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Fall
is making its triumphant return, bringing with it rainy, cloud filled,
chilly days. No more taking advantage of the nice weather by going
out of the house to enjoy some outdoor activities. No more lengthy,
much needed vacation time to look forward to. Summer vacation's
clock has run out for both the college and K-12 kids. The veil of
status quo, lifted in June, has since been replaced.
Depressing,
I know - but do I have a cure for those autumn blues in the form
of Square-Enix's latest DS offering, Dragon Quest Heroes: Rocket
Slime. Taking control of Dragon Quest's classic mascot, the blue
slime, along with his trusty tank, you have to save his town from
the local mob. Providing a deceptively deep single player experience
along with an addictive, fast-paced multiplayer, this game will
easily keep you warm and occupied through the winter.
Rocket
Slime starts out simple enough - the local mob, known as the Plob
for their high platypunk enrollment, has slime-napped all the residents
of Slimena, leaving behind graffiti and destruction. Now it's up
to one adorable blue slime to save them all - Rocket. The story
is unabashedly written for a younger audience, as all of the in-game
text is sugarcoated with an unrelenting amount of slime-related
puns. The graphics are given the same treatment; they're bright,
colorful and just about everyone has a smile on their face unless
they're getting attacked. Beware if your sweet tooth has a low tolerance
level!
All
the action takes place on the bottom screen (with an effective map
and menu combo taking up the top screen), using a top-town camera
and an action-RPG gameplay system (think the NES/GBA/SNES Zeldas).
You sling Rocket around like you would shoot a rubber band off your
finger. When he runs into something, be it an enemy, item or slime,
Rocket knocks them into the air. As the knocked object flies through
the air, he can either let them fall to the ground or catch them
on his back to throw around or send back to town on a cart to be
saved. The game keeps track of the amount of things you send back,
rewarding you when you reach certain collecting requirements.
Not
unlike the first hour or so of gameplay, my above description may
have killed any interest you had in the game. Don't fall for it!
As hard as this game may seem to be trying to keep older gamers
out, it's about to club you over the head and drag you into its
cave of enjoyment with its tank battles! These battles make perfect
use of both screens, as the bottom screen continues to be your action
screen and the top screen now shows both tanks facing each other.
With a crew of up to three other slimes, you take ammo (which is
randomly chosen from a user-made thirty-item list) that falls from
chutes and throw it into one of two cannons. The cannons then shoot
the items across at the other tank via the top screen. Each piece
of ammo deals a different amount of damage if it lands a hit. You
can also shot yourself over to the enemy's tank to cause havoc inside!
One
of the more endearing facets of the tank battles is the ammo and
crew itself. Ammo consists of all the items you have collected previously
in the action areas, which includes rocks, giant weights, rockets,
ninja stars, humongous swords and chili peppers. Watching the top
screen fill with ninja stars and giant swords is quite an amusing
sight! As for your crew, they start out as some of the slimes you
rescue, but if you send enough of one enemy class back to town then
they offer their assistance. Most crewmembers have two different
types of order, generally one that involves ammo loading and a special
order, such as protect main slime, steal ammo or sneak into the
other tank and sabotage it. Don't expect too much from your crew
though, as their A.I. is pretty basic, which can lead to many boneheaded,
make you scream at them moments.
The
main quest takes around ten to twelve hours to finish, but add on
all the side quests, optional tank battles and alchemy along with
the monster, tank and item collecting, and you easily have over
twenty hours of gameplay. But way after you have exhausted that,
the multiplayer keeps you coming back for more. There are some mini-game,
single card games you can pass onto others who don't have the game,
but the meat of multiplayer comes in the form multi-card tank battles.
Using your single player ammo list and crew, as well as being able
to use any tank you have defeated, you can battle with up to three
other friends wirelessly, split between two teams. Working out tactics
with your friends, causing mischief in your opponent's tank and
pulling momentum-changing moves quickly becomes a rambunctious venture
that never fails to entertain. With the near unlimited level of
customization that comes with each player's ammo, crew and tank
selection, not to mention play tactics, it would be very hard to
replicate a single battle twice.
Though
the lack of any Wi-Fi options is disappointing, my only real complaint
about multiplayer is that it keeps you playing after your friendly
battles finish. There are always more items to find and create,
new crewmembers to recruit and new tanks to unlock - and with new
additions come new battle tactics and ammo lists to try it. A vicious
circle this game creates.
All
of this gameplay is wrapped into a wonderful, though essentially
touch-screenless, presentation. The graphics, as I stated above,
are bright, colorful and happy. Enemies are all based upon enemies
from the Dragon Quest series, with designs taken straight from the
last game for the PS2, Journey
of the Cursed King. The animations are solid as well, with slimes
jiggling, zombies crawling forth from the dirt and hammerhoods crying
over lost hammers. Each area has its own distinctive look, as does
each screen you move around. Leaves move as you walk over them and
water breaks around your steps. There is never a feeling of walking
through template levels - this game is not going to win any technical
awards for its graphics, but the effective simplicity yet again
works in Rocket Slime's favor.
The
music is awesome, mixing new tracks with impressively reproduced
Journey of the Cursed King tracks. The stereo capabilities of the
DS are really put to the test, with each bubbly, bouncing orchestrated
song, many that have the feel of war marches, flowing out loud and
in charge. I love the Plob song, with its vocal samples and cool
grooves. Sound effects are just as exceptional - there are great
bouncing sounds for all the different things Rocket eventually runs
into - including yelps from all the characters, carts clanking along
tracks and slimes splashing in puddles.
As
complicated as games can end up being, it's very nice to be able
to pick up and play a simple, enjoyable game like Dragon Quest Heroes:
Rocket Slime every now and then. It also helps when the game is
deceptively simple, hiding cavern deep gameplay underneath. Rocket
Slime makes all that inside time we have to look forward to as fall
paves way for winter worthwhile.
P.S.
A note to UK gamers: I think this would be a great time to remind
everyone that DS games are region-free, meaning that waiting to
see if Square-Enix will release Rocket Slime in Europe would be
a severe waste of time that could be spent blasting your mates with
giant spiked clubs, bear traps and meteorites!
Reviewed by Tony Peters for AceGamez (All Rights Reserved).
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