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Posted on: Mar 26, 2008

TiQal

WORDS BY: Scott Butterworth

Block-dropping puzzle games usually force you to act fast and think faster, but TiQal really doesn’t require you to do either. At the beginning of the tediously unchanging Adventure Mode (the only mode in the game), you have nearly unlimited time when choosing where to drop a block. That removes any sense of urgency…and you really don’t need to employ any strategy to succeed anyway. The game gets tougher after several hours, but even then, it’s not engaging. The presentation and technical aspects are both well done, but the gameplay just isn’t enjoyable. Save the 800 Microsoft Points ($10) and skip this one.

On Xbox Live Arcade
4.0
  • Lots of game here -- not a quickie to finish.
  • Lack of time pressure removes strategic element.
  • Adventure Mode needs way more variety.
  • Why on earth does XBLA need another tile-dropping puzzler, especially a humdrum one? Oh right...it doesn't...
COMMENTS:

Not enough indie developers with original ideas are making their way onto Xbox Live. N+, Undertow, and the XNA games are all fantastic...yet we keep on getting the same old 'space shooter' 'block dropper' 'bad retro port' games, and not enough of the original stuff. Who decides what games get green lit and which ones don't anyways? How did Word Puzzle get in? Now, where's that N+ developer interview where they talk about this very thing...ah, here it is.
_________________
Gamertag: CAWeissen

Four word summary: Lumines with three blocks.

-- http://www.nukoda.com --
Gamertag: MitchyD88

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