![]() You trigger attacks by pressing the face button tied to a specific attack (such as "strike" or "MP Blast") and then wait for the other party to attack (or defend), and then your turn is over. It is strictly turn-based, with no active elements whatsoever. The battle system itself suffers from being dull, chiefly because it works a little too well as an RPG. And when you have a battle that lasts more than three turns, it can get very boring. While other characters can run around, get treasure, and buy things from shops, you are stuck in battle and can't move until the battle ends. ![]() This is a real detriment to the gameplay, because battles take far too long when you have to wait your turn for every attack phase. While most standard battles will be decided after one turn, if you are fighting a big monster, your battle turns will replace your normal moving turns. You can then choose from four standard "attack" or "defend" actions based on your characters class (chosen at the beginning of the game). ![]() When you land on a monster space, you will have to draw a card to see who goes first. The battle system in the game, however, isn't half bad. This can make engaging in battles a little cumbersome, and makes luck a little too important in the gameplay. So, if for instance, if you spin a 6, you will land on the space behind the monster, and you will then need to hope that you spin a 1 so that you can backtrack the one space you missed. If you have a specific monster you want to fight, and it is five blocks away, you will have to spin a 5 exactly on the spinner to be able to engage the monster. ![]() One thing that is immediately annoying is how strict the moving system is. Your character (along with all the others) can then spin a spinner and move along a board with obstacles, monsters, shops, and treasure. The plot may be a little hokey, but since this is a party game, I don't really think it matters that much. Again you play as a warrior competing with two or three others in order to get the king some money (and marry his daughter). However, now that the second entry in this emergent series has been released, I don't feel the need to be so forgiving.įor a follow-up title, Dokapon Journey recycles basically every element from its predecessor. Although the lack of online multiplayer as well as painfullylong CPU turns marred the experience, I was relatively pleased and was able to look past some of its shortcomings and appreciate the new things it tried. On the one hand, I really loved it for being the first and only RPG/Party game mash-up I had ever played. If you have any suggestions or comments (be nice!) for me to turn the tide of war towards my favor, I'd be willing to hear them (or read them in this case).Last year's Dokapon Kingdom for the Wii was certainly a mixed bag. It is very frustrating to produce ONE ARMY (or INFANTRY/SOLDIER/WARRIOR unit) and be attacked by an overwhelming force comprised of artillery, infantry, and leader-types that will not let you the meager time required to defend yourself. It seems like at the beginning of a round before you can even mount a military force or build up your village with appropriate buildings and technology, you are already being beset upon by a much larger, more advanced faction that destroys your progress and continues to waige war or lay seige to your capital and you are helpless to fend them off. I have many other military-style and RPG-style games that use this similar game-playing format (such as End War, StarCraft, WarCraft, and Lord of the Rings Middle Earth) and I haven't had any trouble beating them at all. I originally was going to grade this as 2 stars and "below average" but then I thought Perhaps I'm grading this game too harshly because I can't even get 5 minutes into the EASY game without getting beat down by a neighboring faction. Seven Kingdoms - but yours ain't one of them
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