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Yu-Gi-Oh! Dungeon Dice Monsters


Dungeon Dice Monsters

Konami has announced another launch title for Nintendo's Game Boy Advance, due to appear in Japan on March 21. Called Yugioh Dungeon Dice Monsters, the game is based on the popular anime Yugioh. Players will use dice in a board game setting to summon monsters and work through dungeons while defeating enemies. Konami promises more than 100 monsters in the game, and players will be able to broker deals with other players.

There are RPG aspects to the game -- collecting cards and strategically deploying and leveling up monsters -- but the game is mostly a strategy board game. You play every turn with choosing a set of cards, then a role of the dice, then a few moves in the strategic section. It's a little bit of everything that's NOT a videogame, as just about everything is luck and option-handling, but fans of the game series would at least appreciate having all the pieces in a game rather than scattered in their bedrooms.
A sweet Mode-7 style battle ensues, but it's just one swing in each match, and no real Gameplay here.

Japanese gamers love the Yugioh series for the same reason Americans love Magic cards -- there are lots of cards to collect, and therefore lots of variables to the game. Yugioh also makes it a bit more interesting, because here you have to roll the dice to be able to deploy a card. In each turn, you choose from a set of monster cards and enhancers, then roll for points to buy your chosen cards. Points are kept like Yahtzee rolls, and you throw three dice every time -- only one will triumph every time, but there are so many variables here, you can even choose different kinds of dice.

It's when you finally accrue the points and enter the Strategy function that the game starts getting interesting. This is what you've probably seen the most of in screenshots -- an isometric map with monsters on it. That's because, when you finally get to buy one of your cards, you get to turn them into a monster that you drop onto the battlefield via a tetrad block. This provides some strategy, since some monsters move certain ways or provide different services (like more defense for your own wizard standing at the back). You have to think about where you'll put your beast's block where they'll fit (while still touching one of your own blocks to grow off of) and still be of some use to your offensive.

But this is where the game starts to fall apart. So you place these menacing monsters on a grid, and you'd like to march them into battle against your foe. Unfortunately, it doesn't work that way. In some games, pieces have limited moves. In this game, only a few limited monsters have a few limited moves while being further limited by being only able to move once every few turns. It's terribly frustrating to put a Dragon two feet away from an Ogre, then being forced 15 turns or so before you can have them battle.

The confusion about how to play doesn't just extend to the gamer. Even the computer seems to be lost in the game's interface. For some reason, it doesn't tell you which pieces are ready to do something important, so you have to bounce between them all (using the R shoulder button or the cursor) to find what's going on. You have to constantly scan the field to get simple tactical info. And so does the computer -- you watch it bounce between pieces and then suddenly realize there's nothing to do. And then it's your turn to do nothing. At some point, the battlefield is too full to put in new monsters, and then everybody's screwed, just sitting around and waiting for something to happen.

We expected the depth of this game from the qualified developers at KCEJ (home of Kojima and many other great minds), but figured the gameplay would be more involving. Sure, there were things that would have made it more fun that I missed in the options, but I spent hours with this thing... on the same game! It was just a continuous stalemate, and when I finally spent enough energy to get into a battle, I didn't have enough battle experience to know that a Dragon's fire breath bounces off the armor of the Slug-Thing. So I die. It was a visually sharp game from KCEJ in many instances -- sharp battlegrounds and some nice effects in the battles, but there was nothing going on with the monster's animation, and the dice rounds and cards were actually blurry for some reason. You spent just about all your time in these menus, and yet the graphics are not only weakest here, but they work against players who are trying to figure out what the heck monster it is they're choosing! If you can't tell if you're sending in a Centaur or a Skull Head, then how are you supposed to plan for a battle with the Mushroom Tree?

Thanks to IGN Pocket for some of the review.

 

 

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