Magnetica Review
Crappy rock band or puzzle game?
Version tested: DS
The ideal puzzle game is deceptively simple, increasingly involving, and balances high pressure with moments of calm. Magnetica fails at every single element, but remains reasonably interesting.
The main problem seems to be its expecting a little too much of you too quickly, without offering anything new. This may sound an odd complaint when living in a soup of games that think you a pre-school buffoon - the gaming equivalents of the inflatable gutters at a bowling alley - but occasionally the right answer is at least the illusion of simplicity. The game's premise is yet another interpretation of the puzzling staple: eliminating things once there are three of them. Indeed, it's the reclaiming of the specific formula 'borrowed' more recently by Zuma. In this case: coloured marbles, rolling around tracks toward a 'reactor'. You have to fire matching marbles at them, creating clumps of three, such that they disappear and don't reach the end of the line. And then, you know, variants on that.
Pleasingly, Magnetica makes decent use of the stylus. Marbles emerge from a central hub, and are fired at the track of balls by flinging it in whichever direction. The faster you flick, the more quickly it travels. That's the way a stylus should be used. Bravo. It's vital that the interaction be this intuitive, as the speed with which you have to respond is paramount.
Of course, asking a lot of the brain is to be encouraged, but this isn't the nature of the problem. The problem is that it asks you to do this far too fast, far too quickly, such that the game lacks both depth and longevity. It's only a minute or so before things are so frantic that you're flailing, or at least noticing that the end is nigh.

The main mode grows rapidly uninteresting the longer you play it, which is silly, really.
It really is designed that way - I'm not rubbish. Well, I probably am rubbish, but I'm not that rubbish. Despite the main Challenge mode having 99 levels to complete at each difficulty setting, they fly by at a rate of literally one every few seconds, such that you're at the more tricky level 50+ extremely quickly. It does have the advantage of removing the tedium of trudging through easier early stages that plague any long-term player of Zoo Keeper, but at the cost of being particularly involving.
Challenge mode throws in two oddities to mix things up as the marbles make their way toward the centre of the spiral - the Rocket and the Detonator. Both appear once every ten levels, the former pushing the marbles forward very quickly until you destroy it, the latter removing all marbles of the colour it hits. It's all relatively simple to say, but to play it's oddly frustrating. Keeping on top of things seems like it should be easy to master, but the balance of distribution of colours seems all out of whack, such that tactics are rapidly made pointless and it's all just frantic flinging in the hope of staying alive. Marbles of the same colour are magnetically attracted to one another, so when you've got rid of, say, a group of yellows, blues either side will link up and also vanish. This creates the impression that you'll be able to plan ahead, set yourself up nicely, and feel very clever. But then there are suddenly six colours at once, the layers doubled up, and it's a scramble for whatever you can take out. Giving yourself a second to think ahead will ensure you lose. Annoying.
Far more interesting is Quest mode, so we'll save the best until last and deal with Puzzle mode first. Still better than the quickly tiresome Challenge mode, Puzzle intelligently takes the premise of the main game and creates an interesting series of challenges based on the internal logic. There might be five or six marbles in place, and three or four to fire at them - all must be used and eliminated to complete the task. This begins well, increasing the difficulty steadily, requiring the planning ahead the Challenge mode lacks. Without a time limit you can take things calmly, planning three or four moves in advance to work out the correct order of marble destruction. Unfortunately, this too gets quickly out of hand. As the puzzles become more complicated, the solutions are more easily found through trial and error than brain-aching nine-steps-ahead thinking. Still, they're interesting for a good while, and certainly rewarding to correctly complete.

Quest mode is much more interesting, with random appearances by fruit machines and other diversions.
