Wind and Water: Puzzle Battles review

Steven Legg (zenmode) Yes, this is a new Dreamcast game. Steve describes Wind and Water Puzzle Battles an "unholy abomination of every popular Japanese video game style from the 64-bit days on back."

November 23, 2009 5:55 PM ET in Review, ,

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It isn’t often that we’re asked to review a Dreamcast game—and if that wasn’t odd enough, a new Dreamcast game—but that’s exactly what happened recently here at Icrontic.  Wind and Water: Puzzle Battles is the very latest in Dreamcast puzzle releases from half-Chinese, half-Costa Rican developers YuanWorks and German publisher redspotgames.  Dreamcast/Puzzle game enthusiasts, before you get too excited—be warned, this game is very complex.

The core game itself is loosely similar to traditional puzzle games such as Tetris and Bejeweled.  Columns of blocks line the play area, which “burst” when arranged in a diamond.  The blocks come in seven elemental varieties: Water, Earth, Fire, Wood, Steel, Wind, and Void.  Bursting 4 blocks of the same element is called a “Combo”, and bursting 4 or more blocks of two or more elements is called an “Elemental”.

Danger break!

Danger break!

Whenever a burst causes other blocks to fall into place to produce another burst, it is called a “Chain”.  If a burst successfully clears all blocks of a single type is called a “Full clear”.  On top of that, three types of special bursts exist, the Wind and Water clear, the Void clear, and the Full Clear, all of which are done by combining certain blocks in a diamond.  The skill level settings change the way that Time combo/chains are calculated and achieved, in addition to changing the function of Wind and Void blocks in a variety of ways.

The game features several different game modes:

Story mode: This game mode places the player at the helm of a typical teenage anime protagonist, Amy, as she navigates a game world reminiscent of the design used in Super Mario Brothers 3.  Her goals are rather strange, ranging from motivating the developers, Hao and Yuan, to complete the game’s development, to unlocking all the “Making-of” features.  Each set of levels is designed the same way, demonstrating each facet of gameplay along with some overly peppy dialogue from Amy, and then forcing the player to perform the newly learned mechanic in the following stage(s).

The major flaw, which presents itself in every area throughout story mode, is that the player passes rather easily through the tutorial stages only to slam up against an incredibly difficult duel or elemental challenge stage.  These stages aren’t necessarily won through skill, but by stumbling upon a favorable block layout after what seems to be an undetermined amount of stage restarts—causing a string of stressful failures at each stage before finally making a breakthrough.

ww_map

POROLOLO im am crazy asn

Arcade mode: This game mode allows the player to play the puzzle game itself.  Both single player and multi-player game modes can be accessed through Arcade mode, with the option of playing vs a CPU opponent or a human opponent.  Vs mode (Puzzle Battling) is extremely arduous against the CPU on all difficulties, as the rules for losing/gaining press levels in this type of play are only ambiguously mentioned in the tutorial/manual (“The black press at the bottom of the board will ascend depending on the Speed Level or the attack of another player…Clearing blocks will make the Press descend, and Special Clears will do it faster!”).

There are three difficulty levels, which also dictate the types of specials available in addition to the types of blocks which are inserted into standard play.  The difficulty levels are Normal, Hard, and Master.  Master is the only difficulty that does not allow any type of specials.  During the start of a Puzzle battle (vs mode), the player(s) select their stance, which affects the mitigation and distribution of press levels both on offense and defense.  When playing against a computer, the player must select one of the seven difficulty settings (the computer will always use the same skill setting selected by the player). One begins to see the massive amount of complexity involved.

Puzzle mode: This game mode allows the player to play a series of pre-configured block arrangements, which the player must complete using only a limited number of block rotations.  This reminded me of the similar puzzle play modes in both Pokemon Puzzle League and Tetris DS, as it provides the same style of play.

Extra mode: This game mode allows the player to play any of the various minigames found throughout the story mode after first clearing them and purchasing them from the Shop.  This mode also allows the player to view any “Making of” pieces they have purchased at the Shop in Story mode.  After completing the second Element Challenge, players may also find any unlocked Character Bios, History of Yuan Works projects, and an Art Gallery.  Player statistics can also be found here, displaying such information as: Total time played, Story time played, puzzles solved, slides unlocked, etc.

Now, on to the madness

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10 Comments:

  1. Image very relevant:

  2. Archonn

    Hi there! I went through the whole review, mostly paying attention to find whatever mistakes about the game system i could find. The rest of this comment might therefore sound quite irritating/nitpicky, but hey, i did like your review! If anything the fact i bothered going over all these little details proves so, right?

    Bursting more than 4 blocks of the same element is called a "Combo", not just four. Your "Elemental" description is a bit confusing, but it is correct.
    You don't actually need to have the second burst's blocks falling into place because of the first burst to have a "Chain", as long as the second burst occurs right after the first one, it's a chain. As a matter of fact, chaining as you described is quite hard, to the point the Yuans never bothered to program the AI to perform it.
    A burst that cleans all blocks of the same type is a "Full Combo", not clear.
    While the Wind and Water clear and the Void clear are in the form of a diamond, the Full Clear is not, being instead the Void block surrounded with 6 different blocks.
    Skill level settings (more precisely, the Beginner-Advanced-Expert selection) change when you can perform Time combo/chains , not the way they are calculated (addition) and achieved (perform Combos or Chains while under a specific time limit). The other level setting, between Normal-Hard-Master, is just a funny way of asking how many types you want as special. Two means Normal, one means Hard, zero means Master. That's it, no such thing as blocks functioning in a variety of ways.

