It seems you can’t release a puzzle game anymore without having some
sort secondary genre gimmick, and the newest puzzle and RPG hybrid
comes from the combined efforts of a company known for casual puzzlers
and another company that is most certainly known for its RPG titles.
PopCap and Square Enix have teamed up for a new downloadable effort
entitled
Gyromancer, and given this team up, players are
certainly expecting great things to be birthed from this collaboration.
While the initial concept is hardly original, these companies’ new spin
on the hybrid effort pieces together with far more pros than cons,
resulting in a title that doesn’t just copy the full
Puzzle Quest formula.
In Gyromancer, players assume the role of Rivel, a beast
summoner on a quest through Aldemona Wood. Of course, the quest hardly
plays out smoothly and Rivel runs into resistance, and in typical RPG
fashion, he becomes involved in a larger plot. The story progresses at
the beginning and end of each stage along with dialog at specific
encounters. Overall, the scripting is handled fairly well and the
splashes of “Ye ole English” give the dialog a bit of a unique flair;
however, every bit of story is handled with static portraits that
rarely change to show emotions and action. Also, even though I enjoy
the classic dialog style, I could imagine some players would find it
hard to follow, and there were a few portions of the story that I found
confusing due to the story flow and the methods used to tell the story.
The storyline is standard fare for any RPG title, however, the way it
is told lacks any sort of polish outside of dialect – some animations,
brief cutscenes, more backgrounds, more portraits, small voice clips or
really just anything in this vein would have thrust the storytelling to
a much higher score. This is especially true since the single player
storyline is the only mode Gyromancer has to cling to. While
players can unlock “gauntlets” of enemies to run through, there is no
free play or multiplayer to speak of, which is undoubtedly the title’s
most glaring weakness.
Fortunately, aside from the blatant lack of originality I’ve already
touched on, everything else proves to be a much better experience for
players. While most of the game’s visuals are static, they are very
well done, featuring a fantasy theme that one might say is comparable
to the art from Magic: The Gathering. It works extremely well
in context, and each character and beast is drawn in extravagant
detail. However, again, the glaring lack of animation in most of the
art really works against the visuals. The map screens literally looks
like a player is moving a game piece on a game board, leaving most of
the graphical punch to rely on the bursts and flashes of lighting seen
when players trigger switches or similar events on the map. Even in
battle, attacks are given the same treatment, with the beast/character
portraits never animating or featuring different stills to convey
actions, pain, fatigue or victory. The bottom line is the visuals
provided in Gyromancer are very well defined, however, they
are just never given the chance to truly shine due to their repetition
– even some minor animations and alternate portraits could have raised
the graphics score into the INCREDIBLE or above territory, because the
drawings are, in fact, that well done.
Not only is Gyromancer great on the eyes, but the sound
also comes through to round out a satisfying presentation. Anyone who
has picked up a puzzle-RPG hybrid should know what to expect from Gryomancer’s
sound effects, which mostly come from your basic puzzle game effects of
rotating pieces, the bursting of gems and the jingles associated with
navigating menus. Gyromancer takes it a bit further, with
sound effects that reflect nature elements based on the affinity of a
given attack, and appropriate music accompanies every scenario in the
game. Players are welcomed to the game with a loud, epic sounding
piece, the story-based and map segments are appropriately calm, and the
strength of the enemy determines how intense the music is. For a game
of this nature, there is a surprising sampling of tunes, and each is
used at very appropriate times.
Honestly, there isn’t much novelty to the gameplay, however, that
isn’t to say players won’t have an engaging and fun experience with Gyromancer. Not only will the theme be familiar to anyone that has picked up a title such as Puzzle Quest, but the basic mechanic implemented for the puzzle gameplay is a pound for pound recreation of Bejweled Twist, courtesy of PopCap. For those not in the know, Twist follows the same match-three mechanics as Bejeweled,
however, players position four jewels at the same time and movements
may only be made in a clockwise rotation, which really limits the
player’s options and adds challenge to the game. In Gyromancer,
of course, this formula has been expanded upon – matching jewels adds
juice to your beast’s three attacks, and by filling up an attack, a
jewel on the playfield is sparked with energy. Grouping this sparked
jewel in a match inflicts damage to your opponent. Of course, players
are facing off against an enemy and, as such, every single move made by
a player juices up their attack meters, and when an enemy meter fills,
a jewel is ignited with enemy energy, leaving a player with seven turns
to remove it from the playfield before the attack damages them.
