This can make engaging in battles a little cumbersome, and makes luck a little too important in the gameplay. So, if for instance, if you spin a 6, you will land on the space behind the monster, and you will then need to hope that you spin a 1 so that you can backtrack the one space you missed. If you have a specific monster you want to fight, and it is five blocks away, you will have to spin a 5 exactly on the spinner to be able to engage the monster. One thing that is immediately annoying is how strict the moving system is. Your character (along with all the others) can then spin a spinner and move along a board with obstacles, monsters, shops, and treasure. The plot may be a little hokey, but since this is a party game, I don't really think it matters that much. Again you play as a warrior competing with two or three others in order to get the king some money (and marry his daughter). However, now that the second entry in this emergent series has been released, I don't feel the need to be so forgiving.įor a follow-up title, Dokapon Journey recycles basically every element from its predecessor. Although the lack of online multiplayer as well as painfullylong CPU turns marred the experience, I was relatively pleased and was able to look past some of its shortcomings and appreciate the new things it tried. On the one hand, I really loved it for being the first and only RPG/Party game mash-up I had ever played. Last year's Dokapon Kingdom for the Wii was certainly a mixed bag.
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