Note: this is a review of the PC version that was released on Steam earlier this month
Lo and behold, as soon as the world was starting to get sick of Konami's Puzzle Chronicles, Namco has released Puzzle Quest 2 onto Xbox 360, DS, and now Steam. It seems the world has fallen in love with games where you match three icons together to tell a story.
This entry in the genre is probably the first that I've seen that qualifies as a sequel, and yet it's more a sequel in the Final Fantasy way than in the God of War way, especially if you consider it's actually the third Puzzle Quest game and not the second.
First of all, Puzzle Quest 2 navigates very differently than the first one. In the first Puzzle Quest, characters wandered around a world map that resembled a Final Fantasy Tactics map: there were set paths around the world that your character had to follow, and they occasionally ran into monsters that they had to kill by swapping gems around and matching them. In Puzzle Quest 2, the original system was thrown out in favour of a Torchlight-style isometric view of the world. There is only one city in Puzzle Quest 2, as opposed to the number of cities in the first game, and instead of selecting options from a menu (which seems to be a staple in games these days), your character can actually navigate around the city manually. Thanks to this system, the world feels more open and explorable than in the first game.
As for the battle system, thy couldn't call it Puzzle Quest and change the battle system, could they? So in Puzzle Quest 2, the battle system returns. Players match three coloured gems to build their mana pool up, and when they have enough power saved up, they can then unleash a spell to attack their opponent or increase their own defense, etc. The board also contains skulls, which inflict damage upon the opponent when matched, and new action gems which build up action points just like coloured gems build up mana points and can be used to inflict physical damage when enough of them are saved up. The big difference between physical damage and magical damage is that it's possible for physical damage to become critical if you're lucky enough for the game's random number generator to roll in your favour. If four gems are matched, the player is granted an extra turn and if five are matched, an extra turn is awarded and a wild gem is added to the board. If the player is lucky and enough of a chain reaction is triggered, it becomes a Heroic Effort, which grants bonus experience and an extra turn, and places a wild gem on the board.

OMGWTFPOLARBEAR!
But speaking of the random number generator, it seems like some of the enemies curry favour with it. It's like supernatural luck is a racial bonus for the Imp, for example. How I hated them with a passion. Sometimes, they seemed to know exactly what they had to do to set a Heroic Effort in motion, and they would do it each time. But: while other reviewers seem to think that the computer is a cheating bastard (they claim it knows what gems are coming next and can plan ahead), I think that the AI programmed into the game is supernaturally lucky and at the same time dumb as a sack of doorknobs. I cannot count how many times the AI was able to pull an awesome move out of its ass and find a way to dominate the board far longer than it should've, only for it to ignore some of the more obvious moves and do something stupid and futile in the very next turn. Certain enemies had healing abilities that required pieces drawn from the board, and I actually saw them try to use it when none of the gems it needed were present to be taken. Quite obviously, they healed themselves for 0 HP.
Also, I found that I couldn't always trust the helpful hint that the game automatically provides. Oh, I could trust it when it was pointing out where I could match four or five gems, but when it was suggesting a regular three gem match, I found that more often than not, it was suggesting a move that would set the enemy up for something nice. It's as if the game only hinted the four and five gem matches because it was obligated to, not because it wanted to, and got revenge by hindering me whenever possible. At one point, I tried setting the hint to wait a while before showing up, just because I felt the game was too easy with it, but short of turning it off completely, it seems to show up whenever it wants to, no matter if you asked it to show up right away or after some time has passed.
I don't know what the appeal is in PC RPGs to completely randomize what equipment shows up in shops and in treasure chests. I didn't even visit the weapon and armour shops in this game, and didn't try shopping at the blacksmith's, either. If I happened to pick up a piece of equipment that was better than what I previously had, then I equipped it and sold the old piece. That's about it. The only money I spent was when I went to improve my equipment at the aforementioned blacksmith's.
The first game made you play mini-games to do everything. And I mean everything. If I wanted to use the blacksmith's, I had to play a match-three mini-game. If I wanted to learn a spell from a captured enemy, I had to play a pre-set match-three mini-game. Etc. This time around, the blacksmith does his thing automatically. I still learn spells in a pre-set match-three mini-game, but the puzzles seem easier this time around. Or maybe I was just more patient when I solved them all. I don't know. New match-three mini-games involve picking locks, bashing down doors, magically unlocking doors, and searching the room for hidden traps, gold, or ambushes. It's like the developers realized that the original mini-games were too much of a hassle to play and came up with some better ones instead. Not only that, but they're more forgiving this time around. Winning or losing a mini-game is now determined by whether or not you run out of turns before your objective is met. In the first game, if you reached a position on the board where you could no longer make a move, you lost the mini-game. The one exception is the treasure mini-game. If you run out of moves, then you've taken all the treasure you can get, and the mini-game is declared over.

