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With Pokémon considerably more niche than it was in its heyday of
the late Nineties, you'd be forgiven for thinking that one monster
"collect 'em all" franchise would be all Nintendo's evergreen handheld
could support - but Square Enix have proven me wrong with the charming,
pretty and plain old fun Dragon Quest Monsters: Joker.
For
those who were living under a rock during Pokemania (and they should
have been able to find some of the stone-based breeds there anyway,
so that's no excuse) the concept of the game is to collect monsters
and then pit them against each other in battle to win yet more critters
and improve their statistics. The first Dragons Quest Monsters,
released all the way back in 1998, was a fairly brazen rip off of
this concept, and neither of the games have evolved much since those
days. While it's true that this new version looks beautiful with
its glorious cartoon visuals, the fundamental gameplay mechanics
remain largely the same as older relatives in its family tree, and
bear more than a coincidental resemblance to Nintendo's favourite
monster-collecting franchise. The majority of the game therefore
involves wandering around various islands, looking for monsters
to battle and assimilate into your collection.
You're
allowed up to three monsters in one team, meaning that you can embrace
a certain degree of strategy and select monsters that compliment
the members (my trusty healing slime never left my side, for example).
The battles themselves are turn-based affairs, allowing you to order
the monsters to attack specific foes in specific ways, or simply
to use their own (generally smart) best judgement. It's easy, it's
compulsive and it's fun - which is just as well, as there is an
awful lot of level grinding to be done. Thankfully, because it's
never hugely thought provoking, this doesn't feel like much of a
strain, and the whole process is enjoyable, seldom requiring your
full attention. DQM also has some neat tricks up its sleeve for
those who want a little more involvement, like the ability to combine
two of your pets into one using the synthesising machines - which
leads to all kinds of freakish Frankenstein's monster style creations.
This feels wholly optional though and it's quite possible to make
your way through the game using just the bare minimum three monsters
if you're willing to put enough time into raw grinding. For its
twenty to thirty hours of gameplay time, this is the equivalent
of really good easy listening music.
Another
way the game attempts to distinguish itself from Pokémon (the equivalent
of me putting on a pair of novelty moustache-glasses and claiming
to be someone else) is how you actually recruit monsters to your
team. While in Nintendo's cutesy franchise you use your limited
supply of Pokéballs to capture monsters, here you have to 'scout'
them - a process that involves your monsters flexing their collective
muscles to the opposition, who register how impressed they are on
a percentage scale. If they are 25% impressed then one out of four
times the monster will join your posse, if they are 10% impressed
then one out of ten times, and so forth. It's a nice system, because
it means that in some instances where you resolutely fail to impress
the monster (5% or less) you still stand a slim chance of pulling
off a scalp and landing it for your team.
If
there is one overriding concern about DQM's simplicity it is that
it sometimes feels a little too straightforward. The dungeons are
small, the islands are small and there's little in the way of side
quests to distract you from the storyline, which itself is hardly
rotund with action. As a result, variety is perhaps not the game's
best suit, though its charm and inoffensiveness does make up for
this in some ways. There are also some neat little puzzles to break
up the level grinding and battling, though nothing too taxing for
the casual market.
Unlike
Pokémon Diamond and
Pearl, which have big chunky touch screen keys that are ideal
for touch-screen controls, it makes more sense to play DQM using
the d-pad and face buttons. The game never really suffers for this,
although the lack of analogue controls means that your character's
movements around the 3D map feel slightly clunky. You can use the
touch screen to control the battles, but the screen's buttons are
relatively small and it feels like no big loss to use the conventional
pad. In many respects it is quite refreshing to play a DS title
that doesn't try to shoehorn unwieldy controls onto the system's
touch screen and microphone, although one area that does exploit
the DS's functionality is in the use of the dual screens. While
not particularly original, using the bottom screen for an overhead
map and team statistics acts as a perfect foil for the colourful
top screen that shows the play area in glorious 3D technicolor.
The
graphics in DQM are wholeheartedly some of the best I have seen
the DS produce - well up there with Mario
Kart and Mario
Hoops (tellingly another Square Enix title.) The visuals are
big, cartoony, vibrant and lovable, despite the frequent popup of
monsters on the horizon, who also manage to ooze character and charm.
My only previous experience with the Dragon Quest world is in the
DS cult classic, Rocket
Slime, but even with that limited knowledge, it gave me great
pleasure to see a menagerie of Slimes, Platypunks and Mischievous
Moles realised in 3D. The monsters look cute, colourful and feature
unique characteristics, so it is a genuine pleasure to collect and
name them individually.
The
sound effects are a little sparse, although it's hard to know exactly
how the developers could have filled the gaps. The music, on the
other hand is bright, fun and catchy for the most part, with some
of the ditties from other titles in the series re-emerging here.
It's pleasing to hear a 'special reward' sound effect for levelling
up, and while the aural delights aren't going to win any major accolades,
they're inoffensive and don't leave you - like so many other DS
titles - reaching for a screwdriver to surgically remove the volume
control.
The
multiplayer is limited to trading monsters and having battles with
friends, locally and over Nintendo Wi-Fi. You can also have tournaments
with a group of friends to see who is the best Pokémon trai… sorry,
'monster scout'. This is limited to single card only play, but it's
hard to hold my usual contempt for publishers that do this, given
the 'personal collection' feel of the game. Providing an option
of single card play would simply result in bewilderment all round,
so Square are forgiven. With that said, the initial bewilderment
you feel upon entering the single player world is less forgivable;
it was a good three hours into the proceedings before I felt I had
a proper handle on what was going on and began to derive the compulsive
pleasure that this game excels in. Perhaps a greater focus on advice
and tutorial would help, if Square intend to aim at the casual market
that the DS is becoming increasingly popular with.
Where
Dragon Quest Monsters: Joker really surprises is in how different
it manages to be to Pokémon whilst still maintaining the addictive
gameplay mechanics that made the latter so damned popular in the
first place. While fans of Pokémon are virtually guaranteed to find
something here to their liking (even if it is just more of the same
in glorious 3D), it's also telling that those who find Pokémon a
total snore-fest may find the more relaxed, less complex approach
of DQM to be a rewarding introduction to RPG-lite territory. It
turns out that Touch-Screen Town really is big enough for the both
of them.
Reviewed by Alan Martin for AceGamez (All Rights Reserved).
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