planets with high gravity. The differences in gravity remain, but the addition of horizontal movement makes Meteos: Disney Magic a mind-numbingly simple game to play. In making the game more accessible to a younger audience, an audience more in-tune with the tone and content of Disney’s films, the original game’s audience and more capable players have been alienated. Compounding this problem is the fact that this new feature can’t be turned off. It can be turned off by unlocking expert mode, but it would be nice to have the option to not play in easy mode right from the get go.

An easy mode option that can’t be turned off, however, is Meteos: Disney Magic‘s orientation. The DS is held like a book. This makes the game easier in two important ways. The field is smaller horizontally and larger vertically. Both of these alterations serve to make the game simpler, and the orientation can’t be returned to that of the original game.

The second screen, being without touch functionality, can’t be used for stylus-centric gameplay, and it isn’t used to deliver any useful information to the player (not that I can think of any). It is used to display art from the current level. Characters from The Lion King, The Nightmare Before Christmas, Pirates of the Caribbean, and other Disney films look on as you attempt to launch blocks off the top of the touch screen. The branding is blatant, but at least it isn’t intrusive.

Puzzle games are made for multiplayer. I still break out my copy of Super Puzzle Fighter II Turbo because it’s so much fun to play with a friend. Chu Chu Rocket gets pulled out regularly, too. Meteos: Disney Magic does offer multiplayer, but not Wi-Fi multiplayer, and all I can think is A

Custom Robo Arena

March 26, 2007

If you’ve played Custom Robo on the GameCube, then you won’t be caught off guard by Custom Robo Arena on the DS. One notable addition, however, is Arena‘s inclusion of online play. Everything is better with online play, and a game that prides itself on avatar customization and one-on-one battles is a natural fit for the concept.

Much like PokA

There is absolutely no question that Wario: Master of Disguise is a well made game. The graphics are serviceable, the audio is sound, and the game play is like a charming if dumbed down mix of Kirby and Metroid. Even the level design works more times than it stumbles. So why, with all this game has going for it, does Master of Disguise still come up short of greatness? The answer, as it turns out, is one of pacing.

That’s right, pacing. Generally a complaint reserved for movies and television, this design glitch has managed to worm its way into what is otherwise a fine example of handheld gaming and in the process has made the experience bipolar. One minute you’ll be trekking through levels, collecting gems in a space suit whilst shooting robots with lasers as only Wario can, and the next you’ll find yourself meandering lost through endless corridors wondering just where it all went wrong. In fact, it isn’t until the last maybe quarter of the game that things really begin to gel and the whole experience comes together quite nicely, which again goes back to the game’s pacing which is at best inconsistent and at worst outright boring.

Handled by third party developer Suzak, the studio behind the Game Boy Advance’s impressive F-Zero: GP Legend as well as a handful of other less recognizable releases, Wario: Master of Disguise does bring to the table a number of notable features, not the least of which is its emphasis on different disguises that Wario can equip, each affording him with different abilities.

As in earlier Wario Land releases, certain forms are required to access specific areas within the game’s many levels, with some requiring multiple forms in succession in order to proceed. For instance, a distant ledge might require Arty Wario to paint a block to bridge a gap, or obstacles might stand in the way, only destroyable care of Dragon Wario’s fiery breath. The various disguises are collected over the course of the adventure, and the game even allows you to revisit past levels in order to access portions you might not have been able to reach previously without Wario’s new outfits.

Each of the disguises is equipped using the touch screen, and this can quickly become cumbersome. Changing into Cosmic Wario, for instance, requires you to draw a bubble over his head, while Genius Wario necessitates the drawing of a magnifying glass, and Sparky Wario is used by drawing a lightning bolt. Thankfully the game’s character recognition is quite lenient, and even sloppy doodles can oftentimes be sufficient.

However, there are some instances, during boss fights in particular, when multiple disguises will be needed one right after the other, and these encounters can become frustrating when the game translates one doodle for another and forces Wario to take on one disguise when you intended for something else altogether. At the end of the day, this is simply another case of functionality that would have been better suited for a button press or a simpler touch screen interface. As it is, more times than not this game’s use of the touch screen feels like an unnecessary gimmick.

While Wario’s past platforming exploits have only been passable at best, the yellow mascot has proven to be an icon for mini-games care of Nintendo’s Wario Ware franchise. It is because of this, perhaps, that here too mini-games have been shoehorned into the anti-hero’s latest adventure. However, while the so-called ‘micro-games’ fit very well within Wario Ware’s narrow yet entertaining mold, these same distractions come off as simply annoying and out of place here.

Throughout the game’s many levels, each of which play out as chapters in a television series, Wario will come across different chests, some of which contain items vital to success such as his various disguises, while others simply hide treasure to be amassed for points. However, in order to open each chest, a different mini-game must be completed, each requiring rather unimaginative use of the stylus and touchscreen. These tasks range from tracing a picture or connecting dots to dragging falling gems, coins, and poop to their appropriate receptacles. Some of these challenges are more difficult than others, though failing results in little consequence, as Wario can simply try to open the chest again and face a different mini-game for his trouble.

Altogether, Wario: Master of Disguise has quite a bit going for it, at least on paper, but the game is dragged down by inconsistent pacing and other design quirks that make it considerably less appealing. It’s certainly not a terrible game, but considering the number of great titles available for the Nintendo DS, Master of Disguise’s flaws are simply too numerous to ignore. The game feels less like a Nintendo-published release and more like an initial stab by a third party upstart. Admittedly this is true to a degree given developer Suzak’s limited portfolio, but this late in the console’s life cycle more is expected regardless of pedigree. Unless you happen upon Wario’s latest handheld adventure for a very cheap price or have nothing else to rent for the weekend, give Wario: Master of Disguise an unapologetic pass.