114 Reviews liked by Rei366


childhood game. a sort of platformer/fighting game hybrid with a plethora of customization options. looks and sounds nice, but pretty repetitive and shallow overall

Master duel est le meilleur moyen pour jouer à Yugioh de façon compétitive régulièrement. L'interface est très propre avec de bonnes animations (petit sur Switch par contre), le système de ranking est efficace et il y a régulièrement des évents permettant de voir d'autre deck sur le devant de la scène. Les cartes sont update régulièrement avec un écart sur le TCG, ce qui est souvent reproché mais qui pour moi est une bonne chose car cela permet d'appréhender la meta à venir avec plus de recul, ce qui est nécessaire aux vues du système financier.
Le jeu adopte sa propre banlist, qui est également quelque chose de reprocher mais qui de mon point de vue permet de tester de nouvelle chose vis-à-vis du format physique.

Cependant, il y a deux défauts majeurs que l'on peut reprocher au jeu, en premier lieu le système économique. Master duel n'est pas un simulateur Yugioh, mais un f2p embarquant un système d'obtention de carte similaire aux gachas, ce qui va rendre l'obtention des meilleures cartes très lente, et même si le jeu est plutôt friendly par rapport aux gachas classique, il va être difficile pour les joueurs de se constituer plusieurs decks sans passer par un long moment de grind sans mettre d'argent dedans.

Un autre souci est le manque de guide "moderne". Yugioh est un jeu facile à comprendre mais très dur à maitriser, et à l'instar de tous les produits Yugioh, Master Duel est vraiment à la ramasse pour ce qui est d'apprendre aux joueurs les spécificités modernes du jeu ou la meta en cours. De ce fait, un joueur qui ne fait que commencer ou qui reviens sur Yugioh après un long moment de pause se fera oblitérer par toutes les nouvelles mécaniques s'il ne s'est pas mis à jour avant de lancer Master Duel. Un constat qui peut vite devenir amer quand on combine cela avec le premier défaut : un joueur qui à dépenser ses premières gemmes dans les mauvaises cartes aura beaucoup de mal à repartir.

Il y a clairement une marge d'amélioration que le jeu pourrait avoir, mais globalement c'est un jeu qui fait bien ce qu'il a à faire : Permettre de jouer à Yugioh de façon compétitive facilement et officiellement.

Petit point sur le jeu de cartes en lui-même : Cela semblerait évident, mais Yugioh a beaucoup changé, et la façon de jouer compétitivement à ce jeu n'aura absolument rien à voir avec la façon dont il était joué dans les cours de récré il y a 20 ans. Si vous voulez juste aligner vos cartes favorite ou des cartes qui vous plaisent, tournez vous plutôt vers les jeux classiques disposant d'un mode solo comme Legacy of the Duelist

Drill Dozer est un jeu plein de charme avec un choix de gimmick intéressant, les foreuses, qui seront exploité de manière intelligente dans un level design plein d'inventivité. On a un joli chara design bien retranscrit en jeu avec des animations propres et adorables et une ambiance plutôt cool.

Le jeu possède une bonne rejouabilité, après la fin du jeu il est possible d'acheter des niveaux secrets et une meilleur foreuse débloquant d'autres routes dans les niveaux classique afin de partir à la chasse au trésors.

Cependant, les contrôles ont tendance à manquer d'inertie rendant certain mouvement plutôt lent lors de certaines actions et esquive, ce qui peut se montrer frustrant dans les derniers niveaux quand le jeu demandera d'avoir des réactions rapide ou pendant les passages à faire sous timer.

Cela ne retire en rien son mérite, Drill Dozer est un jeu réussi, et montre que même à coté de Pokémon, Gamefreak était capable de produire de bonne petite surprise quand ils en avait les moyens. Et puis, jouer à un jeu ou tu contrôle une petite cheffe d'une bande de voleurs qui se bat dans un Lagann, c'est forcément cool.

genuinely the ugliest game ever made, deserves credit for breaking new ground

As a noted member of the "I Stopped Playing Yu-Gi-Oh After Fusion/Ritual Cards" club, this hits me right in my nostalgic feels.

