Puzzle Quest: Challenge of the Warlords Review
Heroic effort.
When has never been a problem (5pm) and neither has where (behind the bike sheds), but Man, as befits a creature so indecisive that he invented TiVo, has never really made up his mind about how to settle differences between his brothers and sisters. Thousands of years ago, right up until someone had an eye out, it was swords. Then there was chess, baccarat, happy slapping, parking tickets and flicking rubber bands. Puzzle Quest, in many respects a bog-standard fantasy RPG, doesn't bother with any of that. Instead you swap tiles until someone dies. Punching rats has never been so B&Q.
Playing as one of four characters (druid, wizard, knight, warrior), you're thrust into battles against skeletons, sorcerers, ogres and worse, but instead of smashing each other to bits with the range of swords, clubs and other items that make up your inventory, you take turns to pick your way through rows of different-coloured orbs in search of combinations. Like Bejeweled or Zoo Keeper, the idea is to find two adjacent tiles so that, when swapped, at least one of them contributes to a line of three matching tiles, which then disappear, allowing others to fall into the gap and potentially chain.
By connecting Puzzle Quest's lines of skulls, you can land basic blows that sap your enemy's health. Other tiles are coloured (red, yellow, green and blue) representing mana, which builds up as you match the coloured tiles and allows you to cast spells - some violent, some buffing, some poisonous, some healing, and so on. Experience tiles (purple stars) add to the experience points you pick up after the fight, while gold tiles earn money. This being an RPG, XP and cash help you toward hit points, big tools and wicked hats, and in a neat touch even a lost battle nets you some experience.

Stylus control is obligatory on the DS, and while it's not as smooth as Zoo Keeper it's not something you'll worry about after a couple of rounds.
None of it's hard to grasp. In fact, the novelty of using a recognisable puzzle mechanic to solve disputes wears off almost immediately, leaving a vacuum into which another interesting thought settles: this actually makes a lot of sense. Resolving conflicts in your average RPG is usually just a matter of picking attacks and casting spells in the right order, so you don't run out of health before the other chap does. Others, like Fire Emblem, are tightrope walks along narrow beams of concentration, where one false move can kill you. The most surprising thing about Puzzle Quest's approach is that nobody thought of doing it before now: it's simple, balanced and meaningful, rather than just a means to an end. The other surprising thing about Puzzle Quest's approach is that you can ride around on a giant rat.
That's because there's more to the game than simply wandering between castles on the world-map, talking to queens and kings and beating up the undead (why won't they just leave it?). There are countless sub-quests that help build up your character's statistics, and flesh out areas of the story that might otherwise go untended. The arresting battle mechanic means your compulsion to explore these strands is similar, again, to Fire Emblem, and indeed it wouldn't be overly unfair to characterise Puzzle Quest's tale of Darkness In The North as a less gobby equivalent.
But back to the giant rats. Between battles and quests, you can pop back to your Citadel and do a bit of DIY. Build a Mage Tower, and you can research the spells that regular opponents have been using against you. Doing so involves playing a Bejeweled-style puzzle on your own, rather than swapping turns with the AI, until you've collected enough of each type of tile to gain the spell. Elsewhere, besting certain enemies a few times allows you to try and capture them during a subsequent encounter. Faced with an arrangement of tiles that takes up only some of the screen, you have to make lines in such a way that all are used up with none left over. Do that and you have a mount. Head back to the Citadel and you can level it up by playing against the AI with time-limited turns, one skill level at a time. Having a good mount helps when you leave the city walls; a half-decent giant rat increases your cunning, which means that you often get to go first in proper fights.

Here's the PSP version. Swish! Each has an Instant Action mode, too, so you can simply pick someone to tile up and then 'grout' them.
The amount of variables that weigh on each battle's outcome ought to have RPG fans frothing already (if not, the rat's rabid bite will), and that's before we talk about things like item-forging, spell management, the choices you get to make as part of the story, and developing the sort of tactical knowledge that has you shying away from easy lines in case it develops the board for the other player. You certainly shouldn't worry about getting bored of the puzzles, even if you've played Bejeweled or Zoo Keeper so long that you see the tiles when you close your eyes. While both the puzzles and the set-up are fairly well-worn, the way they combine here refreshes the senses, and makes new demands of the player.
Unfortunately there are occasions when you'll feel those demands are too severe, and there's certainly no question that Puzzle Quest is challenging. Being able to redo things without losing progress, or head off and tackle a different quest, is soothing, but the greater problem is the doubt you'll feel about whether the AI is cheating to win. In fairness, the problem's more that luck is an inevitable part of each battle. With tiles descending from the top of the screen to fill gaps, sometimes you're going to benefit and sometimes you're not, and while it's easy to remember the occasions when you felt hard done by (just ask my neighbours, who've heard most of them through the wall), a bit of honest reflection probably recalls enough good luck to balance it out.

