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Pook's Place
Pook’s Review: Yu-Gi-Oh! 7 Trials to Glory
World Championship 2005
02.23.05 - By Pook
Another year, another World Championship edition. I’d like
to congratulate Dark Paladin for beating me to the punch in
reviewing this game, but I plan to offer a different
perspective on the new Gameboy Advanced game.
Now last year’s edition received a hefty amount of criticism
because it offered nothing but straight-forward dueling. For
me, that was exactly what I wanted. This year’s edition
returns actual gameplay back to the GBA, but is this
necessarily a good thing?
The World Championship couldn’t have been simpler – duel,
unlock characters, duel them, unlock more characters,
repeat. It took me months to unlock everyone (many, many
hours) and then I tried to beat every player at least 20
times. 20 x 24 = a lot of dueling. I got my money’s worth,
several times over. This year, it’s not that simple.
WC ’05 returns the day-of-the-week and location gameplay
that made Worldwide Edition stressful. If you forget to
check a location (all whopping 4 of them) on a certain day,
you miss your chance to duel in a tournament. The Card Shop
loves to close on Tuesdays (although the packs restock, more
on that later), so sometimes that’s a waste of a day. Other
than that, you can walk around and duel with everyone, or
anything. Yes, you can duel a dog and a cat. They love to
use Equip Spell-heavy decks, so they will be a pain.
Speaking of decks, did you know you get to have 20 of them?
TWENTY?! Ok, there were times that I wanted to try out a
certain kind of deck but I had to disband another in order
to make it, but isn’t 20 a bit excessive? Three decks in ’04
was too few, but twenty is too many. It’s hard to keep track
of all of them, even though you can overlap cards.
Another big change in this game is the addition of Duel
Points. You get points for defeating opponents, but there
are factors into deciding how many points you get. You get
more points for destroying more monsters in battle, or doing
more Life Point damage. This means, in order to get more
than 400 or so points, you need to really draw out the
fights, hoping your opponent will try to replenish some lost
LP. Tea is not bad to get extra points from, but she gets
old, real fast. On top of that, you only get an extra 50
points for getting an opponent’s Life Points to 0, but you
get 1000 points for an Exodia win. A thousand points! 200
times more points for an Exodia win! That means that
everyone will build an Exodia deck at least once – heck, you
could have 20 different Exodia decks if you wanted to. But
you will need those 1000 Duel Points in order to access the
worst function in the game, the Card Machine.
The Card Machine was in past games (except WC ’04), and it
was a great way to enter the passwords from your actual
cards in order to have them in the game. This time, there is
a price – 1000 Duel Points. But here’s the catch – you have
to pay them up front. This means, if you mess up entering
your password, say goodbye to those points. It’s ok, you can
just duel 3-5 more times in order to try again. This is also
a painful way to learn that your favorite card not only
isn’t in the game, but that you feel foolish for wasting
your points. It was a wonderful feeling to find out that
Breaker the Magical Warrior wasn’t in the game this way.
That’ll teach me to not read online FAQs before trying to
enter a card. By the way, if your card even hints at the
words “Spell Counter”, your card isn’t there. Neither is
Creature Swap. Or Vampire Lord. Or Lava Golem. Hooray.
In the past games, after you win a duel, you get to pick a
pack of cards and you get 5 cards. In this game, you don’t.
You can take those hard earned Duel Points over to Grandpa’s
Shop and spend them on packs. Packs range anywhere from 3
cards to about 10. Now there is the advantage of knowing
what kind of cards are inside – there’s LIGHT packs, WATER
packs, Quick-play packs, etc. The only problem is that all
of the cards you really want are in the most expensive
packs. And you can’t win duels as easily without the cards
you need, but then you can’t afford to buy the packs. It’s a
vicious cycle. To top that off, the shop runs out of cards
if you can manage to rack up that many points. Like I said
earlier, they tend to restock on Wednesdays, but you will
find yourself skipping nearly the whole week just so they
can get more cards in. The plus side is that you can buy
three Starter decks – Yugi, Kaiba, and Joey. Most of the
cards are the actual ones found in each starter, with some
changes made due to the lack of the card in the game (Kaiba’s
deck comes with Negate Attack and Ring of Destruction,
probably making up for Lord of D. and Flute of Summon
Dragon, but isn’t that almost too good for a Starter deck?).
Other than all of that, the gameplay itself is fine. The
only drastic change is that the view is diagonal, as if you
were looking at a table, as opposed to the top-down view of
years past. However, there is a really strange option,
though, and that has to due with the activation of Traps and
Quick-play Spells. You can either set it to Automatic or
Manual. In manual mode, you basically have to predict when
you want to use a trap – that’s pretty easy with cards like
Mirror Force, but not so easy for anytime-activation cards
such as Just Desserts. Do yourself a favor, stick to
Automatic. The only problem with automatic is the same issue
the past games have had – they ask you non-stop to use them.
You’ll be pestered to activate that Waboku after every
single action. Take a look at the bottom right of your
screen – there is a timer. You’ll notice that if you have a
trap set, your clock will have had much more time pass than
your opponent. It’s obnoxious, but I guess it is better than
feeling sorry for yourself when you can’t use a trap when
you want/need to.
Overall, the game is fine, if you are incredibly patient.
You won’t get those cards that you are dying for right away
(or at all…poor Breaker…), but there is some solid dueling.
The AI was fixed to avoid the MAJOR issue of last year’s
edition – the computer would almost never attack a face-down
monster with 2000+ DEF (it wouldn’t attack 99 times out of
100, if not fewer). But if you have no one to duel with in
person all of the time, you’ll be raking up the hours. I’m
not going to bother reviewing the promo cards included –
I’ll leave that to the Card of the Day team. Happy dueling.
Final Scores: (model taken from the reviews at ign.com – all
scores out of 10)
Presentation – 8 – it’s fun to walk around, and the fact
that you can duel anyone is fun, but only 4 locations?
Graphics – 7 – the world looks ok for a GBA game, but it
isn’t pushing the limit for graphics. The card scans are
accurate (usually look like the Japanese editions, too), but
the semi-3D feels awkward.
Sound – 5 – standard repeating MIDI music. Minimal sound
effects. I usually keep the sound off.
Gameplay – 9 – it’s dueling, alright, but the Duel Points
takes away from the ease of receiving new packs. Plus, the
traveling and days of the week grow old, fast. And 20 decks,
come on…
Lasting Appeal – 10 – once you do get those cards you want,
the combinations are endless. You’ll be playing this game
until ’06 comes out, or at least until Nightmare Troubadour
comes out for the DS.
Overall – 8/10. Being kind of generous, but hey, I’ve got a
soft spot for Yu-Gi-Oh games. Keep them coming, Konami.
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