Sunday, August 3, 2014
RetroReview: Monster Rancher Battle Card: Episode II - PlayStation
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RetroReviews
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Monster Rancher Battle Card: Episode II
Developer: Tecmo
Publisher: Tecmo
Platform: Sony PlayStation
Originally reviewed at @Gamecritics on September 22, 2000
Ten, or even five years ago, if you asked someone to play
some cards, chances are they’d immediately think you might want to indulge in a
game of Poker or Blackjack, or perhaps Fish if you weren’t of the high-stakes,
risk-taking persuasion. However, in the last few years new ideas and concepts
of how cards can be used and played with have come about, and it’s been a
relative revolution in gaming circles ever since.
Starting with the immensely popular Magic: The Gathering fantasy cardgame, a hybrid was invented
combining the fun, social aspect of traditional cards and the addicting
collectability of trading cards. A huge number of companies have turned out
similar games branching out into almost every possible direction based off of
the incredible success the idea has achieved, and it’s been a boom since then.
With cardgames featuring varied settings including Fantasy, Sci-Fi, comic book
characters and even the ubiquitous and omnipotent Pokemon franchise, it’s hard to find a person who hasn’t seen what
gamers have been doing with these little pieces of paper lately.
*credit: Gamespot |
Taking the concept of playable and collectable cards one
step further by bringing it to an electronic format, Tecmo brings us Monster Rancher Battle Cards. Based on
their two other virtual pet/monster raising niche titles, Battle Cards takes the same previously established world and
characters and gives them an entirely different style of play.
After turning on the Playstation, the game begins with a bit
of introductory story and then you’re asked 20 questions regarding your
personality. Based on your answers the computer assigns you a beginning team of
3 Monster cards and 50 of the appropriate matching Skill cards. The Monster
cards represent your characters during a match, and the Skill cards are their
attacks, defenses, special abilities or other various powers that can give
effects during play. Your first real game is a fairly good tutorial session
between yourself and your assistant, Cue, who serves to give you helpful hints
during play. It takes no more than three or four turns of the tutorial to get
the gist of how the game flows, and then you’re off and running.
The game’s rules and setup are quite simple. Matches take
place between two players each having virtual decks of 50 cards and 3 Monster
cards on each side of the board.
Players draw five cards at the start and are required to replenish their hand
to 5 at the beginning of each turn if any cards have been used. Cards require
“Guts” to play, and Guts are acquired by discarding cards from your hand, so
the game becomes a balancing act of deciding which cards are valuable enough to
keep for use and which are better used by converting to Guts. Also, the more
powerful cards cost more Guts to activate so you can choose to save up for the
expensive, earth-shattering attacks instead of the lower-cost piddling attacks,
but you leave yourself open while stockpiling Guts, or it’s even possible for
your opponent to steal your Guts before you can get the attack off. The match
is won by either K.O.’ing all three of
your opponent’s monsters, or by making your opponent run out of cards so they
are unable to draw. It’s a very elegant and easy-to-understand system yet one
that allows for a huge amount of depth and customization between the large
amount of Monsters you can choose and the equally large amount of Skill cards
you can select.
*credit: Gamespot |
The Monsters’
abilities and attacks are consistent with the two previous games, and the
personality inherent in each creature carries over through each one’s selection
of moves as well as various animations that occur as you attack and defend.
There are a large number of available Monster types such as the Speed and Dodge
types like the feminine Pixie or the
canine Tiger. If brute strength is more to your taste, there’s no shortage of
those with larger creatures like the stony Golem or the whale-like Zilla.
Most Tecmo games in recent memory including the two Monster Rancher titles, the Deception series and Gallop Racer have all been on the low
end of the spectrum graphically (with the Dead
or Alive series being the sole exception) while maintaining an extremely
high level of fun and replayability. Battle
Cards follows suit. The graphics are very simple, clean affairs using
static backgrounds and 2D hand-drawn art for the character portraits and
Monsters. While the art itself is aesthetically appealing from a design
perspective, the animation is a bit disappointing with only one or two frames
for an entire attack and around three or four expressions total for the human characters.
It’s very reminiscent of how most 16-bit RPGs looked, and while there’s nothing
inherently wrong with it, it seems that they could have put a bit more effort
into making it more smoothly animated and pleasing to the eye especially with
the generally higher expectations of gamers today.
Another area Tecmo is famous (or rather, infamous) for is
their longstanding tradition of shaky translations. Some of the banter between
players both before and during matches don’t always make sense and some of the
quotes seem mis-timed. For example, in the middle of a match an opponent will
say “Don’t draw cards” when it’s clearly
your turn to draw and you’ve got 40 cards left. Also, some of the text on the
cards aren’t very clear and can be confusing until the card is actually used.
It’s nothing that ruins the game, but with such a generally solid title
overall, it’s a shame to see corners cut that could so easily have been fixed
with just a bit more work.
*credit: Gamespot |
Despite the minor lack of polish on the translation and the
underachiever goal-setting of the graphics team, it’s a worthwhile tradeoff for
the game’s incredibly high addiction factor. You’ll be telling yourself “Just
one more game” at three in the morning and finding that you stayed awake until
four or five. Like the previous Monster
Rancher titles, the AI provides some serious, mind-bending challenge once
you get to the higher levels and it feels extremely satisfying to win a match
when things come down to the wire. Getting the mix of cards in your deck right
as well as forming the perfect team will keep you busy for far longer than the
average title does, and if the game had included some (sorely missed)
two-player head-to-head, you’d never leave the house. Still, despite the
missing multi, it’s a deep and engrossing experience for one person.
Like the other Rancher
titles, Battle Cards is built for
mastery in the long haul. This is a game that requires long hours and
perseverance to complete but the reward of being able to consistently win
matches and eventually beat the game is well worth it, and gives a true feeling
of accomplishment. Overall, Battle Cards
keeps the flavor, spirit and depth of the first two Monster Rancher titles while bringing an entirely new direction to
the gameplay. It’s definitely a title Tecmo should be proud of, and it comes
and highly recommended to fans of Monster
Rancher or of fantasy cardgames in general.
Rating: 8.5 out of 10
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Notes: Criminy, could I have been more verbose? Reading this back, I want to cut at least a third of it out... SO talky. Jeez! Also, it's near-impossible to find good pics of this game online. Thank goodness Gamespot snapped a few back in the day...
That stuff aside, I'd love a new Monster Rancher that's been given a for-realsies update. , I think there's still loads of potential in the franchise, despite the last few entries being pretty bankrupt, creatively. To be fair, I'm sure it was hard to come up with fresh takes on the game when they were trying to crank them out to meet demand, but there's no need to mass-produce 'em these days. The time is ripe for a ground-up reboot, I say.
That stuff aside, I'd love a new Monster Rancher that's been given a for-realsies update. , I think there's still loads of potential in the franchise, despite the last few entries being pretty bankrupt, creatively. To be fair, I'm sure it was hard to come up with fresh takes on the game when they were trying to crank them out to meet demand, but there's no need to mass-produce 'em these days. The time is ripe for a ground-up reboot, I say.
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