'Dungeons and Dragons: Tactics' Review (PSP) |
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| Submitted by thankeeka on October 12, 2007 - 2:33pm. | Exclusive Game Review | ||
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THE STORY SO FAR The story of Dungeons and Dragons: Tactics (DnD:Tactics from here on) unfolds mostly through static cutscenes featuring unanimated faces that stay still while text scrolls at the bottom. Though the characters are drawn nicely the storytelling method is pretty lousy, as there just isn't enough to draw you in. The story is good enough, but nothing amazingly engrossing or epic, and watching paintings talk isn't exactly thrilling either. Besides the static cutscenes, occasionally you'll have your characters stop long enough to say something important to the mission or the story, but once again it doesn't exactly unfold in a great narrative fashion. There are many RPGs where you can sometimes suffer through gameplay issues as long as you want to see what happens in the story next, but DnD:Tactics' indifferent story certainly isn't a reason to stick with the game, slogging through its endless menus and its utter randomness. SINGLE-PLAYER: GAMEPLAY When choosing your party there are a number of options and possibilities, some being merely cosmetic while others will greatly affect your gameplay. On the cosmetic side of things you'll be able to pick your character's sex (technically could fit both categories), be able to choose their visual portrait, and their character head as it will appear on the actual battlefield. On the gameplay side of things you'll pick from a wide variety of character races, jobs/classes, abilities and skills, and even what god they worship. Problems with DnD:Tactics emerge here as you're really in the dark about what will and won't work, as many won't be familiar with many of these abilities or what they might mean gameplay wise unless they've actually played with the latest DnD rulebook. You'll put together your idea for a character that you think will be cool and functional in battle, and then you find they are utterly worthless and will reload the game just so you can spend even more time trying to create a new set of adventurers.
So you finally get your character into attack position, you issue your attack command, and then…you miss. Okay, no problem you think, that's just one attack, but then you miss the next, and the next, and the next, and suddenly you find yourself wanting to hurl your PSP across the room. DnD:Tactics adheres to the dice rolling fundamentals of the franchise, so it's purely random. We have no problem missing an attack here or there, as it is part of tactical and regular RPGs, but here you'll miss more than you hit, which is just silly. It's not fun to feel like a failure and loser just because the game deems it that your character will miss time and time again. Another constant of RPGs is buying the newest armor and weapons, keeping yourself at the ready and improving your attacks and defenses at every chance you get. Many RPGs implement a solid buying system to show just how a new weapon will compare to your current one, such as showing an arrow pointing up with green writing to indicate equipping this item will improve you over the current one. In DnD:Tactics there is no such system, only numbers and terminology that you'll probably not understand and will go right over your head. There is no easy way to compare items, so you'll often have to look at your currently equipped goods, save them to memory, and then go to the store to compare items and make your purchase. The merchant store also isn't set-up very well, as all the items are in one list with very little in the way of classification, so you'll have to scroll through a bunch of junk until you find what item you are looking for. The game also relies on menus way too much, as you'll have to sometimes navigate through possibly four or five screens just to perhaps use an item or spell. It probably wouldn't be an issue if things were grouped properly or the system was designed well, but instead you'll be drolly working your way through menus, searching over and over just to find an item you want to heal yourself with. There isn't one single aspect of DnD:Tactics that screams ease of use. MULTIPLAYER: GAMEPLAY GRAPHICS
IN CONCLUSION
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