piece of shit henry "yugi" tudor is a real gaming scumbag I never should have sided with him and his wannabe kingly ass. my dude christian "seto kaiba" rosenkreuz of the white roses of york actually DELIVERED on the promise of sending me back to the future and didn't just FORGET about my existence the moment I finished winning the card game war for him and bagging all the special super roses goddamn. christ what an asshole.
just WHAT is the yugioh game trying to tell me???
ERMM yeah otherwise itsa surprisingly solid lil grid action strategy game experience. I wish the deck building turned out more interesting; as a loootta the lineup - no matter the archetype - is dominated by noneffect filler monsters and redundant 'negate attack' style traps or some impractical power-ups you don't wanna bother with. Kinda boring in that way but eh - dealing with those WEIRD rules involved with the movement and grid action side of things carries well enough~ so it's cool! we like our yugioh games where the rules are a bit fucked up like this :) play it with some mods to maybe spruce up that map design and the cards in your opponent's decks for added funsies tho.
"MAN IS BORN TO DIE", "A CARD! A CARD! MY KINGDOM FOR A CARD"... man wtf were they on making this shit. it's YUGIOH...... (kinda love it)
just WHAT is the yugioh game trying to tell me???
ERMM yeah otherwise itsa surprisingly solid lil grid action strategy game experience. I wish the deck building turned out more interesting; as a loootta the lineup - no matter the archetype - is dominated by noneffect filler monsters and redundant 'negate attack' style traps or some impractical power-ups you don't wanna bother with. Kinda boring in that way but eh - dealing with those WEIRD rules involved with the movement and grid action side of things carries well enough~ so it's cool! we like our yugioh games where the rules are a bit fucked up like this :) play it with some mods to maybe spruce up that map design and the cards in your opponent's decks for added funsies tho.
"MAN IS BORN TO DIE", "A CARD! A CARD! MY KINGDOM FOR A CARD"... man wtf were they on making this shit. it's YUGIOH...... (kinda love it)
When Yu-Gi-Oh! was at the height of its popularity during the late 90's and early 2000's, you'd be forgiven for thinking that there was a new YGO game around every corner. In fact, in a span of 4 years between 1998-2001, a mind-boggling 11 YGO games were developed and released. Among them was Duelist of the Roses, which was one of the oddest and most unique takes on the YGO formula. Set in 15th century England, this game substituted real and fictional historical figures for YGO characters as Yugi (Henry Tudor) and Seto (Christian Rosenkreuz) fought for the throne of England by playing an archaic version of Duel Monsters. If it sounds ridiculous, that makes sense, because it is. But just as it was the strangest YGO game of its time, it was also the best.
Both the main benefit and the main drawback to this game is the way the card game is played. Instead of sticking to the original game, DotR opts for a board-game style layout, where cards are played on a 7x7 grid and moved around, with the goal of surrounding and attacking the opponent's deck master. This structure is considerably more interesting than the original card game was at time of release, and is what gives this game so much of its charm. Even though the card game was still in a somewhat limited state at the time, this new format allows for a much more variable and nuanced gameplay experience. Players generally have a much stronger feeling of control over the game, as they have more agency to play their way out of difficult situations. Grasping victory from the jaws of defeat is immensely satisfying in this game, and that's because of this novel setup.
It also ends up being quite confusing. This is a game that, if it's your first time playing it, could take you 5-10 hours to understand how to play ideally, but if you've played it before, you can breeze through it pretty quickly. The game manages to keep players interested due to the deck cost system, which prevents the use of supremely overpowered cards to defeat opponents. This makes deck building a more involved process, and the game is better for it. Most of the difficulty comes from an unclear tutorial, save for the final boss, who just has vastly overpowered cards. There's also a lot of gameplay aspects that are left to be figured out. Fusions, for example, appear almost random at first, and require a lot of guesswork to figure out. Card collection is another wonky aspect, and you're better off playing with what you have rather than wasting time trying to collect specific cards. Even with all that factored in, though, it's a pretty short game, and there's not a lot to do once both routes are completed. Unless you decide to rank up your deck master, that is, which is extremely tedious and not recommended. Luckily, it's also something that's not really too important.
DotR is an impressive game simply because, in between the releases of other mediocre licensed YGO titles, it managed to stand out and offer something different. Even though there's not a lot of substance to it and it may appear pretty unapproachable at first, it's still an innovative title that clearly had passion behind it, with a killer soundtrack to boot.
Both the main benefit and the main drawback to this game is the way the card game is played. Instead of sticking to the original game, DotR opts for a board-game style layout, where cards are played on a 7x7 grid and moved around, with the goal of surrounding and attacking the opponent's deck master. This structure is considerably more interesting than the original card game was at time of release, and is what gives this game so much of its charm. Even though the card game was still in a somewhat limited state at the time, this new format allows for a much more variable and nuanced gameplay experience. Players generally have a much stronger feeling of control over the game, as they have more agency to play their way out of difficult situations. Grasping victory from the jaws of defeat is immensely satisfying in this game, and that's because of this novel setup.