Lies!
Most of the 50-60 hours it takes to finish the game will be taken up with gem matching, and that's quite a long time to spend in any one battle system, especially when it takes about five to ten minutes to kill enemies late in the game. If the music gets boring, and it's bound to get boring, it's probably a good idea to turn it off and listen to something else for a while. The boss music is kinda epic, but more like LARPer epic rather than Sephiroth epic, so you're not missing much if you do decide you'd much rather match gems with Guns & Roses playing in the background. I'm just happy that the game isn't ugly, too, even if the story is a basic bad guys doing bad things story. Music, you can turn off. Graphics... not so much.
I won't spend much time on the multiplayer aspects, but will mention that there are some. Unfortunately, and I really should address this one of these days, I can be quite the antisocial gamer. I rarely play so-called "party" games, I've Wii Bowled a grand total of three times, and my last foray into MMORPGland lasted one day. I stopped going to Yahoo! Games years ago, same with Pogo after they got rid of my favourite game there, and I've recently turned down an invitation to download and play Left 4 Dead 2 with some of my very best friends. If you're wondering whether the multiplayer mode in Puzzle Quest 2 is any good, I would advise you to try it yourself.
Would I recommend this game? Maybe. If you're a die-hard fan of the match three genre and love playing through games with stories attached to them, then this game will keep you happy until the next company puts out their own version. But if you've grown sick and tired of the genre and just wish it would roll over and die already, the new Kingdom Hearts prequel drops in about a week and a half, and I can guarantee, you won't be matching gems to power the keyblade.
This entry in the genre is probably the first that I've seen that qualifies as a sequel, and yet it's more a sequel in the Final Fantasy way than in the God of War way, especially if you consider it's actually the third Puzzle Quest game and not the second.
First of all, Puzzle Quest 2 navigates very differently than the first one. In the first Puzzle Quest, characters wandered around a world map that resembled a Final Fantasy Tactics map: there were set paths around the world that your character had to follow, and they occasionally ran into monsters that they had to kill by swapping gems around and matching them. In Puzzle Quest 2, the original system was thrown out in favour of a Torchlight-style isometric view of the world. There is only one city in Puzzle Quest 2, as opposed to the number of cities in the first game, and instead of selecting options from a menu (which seems to be a staple in games these days), your character can actually navigate around the city manually. Thanks to this system, the world feels more open and explorable than in the first game.
As for the battle system, thy couldn't call it Puzzle Quest and change the battle system, could they? So in Puzzle Quest 2, the battle system returns. Players match three coloured gems to build their mana pool up, and when they have enough power saved up, they can then unleash a spell to attack their opponent or increase their own defense, etc. The board also contains skulls, which inflict damage upon the opponent when matched, and new action gems which build up action points just like coloured gems build up mana points and can be used to inflict physical damage when enough of them are saved up. The big difference between physical damage and magical damage is that it's possible for physical damage to become critical if you're lucky enough for the game's random number generator to roll in your favour. If four gems are matched, the player is granted an extra turn and if five are matched, an extra turn is awarded and a wild gem is added to the board. If the player is lucky and enough of a chain reaction is triggered, it becomes a Heroic Effort, which grants bonus experience and an extra turn, and places a wild gem on the board.

OMGWTFPOLARBEAR!
But speaking of the random number generator, it seems like some of the enemies curry favour with it. It's like supernatural luck is a racial bonus for the Imp, for example. How I hated them with a passion. Sometimes, they seemed to know exactly what they had to do to set a Heroic Effort in motion, and they would do it each time. But: while other reviewers seem to think that the computer is a cheating bastard (they claim it knows what gems are coming next and can plan ahead), I think that the AI programmed into the game is supernaturally lucky and at the same time dumb as a sack of doorknobs. I cannot count how many times the AI was able to pull an awesome move out of its ass and find a way to dominate the board far longer than it should've, only for it to ignore some of the more obvious moves and do something stupid and futile in the very next turn. Certain enemies had healing abilities that required pieces drawn from the board, and I actually saw them try to use it when none of the gems it needed were present to be taken. Quite obviously, they healed themselves for 0 HP.
Also, I found that I couldn't always trust the helpful hint that the game automatically provides. Oh, I could trust it when it was pointing out where I could match four or five gems, but when it was suggesting a regular three gem match, I found that more often than not, it was suggesting a move that would set the enemy up for something nice. It's as if the game only hinted the four and five gem matches because it was obligated to, not because it wanted to, and got revenge by hindering me whenever possible. At one point, I tried setting the hint to wait a while before showing up, just because I felt the game was too easy with it, but short of turning it off completely, it seems to show up whenever it wants to, no matter if you asked it to show up right away or after some time has passed.
I don't know what the appeal is in PC RPGs to completely randomize what equipment shows up in shops and in treasure chests. I didn't even visit the weapon and armour shops in this game, and didn't try shopping at the blacksmith's, either. If I happened to pick up a piece of equipment that was better than what I previously had, then I equipped it and sold the old piece. That's about it. The only money I spent was when I went to improve my equipment at the aforementioned blacksmith's.
The first game made you play mini-games to do everything. And I mean everything. If I wanted to use the blacksmith's, I had to play a match-three mini-game. If I wanted to learn a spell from a captured enemy, I had to play a pre-set match-three mini-game. Etc. This time around, the blacksmith does his thing automatically. I still learn spells in a pre-set match-three mini-game, but the puzzles seem easier this time around. Or maybe I was just more patient when I solved them all. I don't know. New match-three mini-games involve picking locks, bashing down doors, magically unlocking doors, and searching the room for hidden traps, gold, or ambushes. It's like the developers realized that the original mini-games were too much of a hassle to play and came up with some better ones instead. Not only that, but they're more forgiving this time around. Winning or losing a mini-game is now determined by whether or not you run out of turns before your objective is met. In the first game, if you reached a position on the board where you could no longer make a move, you lost the mini-game. The one exception is the treasure mini-game. If you run out of moves, then you've taken all the treasure you can get, and the mini-game is declared over.