Everything starts off simple enough – players are positioned on
simple maps with little room for exploration against standard enemies
with very little to worry about in regard to penalties. While on maps,
players can move one space at a time. Moving onto the same space as a
skull thrusts players into a minor battle, players are shown a full
beast skeleton that shows where that level’s boss is, fountains restore
some of your beasts’ health and there are code icons which allow
players to purchase new forms of beasts in a shop. As players progress
though, they will run into roadblocks that have players solving a
puzzle (such as clear x amount of jewels at the same time, make an x
chain, etc.) in order to proceed, certain spaces on the map will force
players to automatically move in a specific direction, enemy spawn
points will appear with mini-boss characters and more. Even in the
battles, enemies will throw a bunch of tricks at you, locking jewels in
place, turning jewels into useless rock pieces and more. Fortunately,
more tricks become available to players as well, as they come across
items that allow them to rotate counter-clockwise for one turn, reset
buffers and more. Obviously, as players progress, the game gives them a
Pokemon vibe of “gotta catch them all,” offering up a number
of beast types with three different evolutions each to provide more
powerful forms that give players a chance on the later levels.
As such, while some players may find the game to be insultingly easy
in the beginning, the pace definitely picks up, providing some
thought-provoking challenge, especially when players begin being
severely punished for taking turns that do not clear jewels from the
field. It may take a few stages too long to really pick up, but once
players dive into all of the nuances that makes Gyromancer so
much different than other titles in the genre, that’s the point where
the title becomes the most addictive and rewarding. All of the controls
are simple in puzzle game fashion, but the actual mechanics surrounding
them is what makes the game so intricate. Even so, there are some
safeguards that allows less skilled players to manage in the game, with
indicators notifying players of possible matches when they are stuck
and at any time on the map or in battle, players can press a help
button to allow them to highlight anything of note on the screen for a
description. While puzzle veterans might feel the game takes a tad too
long to get to the meat of the meal, these mechanics should be more
than enough to ease anyone into the game in preparation for when the
challenge starts to kick in.
While the title sounds like a straightforward puzzle romp through more than ten levels, Gyromancer
does a lot to encourage players to revisit levels a number of times,
and the scope of hidden items and multiple paths on the maps should
have players coming back to them time and time again. Not only will
players have to take part in a number of battles to keep their beasts
leveled up, but in nearly every map, defeating the boss opens up a
locked path that takes players to new sections of the level that can be
nearly the size of the original level. This encourages players to
revisit the level to find a large number of new beast codes, items and
gil. Not only do the new areas open up, but each level features a
lineup of “achievements.” Defeating the boss character unlocks the
first achievement, but players will have to go back and take out the
mini-bosses, find four codes per stage, score x amounts of points and
more to have a complete 100 percent clearing of the level. As I’ve
mentioned earlier, players will also unlock a “gauntlet” lineup of
monsters, which is the closest Gyromancer comes to offering a
type of free play mode, so PopCap and Square Enix has implemented a
number of mechanics to keep players coming back time and again, and
very little of these mechanics seem forced or cheap.
Overall, the companies have seemingly combined the puzzle, RPG and
monster management genres all into one, satisfying package. There is a
ton to do and see, and in my experience, I found a good amount of
challenge to the title. Since the CPU has no active turns, getting
damaged was less a matter of the computer taking the best possible move
every time combined with luck; here, the player’s skill (well, yes,
along with some luck) is the determining factor in what plays out in Gyromancer.
Most of the downsides to the title amount to a lack of polish to the
solid mechanics implemented in the title, but the full package is a
welcome addition to the Xbox LIVE Arcade library. The mash of themes
should be appealing to anyone looking for a solid puzzler and although
most of what is presented is hardly original, there are a number of
small additions to keep Gyromancer fresh and a worthy
purchase. While the lack of a multiplayer or online component is
disheartening, what the title does offer will keep dedicated puzzle
fans tied to the system for a number of hours.
GemuBaka Final Review Score: 4 of 5
Gyromancer hits the ball out of the park in every department a
puzzle game should – the challenging mechanics and rewards make the
title addictive and there is a score of replayability in this seemingly
simple title. You’ll find some kinks in the game’s storytelling and the
title is far from original, but PopCap and Square Enix have managed to
craft an extremely solid downloadable title. Some lack of polish and
slow initial pacing hold the title back just a tad, but once players
dive into the meat of the game, it becomes very hard to put the
controller down. At the heart of the title is a total recreation of Bejeweled Twist, but the tweaks and additions make Gyromancer a very intriguing title that can hold players’ attentions for hours at a time.