It also ends up being quite confusing. This is a game that, if it's your first time playing it, could take you 5-10 hours to understand how to play ideally, but if you've played it before, you can breeze through it pretty quickly. The game manages to keep players interested due to the deck cost system, which prevents the use of supremely overpowered cards to defeat opponents. This makes deck building a more involved process, and the game is better for it. Most of the difficulty comes from an unclear tutorial, save for the final boss, who just has vastly overpowered cards. There's also a lot of gameplay aspects that are left to be figured out. Fusions, for example, appear almost random at first, and require a lot of guesswork to figure out. Card collection is another wonky aspect, and you're better off playing with what you have rather than wasting time trying to collect specific cards. Even with all that factored in, though, it's a pretty short game, and there's not a lot to do once both routes are completed. Unless you decide to rank up your deck master, that is, which is extremely tedious and not recommended. Luckily, it's also something that's not really too important.
DotR is an impressive game simply because, in between the releases of other mediocre licensed YGO titles, it managed to stand out and offer something different. Even though there's not a lot of substance to it and it may appear pretty unapproachable at first, it's still an innovative title that clearly had passion behind it, with a killer soundtrack to boot.
Japan OCG: September 2001
NA TCG: February 2003
Formats don't really matter for this game anyway since most of the cards here are just the old stuff under a completely different kind of game, but anyway.
This game is so fucked up, I don't really know how best to go about it. It's probably the best of the non-traditional games so far but it's got some perplexing as hell design decisions and progression. Only did one of the two paths admittedly but I might save the other one for a later date.
Basic rundown is that it's like Yugioh but on a strategy game grid, using the same 'fusing from comboing cards' shenanigans from prior games. Main problem comes from how whack getting a proper deck is, it's very hard to tell whether or not the deck im using actually makes sense or not. The 3 starter decks that are presented to you at the start (still only pick 1 of said 3) is based off the player's name, kinda like DQ1, which is neat. First playthrough i tried this on I got the 'Thunder Nyan Nyan' deck leader, an apparently terrible starting choice and that became all the more apparent during the first battle. Upon a restart, I was presented with the Robotic Knight deck leader, a much stronger starting deck. Even still this game does not hold its punches at the start, as the forest based 'Weevil' insert for the campaign just sends out a bunch of stat-boosted bugs and sits by in the corner waiting for his cocoon to hatch.
And that's the bizarre part of this game. Certain later levels felt like an absolute cakewalk, hell some took about 3-4 turns of just getting to the opponent and walking over their stuff. Primarily, during the Ishizu stage where the arena is covered in water (i.e. aqua monsters gain bonuses, but machines take a debuff) and 'Crush' (any monster over 1500 atk instantly dies) tiles I just trounced her? Whereas Weevil even upon rematching him later to get certain cards from his win drops was still a pain to get through. I guess in general games such as this would be prone to certain decks just having a better time on certain stages than others but Weevil is deceptively difficult in my experience. Secondly, I can't really imagine how obnoxious this might have been had I stuck with that Thunder Nyan Nyan deck.
On top of just how weird the new concept of 'tile based' Yugioh is, there's a few new mechanics tied to this gameplay that are just odd to tackle. Every card has a 'rank' that can be promoted up to Colonel and as a card obtains certain ranks they get better abilities and bonuses to ease things. Problem: I only had like two of my cards ever rank up. My main cards were fine enough as is so I didn't re-fight characters too much outside of a few times I need a particular card from someone. Rex, in contrast to Weevil, was actually pretty tame and got me the dinosaur half of my Machine deck. This culminating to my non-stop barrage of 'Cyber Saurus' which still only got that card ranked up to First Lieutenant. Thankfully if you are having troubles with a deck build it doesnt seem like there's much limit to what passwords you can put in. I did put in one Dark Hole which proved rather useful, otherwise most of what I had was all I needed.
There's some interesting ideas for fights and concepts but it mostly just feels like a really gimmicky and awkward way to combine Yu-Gi-Oh into a strategy game. Certainly a lot better than Dungeon Dice Monster though.
Utilizing the terrain is definitely the neatest part of the tactics, especially once you have terrain cards of your own to even the playing field.
Also goddamn, the soundtrack though? Like Yu-Gi-Oh usually has some pretty good tracks to listen to throughout the series but this might be the best so far, with a good array of great battle themes and 'story' tracks. Banger intro too.
Overall its a neat ass game but it takes some time to get used to how the game expects you to build a deck and also how the AI's behavior works because they can be admittedly pretty stupid.
NA TCG: February 2003
Formats don't really matter for this game anyway since most of the cards here are just the old stuff under a completely different kind of game, but anyway.
This game is so fucked up, I don't really know how best to go about it. It's probably the best of the non-traditional games so far but it's got some perplexing as hell design decisions and progression. Only did one of the two paths admittedly but I might save the other one for a later date.