But let's finish on a happy note. Quest mode is perhaps the most complete and satisfying implementation of the game's motif. Here a limited number of marbles appear, although it's still very many, and your task is to eliminate all of them before any reach a reactor. But this time on varying tracks, with constantly added new twists and ingredients. There are the fruit machines, where throwing a ball down a hole will spin the dials on the top screen and perhaps result in a bonus item, such as clocks that freeze or rewind time. There are multiple reactors, multiple marble sources, interweaving tracks, and imaginative and inventive layouts that mean you need to constantly reassess your tactics. And there are a good number of Quest levels to keep you interested. Again it gets quickly very tough, but this time, with an end in sight, you feel the urge to keep going, have another try. It's here that Magnetica improves upon the concept after Zuma's version. But obviously this isn't quite enough to justify the entire game, especially when variants - albeit without the lovely stylus control - float around on the internet for free.
Magnetica never escapes its own over-complications. Too much to think about, and not enough time to think it, changes what might have been an intriguingly complicated puzzle into frantic frustration. With no down-time, or moments of respite, it doesn't offer the engaging appeal of a Tetris DS, Meteos or Zoo Keeper. And ultimately, despite the pleasing use of the stylus, there aren't enough original ideas to make it stand out from the crowd. Certainly a brief distraction, and Quest mode gives it a couple of hours of interest, but not a necessary classic to add to your mighty puzzle collection.
6 / 10
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Comments (23) Latest comment 5 years ago
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I could say exactly the same thing about Zoo Keeper, yet you (eventually) gave that a great review.
Oh, er... um... first?
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er, as it were
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I'd have given it 7, but I like this sort of thing.
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It's just I find it odd that despite mentioning Zuma, the review did not elaborate that this game, Magnetica, was in fact the first of it's kind.
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Even more unfortunate if the design has been ripped off again.
However, I do enjoy Zuma on my mobile but the controls on phones are shit for a realtime actino game of any kind, so I'd love to play the DS version :-D
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Mitchell first released PuzzleLoop in the arcades back in 1988, they've now brought it back from the dead, but for the Western release renamed it 'Magnetica'. Zuma was a blatant rip-off of the design of PuzzleLoop.
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edit: okay, i retract that statement. direct all future slaps to PopCap, they deserve it more.
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"It's here that Magnetica's repeating of the Zuma concept finds merit."
Magnetica is "repeating" nothing from Zuma. As has been pointed out, Zuma was nicked shamelessly by Popcap from the original PuzzLoop, which is now called Magnetica in the west.
It seems like everything Popcap do is plagiarised... it wouldn't be so bad if they brought something new or original to the table, but looking at their recent take on Guru Logi Champ, they should fucking ashamed of themselves.
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The review has been corrected.
And I don't think you could say the same about Zoo Keeper, since it's so slow and easy at first, and then only picks up once you've been playing a good while. Too far into it, you might say. But then, I just happen to have one of the TOP TEN SCORES IN THE WORLD.
Ahem.
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It's shame to see this revision starting with so 'much' right from the off. From what I recall of my time with the old PuzzleLoop it certainly wasn't like that.
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Sadly I don't think that will happen any time soon with Guru Logi Champ, because Compile shut their doors a few years ago
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well, Mitchell tried at least..
My lawyers in Japan are supposed to be on this. Progress is slow because if we do court battle in US, we would be at a disadvantage. You know the Americans and their mentality. We will be up against American jurors. You know how biased they are towards Oriental companies. Popcap games' lawyer replied my mail and the one from my lawywers' office. In essence, they don't give a shit. I think they knew what they were doing from the start and they are bad businessmen. You know that to think of a game and to actually make it takes a lot of energy and money. Ripping off someonelse's idea is bad; they don't belong in the game business. In a few months, you will see what I am doing. I am not a lawyer so we will do battle in a different court. Did you know that Popcap also has a ripoff of Puzzle Bubble?
-from <a href=http:/ /www.insertcredit.com/features/hitofude/>here</a&g t;
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Hopefully Mitchell find a way, and then other companies Popcap has ripped off from will jump on the bandwagon as well.
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But there we go.
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Definitely and 8 in my book.
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