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When I think of my motivation for buying a Nintendo DS in the first
place, I always come up with the same answer; it's because it was
red. I own a lot of red things - red jumpers, red quilt covers,
and red shoes. Certain games turn my eyes red from all the strain
while others make me see red from the sheer frustration of their
gameplay mechanics, and while most people would have bought a DS
for either puzzles games or their love for Mario, I simply bought
my DS because it is red. I love games of all types though; there's
not a genre I prefer and games don't score extra brownie points
with me if the colour scheme of the front cover is made up predominantly
of red. So, while it's true that Jewel Master: Cradle of Rome has
elements of red there on the box, and that Rome is the capital of
Italy, a country that has a flag that is indeed a third red, I won't
be going any easier on this little puzzle title.
At
its heart, Cradle of Rome is a pattern-matching puzzler. You are
presented of a series of boards that are filled with an assortment
of symbols and, using the stylus, you must match three symbols of
the same type to make them disappear, with bonus points for matching
groups of four or more and generating combo chains. You create matches
by switching the positions of two adjacent symbols, on the horizontal
or vertical axis, but you can only do so if the switch results in
a successful match; as a result, a lot of concentration is required
and eagle eyes are a bonus for spotting where potential matches
lie. Your aim isn't to match up all the symbols though, because
after each group disappears, the rest cascade down to fill in the
gaps and more drop in from the top of the screen, often resulting
in further matches and combo chains. Instead, your aim is to 'clear'
all of the background tiles, which turn from dark blue to light
brown when the symbols upon them are matched - and when all the
tiles are cleared, you've completed the level. That's the core concept
of the gameplay, although there is just a little more to it than
this.
Smashing
certain symbols gathers points, or resources, in three different
categories - Food, Wood and Gold. Collecting these three resources
allows you to build up your empire at the end of every level, spending
a combination of them on buildings that grant you bonuses for future
levels. For example, one building gives you the ability to collect
hammers during levels and once you've collected enough, you have
the power to smash other symbols in order to give you an advantage
when it comes to clearing certain tiles. You collect resources by
matching up symbols on the brown tiles that you've already cleared,
so rather than clearing the board as quickly as possible, the aim
is to avoid matching the final tile until time is almost up, to
maximise the amount of resources you can gather in the time available.
The
last twist to the gameplay comes in the form of level layouts that
become increasingly trickier as you progress. To begin with they're
simple grids, but soon enough they begin to vary in shape, with
lone tiles sticking out of the grid in various formations that are
harder to match than those within the main area, and holes within
main grid that also cause problems with clearing the tiles around
them. With layouts such as this, you need to think a few moves ahead
in order to line up the symbols in a way that causes them to cascade
down and match the symbols upon these awkward tiles.
Despite
these attempts at enhancing the game, at its core it's still pretty
simple; clear tiles by matching symbols and progress by buying buildings
- there's nothing much more to it than this. I had hoped that building
an empire might have been a bit more challenging or engaging, but
the simple 2D matching is as complex as it gets. The gameplay is
still quite enjoyable and addictive in short bursts, but the whole
thing can get as repetitive as me telling you about my favourite
colour, which, in case you haven't figured it out by now, is red.
Graphically,
Cradle of Rome doesn't provide anything special and the busy screen
with its tiny symbols can be quite a strain to look at during extended
periods of play. The background music is even worse - terrible,
in fact, when you consider that the game is supposed to feel Roman;
on the contrary, these are the kind of riffs that you expect to
hear in a hotel elevator. The game leaves your eyes sore and your
ears tender.
If
you look past the fact that Jewel Master: Cradle of Rome isn't as
polished as it should be then you've got a reasonably fun puzzle
game that's good for short spurts of play, perfect for train rides
on red steam engines or big red bus journeys to Redditch. Sure,
it's addictive, but so is Tetris,
which is a great example of a ridiculously addictive game that doesn't
hurt your eyes. Trading in your points or resources for buildings
at the end of the level is a good concept, but the game is so linear
that you don't really have a choice as to what you can build, which
renders the idea somewhat pointless. There's no real replay value
here, beyond the fact that there are a hundred levels to work through
and that the gameplay is addictive enough to entice you back for
the occasional session. They say that Rome wasn't built in a day,
but a day on this game should be enough for any man in his lifetime
- mortal or otherwise.
Reviewed by Dexter Pearson for AceGamez (All Rights Reserved).
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