It was always just fun to have a version of the card game on the go without having to carry around decks of cards. I still enjoy it now, especially as someone who is well past the point of being able to understand how Synchros, XYZs, Pendulums and...whatever the other one is called...work.

i always liked this one, i'd played a few yugioh games on the game boy color and game boy advance, but this one really cuts out the bullshit. no real story to go in, just really easy to get into duels and a fun calendar system that gives you weekly and monthly awards and tournaments, where each duel progresses the fictional date by a day. who knows how this stands out when compared to all the yugioh games out there, but as a kid, i probably put hundreds of hours into this.

Japan OCG: May 2001
NA TCG: Late 2002 with some Sprinking of LoN 2003 cards
(Imperial Format)

With the prior two games (im barely thinking about Dungeon Dice Monsters), I found myself interested but ultimately whelmed by the lack of engaging playstyles or cards to work with. What are rather interesting perspectives and introductions to the Yugioh card game don't entirely add up to accurate or fulfilling matches but instead grindfests with a snappy soundtrack. Thankfully by the end of the first year of Yugioh's introduction into the west, fans would be given a chance to play with a GBA simulator of the game, an English 'remake' of Duel Monsters 5: Expert 1 in Japan.
Finally, some good ass Yu-Gi-Oh.

The game plays similarly to Dark Duel Stories, being a 5-duelist 'wave' format, where upon beating each duelist of a wave a certain amount of times unlocks the next tier of hardened duelists from the YGO anime (two wins each, incrementing by one each tier). Thankfully this game does a lot more to substantiate a still early and juvenile format of the card game.
For starters: its actually extremely accurate to the actual format and rulings of the trading card game! Hallelujah. Chains, different spell and trap types, effect monsters, an actual backrow, tribute summons, etc. are actually represented in their purest state. The game isn't without its rulings glitches and mishaps, but its pretty damn close.

Additionally all of these actual mechanics can be felt from the very get-go. Tristan Taylor and Tea Gardner aren't just complete jobbers and will draw good cards. My eyes did bug out a bit upon seeing the ladder drop Gemini Elf, the single strongest vanilla monster at this point in the format. But they'll also drop mystical elves and graceful charities and man, does that remind me: the card pool in this game.

From here regarding later games I might review, I'm uncertain how in depth I'll go into them since early YGO games can get samey, some games might just be 'Its Eternal Duelist Soul' but in March 2003 or w/e format. I'm incredibly worried as to how interesting the GX games will be to talk about, now knowing how middling much of the meta for that was. Thankfully early Yugioh was broad and stupid enough to have incredibly powerful cards around almost each corner. In the prior two games it didn't seem like you had any chance whatsoever to engage with the truly powerful cards as those game's progression systems and mechanics didn't reflect how you would actually play Yugioh in real life. Thankfully two major changes added much to the depth of this:
1) One pack, every duel, 5 cards each. Also after so many matches you can get 'Weekly' magazine packs and tournament packs to add to your repertoire
2) The introduction of cards from the later OCG, or in the west Magic Ruler.
Tracking the release of cards within the Japanese 'OCG' compared to the North American TCG is somewhat nutty, for example 'Jinzo' as a card wasn't released in the TCG until Dec. of 2002, but was included in Dark Duel Stories, Dungeon Dice Monsters and this game prior to its release due to it being a card from 1999 in the OCG. It's why my header above mentions 'sprinklings' as cards like Gemini Elf didn't hit global TCG release until half a year later. The format minutiae is somewhat intriguing to... mostly myself, but its important to note as the prior two battling games either didn't have much of these cards, they were so hard to get due to the grindfest, or just weren't worth bothering with compared to beatdown strats.
It is so satisfying playing a game with:
The Forceful Sentry, White Magical Hat, Waboku, the Jars, Change of Heart, Confiscation, Delinquent Duo, Giant Trunade, Graceful Charity, Snatch Steal, Harpie's Feather Duster, etc. all in like, actual full force.
White Magical Hat is the funniest card and going through this game with even a single copy makes this so much more of a treat than anything so far. Being able to snatch steal an enemy's monster, swords of revealing for stun and attack with white magical hat to discard an opponent's card from hand is the most satisfying experience.
The only awkward part of collecting these cards is that it's incredibly unbalanced. You get card packs over time, many of which mirror real life (japanese) card pools, but its hard to figure out which cards are in what without a guide and a good chunk are duds. It is super fun coming up with strats prior to getting super broken cards, and I even had a Chain Energy/Toll burn strat going at some point, but it's best if you just look to see what packs contain what. Also, many of the card packs require a lot of battling of a random duelist to unlock. I'd say this is really just the game for a young aspirational duelist with a bunch of free time to get through these on weekends or after school, rather than someone going through these games on a whim like myself. But also some of these grindier packs are just not worth the grind (Celtic Guardian as a secret rare for beating Yugi 20 times? really?).
Also while the AI's do have really cool decks and can often put you into trouble, a bit of their 'cheating' nature does shine through near the end. But even weirder is how stupid the AI tends to be? Painful Choice is a funny card to include against computers. 'Pick 5 cards from your deck, show them to your opponent and they can choose 1 for you to draw to your hand. You discard the rest into the graveyard, shuffle your deck'. This card is already incredibly broken but the amount of times my opponent just picked the best card for me to have felt really funny, like yeah ill take that Change of Heart over the Rush Recklessly, thanks Bakura. It is a shame that the opponent kinda 'knows' when you have a Wall of Illusion and they won't bother attacking it because they know they can't kill it and they'll be set back on field advantage, but its not the biggest deal.

