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Yu-Gi-Oh: The Sacred Cards

Score: 60%
ESRB: Everyone
Publisher: Konami
Developer: Konami
Media: Cart/1
Players: 1
Genre: RPG/ Miscellaneous

Graphics & Sound:

Yu Gi Oh: The Sacred Cards manages to take both a giant step forward and a giant step backward in the evolution of the Yu Gi Oh GBA games. While it manages to work in a long-needed story mode, it also manages to step away from the core rules of the Duel Monsters game.

Sacred Cards' new look will come as a shock to veterans. The static menus and boards that made up the entire feel of the original games have been replaced with a nice looking Battle City which players can explore. All of the characters from the show have made the jump into this new world, and though they do receive some 'big head' treatment, still manage to keep their trademark styles. The still artwork that accompanies pre-duel conversations has also been improved and now features some slight animation. Each section of battle city is rendered with a nice, clean, almost watercolor look. Fans of the show will definitely enjoy visiting and dueling in some areas directly from the show.

Sound hasn't received much of an overhaul. The music is light and airy most of the time, but still manages to keep you in the game and not become overly annoying. A few sound effects have been cut from duels, most of which reflect the dueling rule changes.


Gameplay:

The new story mode in Yu Gi Oh: The Sacred Cards is exactly what I was hoping to see in the Worldwide Edition. You take the role of - well, you, as you compete in the Battle City Duel Monsters tournament. Just as in the show, the main thrust of the game involves trying to obtain the 6 locator cards which will lead you to the finals of the tournament. Locator cards are gained by dueling the characters from the show - such as Weevil, Mako and Joey. Eventually, you'll work your way to Kaiba's airship and face Kaiba, Yu Gi and even Marik. Along the way you'll also be able to increase your duelist ranking by challenging faceless competitors around the city. A few duels from the show also make an appearance, such as dueling the Rare Card Hunters (one of which uses an Exodia deck), Strings and Odion. A few other surprises pop up from time to time, but why ruin it for you? Oh what the hell, I'll be mean and tease you with the words: Egyptian God Cards.

The Story mode really helps to give the game a much needed extra dimension. Instead of just dueling people, the game now gives you a purpose and direction. However, this mode comes at a cost. The core Duel Monsters rules have been almost completely revamped for this version. As a result, much of the strategy that makes the game so appealing is lost. Although you'll face a few theme decks, such as an Exodia deck, most of the decks you'll build or face are little more than beat down decks. As an added twist, most decks are comprised of smaller creatures - so don't expect to see many Blue-Eyes Dragons or Dark Magicians in the game. In fact, don't expect to see many cards in the game since the card list is rather limited.

The new rules seem to fit more with the flow of duels in the show than the actual rules of the game. Elemental dominance seems to play more into duels than power and defense. This means that it is possible for a low power/defense creature to take out a high power/defense creature. I'm still not completely clear on how things work out - but even if I did understand it, I still wouldn't like it. Many cards have also been stripped of their abilities, making them useless fodder. As far as I can tell, this is a move to try and get the more useless cards a little more play time. Although it was fun to use cards I normally wouldn't use (I've been using the same variation of a Fiend/Magician deck since the first GBA game), I didn't like having to play within limitations. Except for a few cards, like Monster Reborn and the healing cards, most non-creature cards are useless since they activate themselves (instead of you choosing when to activate them). In short, duels are now demoted to contests of seeing who can get the most creatures out the fastest.


Difficulty:

Further complicating matters, Yu Gi Oh: The Sacred Cards implements a deck rating/cost system. At the beginning of the game, you are given a deck capacity number. Each card has a cost on it. As your duelist level goes up, you are granted access to higher cost cards. As you build your deck, you must remain within your capacity number. This severely limits deck building strategies since you have to pick and choose cards based on their cost, rather than usefulness. As you duel people, your deck capacity increases, but unless you're challenging one of the 'known' duelists, the increase is usually laughable. The card import system, which allows you to transfer cards between other games and the real-life game has also been removed.

Except for a few of the later duels, mostly those with Kaiba, Yu Gi and Marik - most duels are fairly easy to complete. Until you get to the last locator card, most of the duels are a breeze. While I did enjoy the inclusion of an ante system (where duelists have to put up your cards as the prize for the duel), I never felt it was really worth playing with. Most of the cards you win from duelists are useless thanks to either the card point system or lack of anyway to 'theme' decks. The Story mode does help to remedy the problem of being able to turn off the GBA if you're losing a duel in order to stay undefeated - so that's a plus.


Game Mechanics:

By now, I'm sure I've given you a fairly good representation of what the new rules hold for duelists. Deck builds are nearly crippled due to cost limits, most monsters are worthless and power/defense numbers don't seem to matter much. But, the fun doesn't stop there because the in-game system has also been changed. The entire duel interface has been changed. The play area is now limited to just a 5 x 4 board, with unneeded scrolling to look at your hand. As far as I can tell, there's no way to view either player's graveyard. What few abilities monsters have aren't activated automatically (as they were in previous games) and those annoying, yet oh so useful pop-up windows that asked if you wanted to activate something are gone. Even the ability to simply look at cards has been altered in a not so nice way. Hand size is also limited to five, making otherwise useful cards like Pot of Greed useless. As mangled as the system is, it does eventually grow on you. However, the change is so drastically different from previous games it may turn off a few players.

In the end, I'm left scratching my head. At first glance Yu Gi Oh: The Sacred Cards manages to finally bring new life and purpose to game. Yet, I'm left wondering - was there really something wrong with the original rule set that warranted such a change? Fans of the show may enjoy Sacred Cards just for the idea of playing through various parts of the show (and the God Cards). Yet, the rule changes may be a little too much for some people to really enjoy the game. As a fan of the game, I see Sacred Cards as one to pass on. If you're looking for a good Yu Gi Oh game, pick up the Worldwide Edition or wait until the February release of Yu Gi Oh: World Championship Edition 2004.


-Starscream, GameVortex Communications
AKA Ricky Tucker

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Game Vortex :: PSIllustrated