    On what you cite as story mode's major flaw, well, it's just, the way you wrote it, it doesn't look like as much of a flaw? I mean, if the only way to clear any particularly hard stage was through skill, wouldn't it mean that, for most people, they'd only get to the first duel and then quit because they can't just stumble upon a favorable block layout and move along to the next batch of easier tutorial-like stages? What you're really looking at here is how the makers screwed up with the difficulty curve of the game; their inability to create actually stupid computer opponents. For all the inspiration this game took from Tetris Attack/Panel de Pon (aka Pokémon Puzzle League), they sure could have given a damn good look at how the easiest CPU players played (and guess what? i've seen people losing horribly to it - just goes to prove your point about how this game is for obsessive people or something)

    Oh, and on the Arcade mode section... The only thing the three difficulties do is dictate the types of special blocks available, not "also".

    Well, that's it. I'm tired and it's pretty messy, but this should be everything i had an issue with. Thanks for reading!

  3. That poster's comment proves one thing: That game is for people like him, not people like me.

  4. I am SO GLAD you used Eggy's text message for the caption.

    That'll never get old.

  5. It was one of my greatest joys.

  6. Archonn

    Aw. Can't a man nitpick without being judged?
    Anyway, as i said, that comment was just me trying to help with a few things that were wrong.

    Talking about the review itself, i liked it. You nailed the feel of the game, much more so than other reviews which talk about how the game is "A love letter to the retro gaming", or about how the graphics suck when they do their job just fine, even though said job involves questioning the sanity of the developers. If i had to add anything, it'd be small stuff, like, a link to the demo (http://www.dcevolution.net/index.php?id=wind_and_water) , how the game does provide a way to skip any stressing stage with an item from the shop, or how the puzzle mode can be quite the tool if you're looking on how to play the game, as it teaches lots of ways to form those pesky diamonds.

  7. I had a chance to play this title as it was being reviewed, and I would rather like to never play it again. I consider myself an experienced puzzle gamer, having blown hours and years on titles like Tetris, Bubble Bobble, Lumines and even Bejeweled. Games that match colors and shapes on the fly appeal to the way I think, as I can quickly recognize visual patterns, but Wind and Water was an absolute nightmare to play.

    Not only was the core mechanic of the game not immediately evident, at no time did any of the events that occurred throughout the process of learning the puzzle system make their triggers or motivations clear.

    That is to say: I was playing this game, and it never--not for one moment--had the courtesy to make sense.

    I won't even touch the self-aggrandizing story mode.

  8. Archonn

    @Thrax: For me, at least in the very beginning, what made me stick with the game were the similarities to Tetris Attack, a favorite of mine from older times. But yes, i think i speak for everybody who played this game that at first it does looks like nightmarish. Several things stood out for me; the wobbling of the cursor when you move it horizontally, the craziness that is forming diamonds, the unintuitiveness of where blocks go when you spin them, whether i was supposed to be looking out for combos or chains, and more.

    I only really started to "get" the game when i figured out you're not supposed to arrange blocks in a diamond format. As you said, puzzle games are supposed to be played by quickly recognition of visual patterns, but diamonds are hard to recognize/form. Therefore, the secret is to form patterns you can actually work with, and from those, "mechanically" transform them into diamonds.

    Say, for example, you can form a vertical line of four blocks. That should be pretty easy. From there, move the cursor to the center of the line, and press A, up, A, A, down, down, A, A. Yes, this will make a diamond, and surprise, you didn't have to think about it once! And don't worry about pressing any particular button wrong, once you do it right the first time you should be able to see how to fix it should you make a mistake.
    This is much easier than staring at the four blocks and going "Well, so this block, i'll move it to here, and then this one right next to it, and this third one, oh damn i screwed up the position of the first two blocks while moving the third, now i have to move this one to..."

    The good news here is that having to memorize a sequence of 8 moves is the exception, most of the time, 1 or 2 button presses are all that is needed to transform a few particular easily-recognizable groupings into a diamond. The key to learn them is the Puzzle Mode, which teaches you everything you need to know about forming diamonds, as long as you are paying attention.

    Well, given the fact that you said you'd rather like to never play it again, i should finish this comment already. Anyway, i could say that part of the fun i had was managing to conquer it's messed-up exterior, but really? All i did was chaining, over and over. Now THAT was some serious fun. I got really addicted to W&W back in the beginning of the year, when i got it, but by now, i only play it rarely, even more so if you take into account how infrequently i pull out the Dreamcast. I still can't beat that last difficulty level, but i'm okay with that.

    On a final note, i just realized i wrote another tl;dr comment. Isn't that something.

  9. You should just register

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