My only other complaint -and maybe this will be remedied by the later 'RPG'-ish titles- but it is really plain. I'm not sure at this point if im a big fan of the just standard 'fight this duelist X times' formula, even if its inoffensive.

Overall this is the game I recommend most to anyone that just wants to know the basics of Yugioh, no link summons/pendulums/hand traps/etc involved. Upon looking at Duel Monsters 5 I did wish the west received that game's 'D-Tactics' feature which helped explain some of the game's mechanics as I think that would also help to better explain some of the mechanics and stratagem at this point in the meta. But even without that function this acts so well as a simulator that just basic understanding of the game is all you need for the first two tiers. Really fun game, just really vanilla.

Eternal Duelist Soul is a good option if you want to experience what YGO was like during it's earliest inception. There being no banned cards & instead having a few very powerful cards be just limited to 1 makes this game pretty funny to look at with a modern perspective of the game.
The game is slow (but that's more due to the nature of early YGO being slow) & the in-game progression feels needlessly tedious requiring you to defeat different duelists from the anime multiple times in a row to progress to the next set of duelists where you just repeat what you did before.

As one of the 3 people on earth that played DDM (thanks Tabletop Simuator) i can say that this simulator is... ok.
The tabletop game is really fun, the gba game not so much. The cpu is dumb and the UI is TERRIBLE, also the game is just ugly to look at. At the end of the day it's still DDM but this is the worst way you can play it.

Very wonky gameplay and very difficult to battle via it's annoying hitboxes. Mid start to a fantastic sequel

A short kinda ugly little game.

A pretty good fighting game on the GbA but that being said, its on the GBA so there isnt much you can do with it. It is extremely basic and come down to mashing attack and special moves with the occasional blocking. A solid game.

I have really good memories of playing this with my friend back when I was like 12 or 13, it's a pretty generic MMORPG with any flaws you might find in one, but I hold it close to my heart

It's a bit of a shock that this is a solid game all things considered, but it's held down by the goddamn Picrites. (Homebrew your 3DS and use infinite Picrite cheats for the best experience, but you didn't hear that from me.)

As far as the actual gameplay, it's pretty good. I mean who doesn't enjoy picross. And being able to capture pokemon and use their special abilities is a nice twist, if not the most obvious tweak you could make with this concept.

The real issue with this game lies in its progression. Progression is locked behind two things: energy and picrites. Energy just limits how many squares you can place in a given time period, but with enough upgrades it's a manageable roadblock.

The real issue with this game is the picrites, which are tbe main currency you use to progress in this game. It's very obvious this game was designed with microtransactions in mind, which isn't necessarily a bad thing. However, I've been playing this game as optimally as possible every day for almost a month, trying to conserve as many picrites as possible for progression. I've made it to World 6 out of 30. If I wanted to actually complete this game without the microtransactions (which is no longer possible since the 3DS e-shop closure) I've estimated it would take me another year of grinding for picrites every day. Ain't nobody got time for that.

So while it was certainly fun to play for a little while, and I may pick it back up every now and again, I'm certainly not willing to invest the time it would take to complete it, as much as I adore this game's concept. Granted, it was free to download, but I would much much rather pay £5 for a game with much more natural progression.