prog: (galaxians)
It's fun, and I recommend it. It fails to reach the conceptual heights of last decade's Super Mario 64, but the games it plays with gravity and perspective and make it a unique and worthwhile platformer.

Galaxy's levels are surprisingly linear. For the most part, you start at point A, and bounce along a unidirectional graph - the tiny planetoids being nodes, and the fixed flight-routes between them the edges - until you hit the flagpole star at the end.

Several levels feature branchpoints in their routes where you can go grab a "hidden" star instead of the main one, encouraging you to play that level twice. Nice, but adding an extra arm to the graph doesn't make it less graphy.

It is not an exploration game like Mario 64. Your interaction with the environment is more like a tourist than an adventurer: land somewhere, admire the scenery, do whatever's on the itinerary for this location, and then move on to the next destination. There's no need to figure out what to do or where to go next, and almost never any backtracking.

The scenery, however, is beautiful, and those itinerary tasks are all perfectly fun, usually involving nosing around a little planet collecting things and exploiting the various crazy new power-ups this game introduces.

Small gripe: the game continues the Mario-game tradition of keeping track of lives, and awarding you with extra lives for clever exploration, valiant deeds, or just collecting lots of stuff. The trouble is that lives are meaningless to a modern platformer. You start out every Galaxy play session with five lives, and playing almost any level results in a net gain of two or three more. I typically had 15 or so lives every time I was done playing. I seldom bothered to go fetch 1up mushrooms placed in tantalizing locations. It would have been nice to replace these with something more appreciable.

You should still play it (especially if you can borrow a copy like me, ha ha). Wii owners who find themselves enjoying this game owe it to themselves to also check out the orginal Super Mario 64, which can be purchased and downloaded for $10 from the Wii Shop channel.
prog: (galaxians)
Puzzle Quest is a dangerous game. I thought it'd be a match-three game (like Bejeweled) with RPG elements, but I got it backwards; it's an RPG that uses match-three games to resolve battles. The design is smart and surprisingly deep. It's gotten both [livejournal.com profile] classicaljunkie and I hooked. (Cruelly enough, the game card has room for two separate characters' save slots, allowing for exactly this sort of two-person trade-off addiction. Argh.)

Basically, matching jewels gives you mana, gold, or experience points, or hurts your enemy, depending on the jewels' color. There are also four colors of magic (tied to the four elements), and you can cast class-dependent spells if you can collect the right combinations of mana. (Yes, you have a character class.) The equipment you carry into battle adds various modifiers and bonuses, as with any RPG.

My favorite single feature: After you beat up a single type of enemy three times, you're given the option to try capturing it the next time you run across one. If you accept, you're given an actual puzzle to solve, where you have to clear the whole board of gems in as few moves as possible. If you succeed the beastie goes off to your pokedex dungeon, where (depending upon how many legs it has) you can try to convert it into a mount, or try to learn its spells. In either case you have to play yet more match-three games with different rules. This is why my warrior is presently loping around the map upon a giant rat. Its name is Bitey.

It's also got a Angband-like system of elemental-based resitstances. As you get deeper in the game you meet an increasing number of enemies who can pound you flat with some special ability that's tied to one of the four elements, and countering it means finding a magic item that grants you protection against that element. Unlike the formal, mission-based storyline, the game doesn't spell the solution out for you, and you've got to explore and figure out which shops or baddies are holding these trinkets, building your own dependency tree of monster bashing. Sadly, I am a sucker for this.

I can generally recommend this game to any Nintendo DS owner with either iron self-control or nothing at all to do for the next week or so.

Nexus Ops

May. 5th, 2007 11:18 am
prog: (zendo)

I played Nexus Ops with folks last night and enjoyed it, though opinions around the table were mixed. It is a wargame, and looks like one - I love all the colorful translucent figures - but doesn't always feel like one. My main beef with is it that, at least in a four-player game, it's very difficult to get out of your corner and its surrounding hexes; you basically establish your territory in the first couple of turns and then spend the rest of the game in border skirmishes.

It ended up working anyway for me because of the "secret mission" cards that you collect as you play. Normally you get 1 victory point (of the 12 you need to win) for winning a battle, but you can get several at once by fighting in a way that satisfies the conditions on one or more of your cards - destroying a certain kind of enemy unit, for example, or winning a battle on a certain terrain type. This encourages players to stick their necks out and engage in battles that aren't tactically astute otherwise. I had one really good turn where I scored 5 VPs by thinning up my front line to dive into two melees at once, fulfilling two different mission cards. I ended up losing some ground, but it was worth it. The game is full of that.

Not rushing to buy the game, but I want to play it again, and see what it plays like with two or three players. The modular board reconfigures in each case so that starting positions are always symmetrical.

(Image by Deborah Estes via BoardGameGeek.)

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