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Mage Duel Extreme Review

I had much the same experience gameplay-wise as Jparker, and while I respect the idea of having an "Easy mode" character, I think it's unfair to leave the player unaware of what tier of character they're choosing. In fact, if I remember from reading reading reviews of some of your other games, players having a harder or easier time because of their choices (to the point of dissatisfaction) seems to be a recurring problem in your games.

I know I personally chose Spellswords because they aren't a standard class, and I was expecting an interesting take on their skillset. But really, those expectations are more aligned with a strategic, challenging class. It's a problem.

Title Screens

They're pretty good! Your background images are stretched and some of them are a bit blurry. I really like the first 4, but after that they get iffy.

A green December fills the graveyard (with stats)

Wow, I somehow scraped onto that list. Just shows we don't get enough reviews. :x

A green December fills the graveyard (with stats)

kentona, you could give half your posts to your babby and you could both rule the top posts list together~

Whole World or Not

author=Feldschlacht IV
author=Pokemaniac
I'm a robot.
Affirmative.

It's not that I can't enjoy a certain amount of that type of gaming. It just can't hold my attention.

Whole World or Not

author=LockeZ
I loved the linearity of FF13 because I was automatically directed to the next part of the gameplay, I didn't have to search and hunt just to find the gameplay.
This is me so much.

Non-linear games, 99% of the time, just feel... aimless. It always feels as if everything is either a long-term goal(the main story), or unrelated to the main game(side-quests). A notable exception for me was FF-AT2(which I assume is like the other games in the series), because everything was broken up very nicely and neatly and you always knew what you'd get if you did each quest, and more importantly, which quests would advance the game. That game was a rare case where I did all the optional content.

I honestly don't understand the appeal of non-linear games. They're meant to make the world feel alive or something, but to me they've always felt really empty. I love options, but I think you should know your choices and be able to actually make them without stumbling around for a few hours.

Scroll Map Options

Added the ability to instantly 'scroll' the screen to a position.

Favourite puzzles in video games?

author=soniX
999 on DS had some good puzzles that you needed to solve in every room you go to. I actually got stuck on the very first puzzle in the game and ended up solving it by probability (Okay, stop laughing now!). But the rest of the puzzles were pretty easy except for one which I needed to use a walkthrough, oh and the sudoku puzzle at the end was also pretty good.
As much as I loved that game, I didn't feel the puzzles were anything special. They mostly felt like busywork(I don't know why, since I got stuck a few times :S). They weren't bad, they just didn't feel very original. But yes, the sudoku...

Ghost Trick is probably the game with the best puzzles I've ever seen. They focussed on basically 1 core mechanic that was relevant to the plot, but it was utilised in so many different ways. And it was so beautifully animated, and all the puzzles in the game went perfectly with the story.

Emotional Movies

I don't actually cry at movies(believe me, I want to!) but my God Up! It had that amazing bit at the start, and the bit at the end where he reads the rest of the scrapbook...

Houses with not much in vs locked houses.

I do, although I don't remember any parts of the argument or the participants :P
EDIT: But, uh, back on topic...