'SNK vs. Capcom Card Fighters DS' Review (DS) |
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| Submitted by thankeeka on May 23, 2007 - 2:43pm. | Exclusive Game Review | ||
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Ah, the card battler, the waster of money. Oh, they'll start you out with a competent enough deck when you first get into the game and started, but you slowly learn that the best players have the best cards, and it's all because they've plunked down the dollars to pay for them. SNK Playmore brings to the table their own card battler, this time featuring characters from their own SNK games as well as those from Capcom. So, do we have another Magic: The Gathering on our hands here?
There is no depth to the story and the narrative doesn't really play out at all either. You go to a new level of the tower, fight every enemy there (most of them look just like one you saw the last level or so, though will have different coloring), fight a boss, and then move on up again. You'll run across some other people like masked card battlers, but if you can't see who it is, well you need your eyes checked. I'm not one to comment much on translation errors, frankly because you don't see them all that much, but here there are a few thanks to the bad translation effort. The last time I checked, you don't "bye" (or was it "by," either way) cards, but rather you "buy" them. Another problem with the story mode is that there is a game ending glitch on the ninth level, where if you play a certain character twice, your game is gone and all your work with it. SINGLE PLAYER: GAMEPLAY The gameplay of the card battles seems a bit daunting at first, but after just recently getting into the Magic: The Gathering online game, the combat is a lot more manageable and easier to grasp than in Magic. Now, that doesn't necessarily mean it's a better card battle game (cause it isn't – I suck, but I'd rather have the depth of chess than the comparably relative ease of checkers), but if you are looking for something to ease you into the card battling world, Card Fighters is a good choice. Matches start with you rolling dice, and whoever gets the higher number picks if they want to attack first or go second. Once you start, you have Force (3 of the all-purpose white if you go first, 4 if you go second) that you'll use to put your cards in the ring for fighting duty. Each card has different Force costs, so in your first hand if you draw a card with a cost of one white Force, you'd be able to tap it into play in the ring, only costing you one white Force in the process. The less Force a card requires, typically the least power it has, but they still can be a force in number. Depending on their Force color preference, cards ringed in for your side will also output Force each attack round for you, so besides getting one white each time your time for attack comes again, that yellow bent Force card will output one yellow Force for you. White Force is the only color that can be anything, while all the other costs require the exact amount of one color that appears on the card. If you find yourself without the proper amount of Force needed, one step you can do is discard ones from your deck to help you put one into play that you want and need. For instance, say you have a card that costs one white and one green Force to be put into play, but you don't have any green Force in stock. Well, if you have a green output character card, you can discard them, sacrificing them to give you one green Force in stock, and then using that now stockpiled Force to bring in the character card you couldn't before. The cards come in the three flavors of character cards (the cards you use as troops for fighting), and action and counter cards, which are used defensively (giving your characters health points that they have lost) or upping their BP or dealing damage to enemy cards.
The idea is that you and your opponent both have 2000HP and by damaging them directly when they have no blockers or lose all their cards, you'll gradually win by ultimately taking them down to 0HP. Winners and losers are also determined by if you should run out of all of your cards – if so, you lose. There are more complex moves like using the power of certain character cards to have different effects on the board, or fusing together two cards of the same Force type, which has the added benefit of not only possibly taking out a character card of the opponent they are going up against, but whatever combined BP doesn't go to eliminating that character card, will be passed on and hit the player too. MULTIPLAYER: GAMEPLAY GRAPHICS SOUND IN CONCLUSION
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