Basic rundown is that it's like Yugioh but on a strategy game grid, using the same 'fusing from comboing cards' shenanigans from prior games. Main problem comes from how whack getting a proper deck is, it's very hard to tell whether or not the deck im using actually makes sense or not. The 3 starter decks that are presented to you at the start (still only pick 1 of said 3) is based off the player's name, kinda like DQ1, which is neat. First playthrough i tried this on I got the 'Thunder Nyan Nyan' deck leader, an apparently terrible starting choice and that became all the more apparent during the first battle. Upon a restart, I was presented with the Robotic Knight deck leader, a much stronger starting deck. Even still this game does not hold its punches at the start, as the forest based 'Weevil' insert for the campaign just sends out a bunch of stat-boosted bugs and sits by in the corner waiting for his cocoon to hatch.
And that's the bizarre part of this game. Certain later levels felt like an absolute cakewalk, hell some took about 3-4 turns of just getting to the opponent and walking over their stuff. Primarily, during the Ishizu stage where the arena is covered in water (i.e. aqua monsters gain bonuses, but machines take a debuff) and 'Crush' (any monster over 1500 atk instantly dies) tiles I just trounced her? Whereas Weevil even upon rematching him later to get certain cards from his win drops was still a pain to get through. I guess in general games such as this would be prone to certain decks just having a better time on certain stages than others but Weevil is deceptively difficult in my experience. Secondly, I can't really imagine how obnoxious this might have been had I stuck with that Thunder Nyan Nyan deck.
On top of just how weird the new concept of 'tile based' Yugioh is, there's a few new mechanics tied to this gameplay that are just odd to tackle. Every card has a 'rank' that can be promoted up to Colonel and as a card obtains certain ranks they get better abilities and bonuses to ease things. Problem: I only had like two of my cards ever rank up. My main cards were fine enough as is so I didn't re-fight characters too much outside of a few times I need a particular card from someone. Rex, in contrast to Weevil, was actually pretty tame and got me the dinosaur half of my Machine deck. This culminating to my non-stop barrage of 'Cyber Saurus' which still only got that card ranked up to First Lieutenant. Thankfully if you are having troubles with a deck build it doesnt seem like there's much limit to what passwords you can put in. I did put in one Dark Hole which proved rather useful, otherwise most of what I had was all I needed.
There's some interesting ideas for fights and concepts but it mostly just feels like a really gimmicky and awkward way to combine Yu-Gi-Oh into a strategy game. Certainly a lot better than Dungeon Dice Monster though.
Utilizing the terrain is definitely the neatest part of the tactics, especially once you have terrain cards of your own to even the playing field.
Also goddamn, the soundtrack though? Like Yu-Gi-Oh usually has some pretty good tracks to listen to throughout the series but this might be the best so far, with a good array of great battle themes and 'story' tracks. Banger intro too.
Overall its a neat ass game but it takes some time to get used to how the game expects you to build a deck and also how the AI's behavior works because they can be admittedly pretty stupid.
An amazing game that was actually more enjoyable than the original trading card game, with its grid based system.
I would love to see a spiritual successor or a remaster with online play, new AI opponents and new cards.
A great story as well, retelling the War of the Roses with the cast of original Yu-Gi-Oh anime.
One of my favourite games of all time. The pinnacle of a TV show tie-in game.
I would love to see a spiritual successor or a remaster with online play, new AI opponents and new cards.
A great story as well, retelling the War of the Roses with the cast of original Yu-Gi-Oh anime.
One of my favourite games of all time. The pinnacle of a TV show tie-in game.
I will return to this game to give my true thoughts on it.
I think I was just too young to understand the complex nature of this game. Something always drew me back to it all the time, even though I kept losing (guessing it's just because I'm a Yu-Gi-Oh! nerd)
Regardless, I love the story and presentation of this game. Truly good stuff. A unique atmosphere that really pulls you in.
I think I was just too young to understand the complex nature of this game. Something always drew me back to it all the time, even though I kept losing (guessing it's just because I'm a Yu-Gi-Oh! nerd)
Regardless, I love the story and presentation of this game. Truly good stuff. A unique atmosphere that really pulls you in.
Interesting twist on a Yu-Gi-Oh! game and one of the best non traditional Yu-Gi-Oh! games.
It plays like a game of chess with the trading cards. Couple new rules with movement, leader abilities and win conditions.
It's a somewhat complicated game to get into (especially with the mostly bad starter decks) but once you do it's pretty fun.
It plays like a game of chess with the trading cards. Couple new rules with movement, leader abilities and win conditions.
It's a somewhat complicated game to get into (especially with the mostly bad starter decks) but once you do it's pretty fun.
All the other older Yugioh games that are just regular simulations of the card game using the contemporary, shitty, vanilla monsters aren't nearly as rewarding as this unique game where you get to move around all those iconic shitters, who are fully rendered in glorious 3D and battle each other in what can only be described as sublimely surreal cutscenes. God, I wish I lived in the 15th century, when duel monsters were real.
I love how silly this game is and legitimately enjoy its SRPG/card-game hybrid mechanics, but it's kind of a mess. Getting a functional deck outside of your starter is an absurd grind, the AI kind of crumbles against an aggressive playstyle, half of the game's mechanics are so grindy and obscure that they can't possibly come up in the short length of a playthrough - it's hard to imagine what the developers were actually envisioning for the player's experience.