"So would you call this a return to form?" I asked Infinite Interactive's Steve Fawkner right before I picked up the controller to play Puzzle Quest 2. "Yes, very much so," he replied. Fawkner isn't shy about admitting that Puzzle Quest Galactrix deserved a few of the lumps it got from fans ("They didn't like it when minigames blocked progress on the main game"), and so when his team set out to create a full-fledged sequel to the gem-matching, role-playing hit, they wanted a good mix of updated gameplay that didn't stray too far from what made the first title so good.
And from my short play session, it seems that's exactly what they got. A lot has changed from the first Puzzle Quest, and while fans will miss a few things (my beloved Druid class is gone!), most of the changes are in service to, and succeed at, making the game more fun.
Yes, the class list is very different. Instead of the archetypal D&D classes in the first game, the list of four is more combat-oriented this time: Barbarian, Assassin, Sorcerer, and Templar. That's because the overworld is also gone. Rather than wandering an empire, you're dungeon-delving into one deep cave below the town of Verloren and instead of navigating from town to town, you're going from point to point in a series of rooms. Fawkner described the gameplay to us as more like Diablo than a full D&D campaign.
That also means that all of the overworld stuff that was so important in the first title is now gone: No mounts (with their extra abilities), no castle sieges, no "owning" castles, and no overworld travel. Why lose such a significant part of the game? "We felt the map navigation was a little impersonal," says Fawkner. "We wanted you to go down into the dungeon and see the monsters."
And once you hear that, a lot of the other changes make more sense. There are no more money or experience gems to be matched -- instead, there's purple mana to collect, which means you're matching for your own abilities rather than an arbitrary skill number. Skulls are still in there for direct damage, but you can also do direct damage with weapons found throughout the dungeon. Weapon swings cost a sort of "battle" mana, which you gain by matching the new black gauntlet gems. Armor is still equipped to increase your attributes, but you can also do things like equip shields in the off hand (which will defend points of damage when used), use mana potions, or even dual-wield.
The whole experience is more personal -- whereas the first game had you leading an army, the second game more directly equates to hand-to-hand combat; a concept strengthened again by animations during weapon strikes and various graphical flairs.
Although castle sieges and the forge are gone (crafting just requires you to fill out recipes, "like the Horadric Cube"), there are still plenty of minigames to play in the form of disarming traps, searching rooms for more loot, learning spells or opening chests. And here again, Infinite learned its lesson from Galactrix. Minigames are a rewarding affair and no longer exist solely to block progress. I played the chest-looting minigame, and the more matches I made with special crown and goblet gems, more and better loot appeared in the chest that I was opening. If you do badly on a loot minigame, you simply won't get loot as nice as if you had done well, but you'll get rewarded no matter what.
Balance was a concern with the first game (especially as it was developed across platforms at different times), but Fawkner said this is the best-balanced version of the game they've made yet. "We spent a lot longer balancing this one," he told me, "because we had a bigger team."
Puzzle Quest is an interesting game to balance, since the gems that fall have an element of randomness to them. I brought up Sid Meier's GDC keynote about making a game "fair" to a player who always thinks he's entitled to win, and Fawkner laughed and said that was exactly what he thought when he'd seen the keynote. Fawkner said Infinite had done some of their own testing with the chest-looting minigame, trying to determine what players thought was "fair," and they found that when things went their way about twice as many times as things went the enemy's way, players thought it was even. "In other words," Fawkner laughed, "twice as much luck feels fair to the player."
I also played the DS version, and while gameplay is the same, the graphics are a little more sparse. The XBLA version played in beautiful HD, whereas the DS version's buttons were more pixelated and smaller gems made for smaller targets while playing. If you need to play the game in a portable format, DS might be a necessity -- and since Fawkner told me that there will be an iPhone version out eventually, XBLA looks to be the version to play for now
Puzzle Quest 2 seems like exactly the kind of update fans will want: a few new mechanics and a new setting built around the same core gameplay. The team is very aware of fan feedback on Galactrix, and even though Puzzle Quest 2 is a very different game from Challenge of the Warlords, I'm definitely looking forward to sinking some hours into the RPG/gem-matching mashup when it comes out later this summer.
Reader Comments (13)
Posted: May 24th 2010 1:32PM Ezio Auditore da Firenze said
Can't wait for the PSN version.
Looks like they did a good job with the sequel.
Looks like they did a good job with the sequel.
Posted: May 24th 2010 1:59PM Ezio Auditore da Firenze said
Probably not.
I'll wait awhile and pick it up on Steam for cheap if no PSN version news comes along in a timely manner.
Reply
I'll wait awhile and pick it up on Steam for cheap if no PSN version news comes along in a timely manner.
Posted: May 24th 2010 1:37PM HighFiveJesus said
day one or whenever. i loved the first .
Posted: May 24th 2010 2:21PM WiNGSPANTT from TopTierTacticsco said
I just realized the first game is on Verizon Wireless and bought it in a snap. It's still AWESOME! Can't wait for this game and Monkey Island 2
Posted: May 24th 2010 2:21PM Courtney said
Makes me very sad to see the druid gone, that was by far my preferred class in the first one.
I hope that they also spend more time getting the story/character elements right. The first games characters were amusing to me the whole way, but they all felt rather soulless and forced in the Galaxtrix.
I hope that they also spend more time getting the story/character elements right. The first games characters were amusing to me the whole way, but they all felt rather soulless and forced in the Galaxtrix.
Posted: May 24th 2010 2:24PM Hawaii Jeff said
yes i really hope they learned their lesson with Galactrix - the game should have been called "Leapgate Hacking". it was awful being forced to do that all the time.
and there was way too much loading in Galactrix - hope they fix that with PQ2.
and there was way too much loading in Galactrix - hope they fix that with PQ2.
Posted: May 24th 2010 4:33PM Bluebreaker said
Druid was like my favorite class that I beat the game with and the overworld management was my favorite part...
I absolutely adore the four classes they have in this sequel (especially Templar and Assassin) though so it's all good!
I absolutely adore the four classes they have in this sequel (especially Templar and Assassin) though so it's all good!
Posted: May 24th 2010 4:55PM abelpc said
hoping for a mobile version of this one too.. I have it for my DS and my 360.. great game.
Posted: May 24th 2010 6:13PM MNC Dover said
Please let the balance talk be true. No more gold hoarding to boost stats, OP rune items, and Deathbringer like spells that end any match in one turn.
Posted: May 24th 2010 7:49PM Fata1Stryke said
I only ever played the first on the DS, but it was really fun. I'm still not sure whether to get it on XBLA, but regardless I'll probably end up downloading this one.
Posted: May 24th 2010 9:03PM jeavis said
Hope an iPad version is in the works.
Posted: May 25th 2010 1:32AM RedViv said
I'm fine with more dungeon crawling. In Verloren. Will there be polar bears?
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