Double Sequence – NDS – Review

Since the invention of the DS’s
touchscreen, puzzle gamers have found refuge in great titles like Puzzle Quest
or Planet Puzzle League. Instead of playing those same games using mouse control
or analog sticks, players can get a tactile touch and precision using Nintendo’s
stylus control. But when you thought colorful blocks couldn’t be assembled into
yet another puzzler on the DS, think again.

While Double Sequence has some great
production values, the sugar coating can be misleading. When I read the back of
the game, the blurbs gave an elaborate set up about Q Virus’s infecting planets,
etc. It sounded more like the story to a Japanese RPG or horror film than a
puzzler. The in-game presentation is the same: Metroid-esque music with actual
squid (metroids) floating around telling you about the infection rate of the
planets – Yeh, I have no idea either. After fumbling about for a minute, I
actually found the game. Quite a letdown.

The colored blocks are on two
different screens (hence Double Sequence), presumably simulating a virus. The
goal is to “neutralize” the virus by swapping colored tiles back and forth
between the two layers in order to link the colors together. The stylus control,
while asking players to be a little too precise, works pretty well. Players
touch the tile(s) they want to swap with the other side, and then scroll back
and forth to find how best to match the colors. The tiles light up when you get
enough linked colored tiles and explode in all their 16-bit glory.



After beating the first “virus” (it took me several tries), players will be
dropped unceremoniously back into the most confusing menus ever. Instead of
saying “click here to play the game,” there are tiny pictures of planets and
even tinier words saying “Scan” and “Neutralize.” If you click on a planet,
you’ll literally get a chart giving you percentages of a virus neutralized and
all this other Sci-Fi gobbledygook that will surely turn most players off.

 Maybe it’s a joke by the
developers, but I believe navigating the menus of this game is a better puzzler
than Double Sequence.


The problem with this game is that
the gameplay is actually very complex – difficult, I mean. The problem with this
game is that the core gameplay is going to be too tough for most players, and
ultimately it gives little payoff. The game, in my opinion, has one level of
entry and therefore one difficulty level: either you can solve it or you can’t.
That’s not really a good sign for a puzzle game, or at least a successful
puzzler. Old hats like Tetris and Planet Puzzle League are made to appeal to the
inexperienced and the pro. Double Sequence is going to be for the most hardcore
of cerebral titans.


Review Scoring Details
for

Double Sequence

Gameplay: 5.0
Extremely hard and not much fun. There is an idea and mechanic in the game that
could be clever, but few will have the patience.

Graphics: 6.0
The game’s menu’s have a lot going on, but once you get into the game, it looks
totally dull and uninteresting.

Sound: 6.5
The music is okay and conjures Metroid nostalgia, but it can’t save a sinking
ship.

Difficulty: Hard
Outrageously hard and frustrating. Finding your way through the menu system is,
no joke, just as hard.

Multiplayer: 4.0
No Wi-fi capabilities and restricted multi-card play are two no-no’s for puzzle
games. But you can wirelessly send custom levels to friends.

Concept: 4.0
It’s hard to say, but the developers spent a lot of time coming up with a
“universe” for this puzzler to live in. The sad thing is the puzzle part is
completely forgettable.

Overall: 5.0
For hardcore players, there is a level editor that will extend replay value, and
if a buddy has this game, you can play on those levels together. Ultimately, the
game is too difficult and bizarre for its own good.