Lies!
Most of the 50-60 hours it takes to finish the game will be taken up with gem matching, and that's quite a long time to spend in any one battle system, especially when it takes about five to ten minutes to kill enemies late in the game. If the music gets boring, and it's bound to get boring, it's probably a good idea to turn it off and listen to something else for a while. The boss music is kinda epic, but more like LARPer epic rather than Sephiroth epic, so you're not missing much if you do decide you'd much rather match gems with Guns & Roses playing in the background. I'm just happy that the game isn't ugly, too, even if the story is a basic bad guys doing bad things story. Music, you can turn off. Graphics... not so much.
I won't spend much time on the multiplayer aspects, but will mention that there are some. Unfortunately, and I really should address this one of these days, I can be quite the antisocial gamer. I rarely play so-called "party" games, I've Wii Bowled a grand total of three times, and my last foray into MMORPGland lasted one day. I stopped going to Yahoo! Games years ago, same with Pogo after they got rid of my favourite game there, and I've recently turned down an invitation to download and play Left 4 Dead 2 with some of my very best friends. If you're wondering whether the multiplayer mode in Puzzle Quest 2 is any good, I would advise you to try it yourself.
Would I recommend this game? Maybe. If you're a die-hard fan of the match three genre and love playing through games with stories attached to them, then this game will keep you happy until the next company puts out their own version. But if you've grown sick and tired of the genre and just wish it would roll over and die already, the new Kingdom Hearts prequel drops in about a week and a half, and I can guarantee, you won't be matching gems to power the keyblade.
Now, word of mouth is oftentimes a good way to get a good idea of how good or bad something is, whether that may be a series, movie, game, or product. Raves are showered upon pros, and boos or casual mentions are rained onto the cons. When a series gets near universal praise, I oftentimes have curiosity set in, but sometimes curiosity brings in doubt and skepticism as houseguests.







Popping pills to keep your sanity is a sign that you've evolved for the worse.
Setsuna's replacement for Gundam Exia, the Gundam 00, here with 0-Raiser attached and taking out an A-Laws Ahead unit
Ribbons Almark, the head of the Innovators group, sitting on his signature magenta couch. From left to right in the back: Regene Regetta, Healing Care, Devine Nova, Bring Stabity, Revive Revival.

















Folklore's premise involves absorbing monsters - known as "Folks" in the game's context - and utilizing their attacks in battle as companions. This sounds familiar.
Doolin, uh, changes at night.
Some souls can get a little complicated.
And some folks can get a little complicated to deal with. All in good fun, however.


With every passing generation, it seems like there's one genre that lacks the prevalence it had during the previous generation. For fans of that specific genre, it can be a little difficult to cope with, especially if many of your greatest memories in gaming are formed by it.
The ostensibly appreciable aspect of ToD is that it's a return to form for the franchise. It's probably an expected one, too, as developer Insomniac Games referred to the previous title, Ratchet: Deadlocked, as an "experiment" for the franchise. Deadlocked's basic intent was to take the Tournament battle sequences from the previous two games in the franchise at the time (that's Going Commando and Up Your Arsenal; yeah, they have some pretty clever names) and build a game around it. The game also decided to change the controls and make them similar to a third-person shooter. The results? A dull imitation of what came before it. The Ratchet & Clank games specialize in variety, and Deadlocked had absolutely none of that. It's a pretty telling sign when the developer barely refers to its story as canon.
There are times where you'll also have to play as Clank, who also plays similar to how he did in previous games. However, he's been given quite a few new techniques, due to the special powers he's been given. Said powers also make for a bizarrely hilarious subplot.
The story itself is also complemented by some phenomenal voice acting. James Arnold Taylor (who also voiced Tidus in Final Fantasy X) is a perfect fit for Ratchet, more so than he's been in any of the previous titles. The always-excellent David Kaye provides Clank's voice. Newcomer Talwyn comes with Tara Strong voicing her, and also does a great job.
If you ever needed a word to quickly sum up the entirety of the package that Tekken 6 offers, that word would be: Confounding.
This is the best stage in the history of fighting games. FACT.
If you get hit by a launcher, you know you're in trouble.
Looks like a parody of an Arrested Development scene!
Oh, look! Tekken still has the same hit effects after all these years.