Navigating the world-map is easy, with simple animations and icons to show where you can find quests, hunt for runes and so on.
Where the game actually falls down is in the way that it sometimes chooses to simulate luck on the AI's part . When you see three skulls in close proximity on the board, and it's possible to make a line out of them and inflict damage, the only reason not to do so is if you have another turn coming up and you want to save them. Usually this is because you can make a line of four or five tiles somewhere else on the screen, which automatically extends your go. What grates is when the AI chooses to complete a line of three relatively benign tiles, which normally would end its turn, after which the tiles that descend from the top of the screen magically form a line of four that ensures it gets to continue, offering another opportunity to line up the skulls. That sort of gamble is simply inhuman, and erodes the trust between game and player.
Fortunately it's something that - a few hissy tantrums and the odd parking ticket aside - the average grown-up will be able to cope with, and there's little else to stop us recommending Puzzle Quest. As to which version, the PSP is the better-looking, but reportedly suffers from a trifling bug that renders your quest companions' skills useless, so you might prefer to play it on the DS, where it looks slightly less exciting, but does offer stylus controls, which mostly work fine. Whichever you opt for, we reckon the score below fits. If you disagree, perhaps we'll see you at the usual time and the usual place, but do remember to bring Puzzle Quest, because it has excellent local wireless multiplayer, and we're out of rubber bands to flick at you.
8 / 10
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Comments (62) Latest comment 4 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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"giant rats"
sold!
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Unless the developer is lying, by the way, the AI doesn't actually cheat. It just genuinely gets lucky sometimes, the same as you do.
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you'll get hooked and spend hours on it and for 14.99 it's a great purchase.
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It's a great game despite the little flaws. Plus for £15 it's great value for money!
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http://ww w.infinite-interactive.com/Infi...
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Has anyone run into the aforementioned bug on the psp version?
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[link url=http://www.gamedaily.com/ canvases/gd/_a/download-puzzle-quest-demo/200703151010099900 02
]http://ww w.gamedaily.com/canvases/gd/_a/...[/link]
(Hope the link works)
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I was wondering about that too, mkreku - I couldn't find any info on any plans to release a PC version, yet there's a demo. Neat idea, but a bit peculiar.
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http://ww w.play.com/Games/PSP/PROD/3-/93...
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You also have to try and predict what's going to fall. The AI will almost always go for a wildcard because mana is needed. I've seen the AI go for a completely random move as you described, giving up a seemingly better move but it doesn't gain anything.
I think the AI is trying to predict what's going to fall. Think about it
a
a
b
a
s
s
p
s
If you had that arrangement, the better move looks like to just take the skulls. If you take the a, and then 2 b's come along, then a skull, you make extra mana AND do damage. Sometimes just taking the skulls doesn't guarantee the best move. Always take wildcards though. Computer eats them whenever they show up unless there's a 4 (in which case it's usually that).
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And the number of times I've had lucky drops turn one of my own lackluster moves into a dazzling cascade of gushing mana, flashing skulls, shimmering experience points, and a big "Heroic Effort!" sign...well, it's happened by accident a lot more than by design, put it that way.
Not that I'm rubbish, or anything. No. That would be mad.
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I've seen the AI pass on 3 skulls, and get an unforeseeable 4 for the extra turn, but I've also seen it pass the skulls and get nothing but the 3 mana it was after.
I'm tempted to say it's fair tbh (but then I still find myself swearing at my DS when hit with a huge combo by a high level opponent).
Actually, I think it's more likely that it cheats when it suggests your next move - the number of times that would set up a killer move for the AI is just silly.
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One thing aside that wasn't mentioned: The game saves your progress constantly too, so if you have a crash/battery death, you'll lose only that battles work. Unless you're not in a battle, then you'll lose squat.
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OK, it's annoying when it flicks a bog standard 3 red mana chain and smacks you over the head with 40 damage from the massive chain that ensues, but I've equally done the same. With the use of 1 spell (stun) and a LOT of luck I've done over 100hp damage to an opponant before it got it's first turn. The luck is geniune.
MMUK: I've seen the AI pass up 3 skulls to hit 3 reds and get a good combo, but then I've seen it pass up 3 skulls to get 3 coins. Why? Becuase of the layout of the board. If the top of the board had 2 flaming skulls at the top and a coin drop below would let more stuff drop into the board, then sometimes the AI will risk it, in the hoppe it gets the 2 flaming skulls (plus third skull) instead of the 3 normal ones. Or those 3 skulls could be an almost complete 4 or 5 chain. Seriously, try it yourself. Instead of grabbing the obvious moves it can pay off to hope that a what falls down from above is EXACTLY what you need. I've had more 5 chains fall on me than I've actually constructed I reckon, just relying on the luck factor.
There's also apaprently a sequel on way.
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Somebody lock Valve and Infinitive Interactive in a room together until they agree to put it out over Steam. I can't imagine the discussion will boil down to much more than agreeing who gets to dive into the big pile of money first.
Get this sorted, pronto!
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Best DS game so far this year, and certainly contender for game of the year - yes, really.
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Should I *really* buy a DS? Haven't had a console/handheld since the original GB
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Pretty much a spot on description there.
But it's better than either...
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Class game in all respects, got to say. Shouldn't it be a 9 or something?
/scores are for virgos
[edited for hidden character]
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I love this site. I really do.
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At which point my knight just hits my 'Stun' spell then move, then Stun cycle and proceeds to kill the cheating AI
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Someone else noticed that? I tend to quit the first session and see what the next one will be, although I have the feeling there aren't that many different matrixes at all.
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"but reportedly suffers from a trifling bug that renders your quest companions' skills useless" - is this throughout the game or at one particular point. not a very helpful comment eurogamer a bit mor clarification would help. IGN didnt mention this flaw in the psps version (yes i know its ign but i was looking for more info)
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You might have been hit by a bug on the DS version. There's more in the eurogamer thread for details.
Caimbeul
The companion skills are useless for the whole game (PSP). That said, it's not a game breaker. I don't think it affects anything story wise.
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The DS version is not affected. The fights are not really that tough for me nowadays
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Oh, and I don't think the AI cheats. It's very ruthless, but I'd say we've both had our fair share of inhuman good fortune. There's no shame in turning the difficulty down to Easy. I did, and it's made the experience much more bearable.
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Make it stop please. I can't hold my PSP anymore due to knackered hands yet I still keep playing.
I've just lost a whole weekend to this thing...
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Muppets.
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I just spent half an hour with the trial and I'm definately buying this tomorrow - can't keep my eyes open much longer tonight unfortunately, though it was rather tempting