Playtime:
460 minutes
[u]Recommendation[/u]: Good for a couple of hours of Zuma-style play, but ultimately frustrating.
[u]Review[/u]: Marble Duel could be called the "Zuma RPG," because it adds character stats, leveling, and story to the traditional Zuma gameplay of shooting marbles into a moving line to match sets and make marbles disappear. The different colors of marbles each correspond to a different kind of action that your character performs, as each level represents a battle between two opponents. So if you match red marbles, that performs an attack on the opponent, whereas a green match will heal your character. Ultimately, you have to deal enough damage to the opponent to reduce its health to zero, which completes that level. These are all fun additions, and it gives the potential satisfaction of "completing" the game (as opposed to Zuma, which continues endlessly).
[u]Critique[/u]: This starts out really fun, because the RPG elements really add something special to most games. But the implementation of these elements ends up being very frustrating, and will eventually result in your being unable to continue the game. You see, you have to level to advance in the game. That's typical for an RPG, of course. But as you advance in the game, the opponents you face have higher and higher health totals, which means that they're harder to defeat. They also start doing more and more damage to your character. So you have to level your character to keep up: increasing the attack skill, so that each red match does more damage, or increasing the Reflect skill, so that each yellow match increases how much damage your opponent takes each time it attacks you, or increasing your Health skill, so that you have more health and are also harder to defeat. This is all standard RPG stuff. But for some levels, you need to have reached certain levels in specific skills, or you [i]cannot win[/i]. But you don't know what those are until you reach those levels and play them, so you will (unless you are very, [i]very[/i] lucky) eventually reach a level where the combination of skill advancements you've chosen is WRONG for that level. In most other RPGs, this would be OK; when you reach an encounter that's too tough, you go to an easier area, grind for a bit, and level up some more until you can meet the challenge. [i]But you can't do that here.[/i] Each level in the game will give you rewards to level your character only once. You get no benefit from replaying levels. So if you make the wrong choices in leveling your character - and [b]you WILL make wrong choices in leveling your character[/b] - you are pretty much stuck. There is the possibility of "re-spec-ing" your character, by discarding skill levels for XP, which you can then save up to use to buy levels in a different skill. But the problem there is that you lose XP when you do this. Say you spent 1000 XP to increase your Armor skill, but you find out that in the next level, you need to have a higher Attack Bonus skill. If you turn in your level of Armor, you only get 750 XP back...which means that you no longer have the boosted Armor skill, and [i]you still don't have enough XP to increase your Attack Bonus skill[/i]! At this point, anything you do is wrong, and there's no way forward. You're left with two options:
1) Take notes of what skills you need for that level, and then RESTART THE ENTIRE GAME,
or
2) Stop playing.
The game is fun! Or at least it's fun until you reach a point where there is no chance of continuing, and you have to start over from the beginning. Then you start to wonder if it's worth it, because you know that, even if you do start over and play through the first 50 levels again, you might run into the same situation at level 60. It becomes a Sisyphean task, with no end possible. It just feels wrong. I enjoyed my time with this game, but I don't think I will play it any more.
👍 : 4 |
😃 : 0