PUZZLE QUEST: GALACTRIX REVIEW
The first Puzzle Quest was a fantastic mash-up of two genres that hadnít been tried again. Does this new title, this time set in space, still capture the magic that the first title had?
Posted by PlayDevil.com Staff on Jul 16, 2009 14:41 (Jul 16, 2009 14:41)
Written by: Ian
'Puzzle Quest: Challenge of the Warlords' was one of the most innovative and exciting hybrid games to be released when it first came out. However, after coming out on pretty much every platform available, can the series cope with a sequel, especially when it involves a complete change of setting into the wilds of space?
Welcome to "Puzzle Quest: Galactrix".
Like with the first title, the game presents you as a generic character that you can give one of a few appearances, before setting off on your mission. Things then start off fairly quiet, with some standard small, insignificant quests, but you’ll soon find yourself trekking across space hunting down a rogue clone who is hell bent on destroying civilisation and taking over what’s left for himself.
It’s a little more generic than the story in the previous game, and a lot of the extra length over the first game feels a little like unnecessary padding- a lot of the game involves some ponderous travelling, which will probably result in some random encounters along the way. It’s no disaster, but I certainly was never as engaged as I was with the first game.
"Puzzle Quest" has changed up the gameplay quite a bit over the first title, but not all of it is for the best. Now some elements of what would have been story play have been replaced by different puzzles.
This means that you do play more, but I loved the RPG elements of the first game, and whilst they return in an identical way here, there’s too much gameplay and not enough story. Most of the new puzzle games didn’t really click with me, and many of them seemed like they were just there for padding.
Even the core gameplay has undergone some pretty big changes. You now play on a six-sided board, and depending on the way you clear gems, ‘gravity’ affects how the next gems move in. This sounds like a minor change when the core gameplay is still a match three or more of a colour puzzler, but it does have a surprising, and unwelcome effect. It totally over-complicates things.
Even after 15 hours of play, I still struggled to work out gems would fall, and sometimes, the random nature of this would completely screw me over by benefiting the AI. Talking of which, even on easy, the AI is savage, and will not hesitate to beat you over and over again. It seems that if they link up some damage gems, they always make it so they cause more and more damage from the ways that the gems fall- despite the fact that the next lot of damage causing-gems were currently off-screen at the time.