Reviews and Problems with Mr. Driller: Drill Spirits
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Mr Driller: Drill Spirits
22 April 2007
Excerpt: The second, not the minute, but the second I started playing Mr Driller: Drill Spirits on the NDS I felt a mix of emotions that more or less cancelled each other out, leaving me in a state of equilibrium. I mean, the whole idea of buying something is so that you get to play with it and show it off; it’s supposed to be exciting until you get bored of it. The thing was, I’d seen it all before, way back in its original form on the Dreamcast.
Excerpt: Drilling isn't exactly something that sounds like perfect videogame material. I personally associate it with DIY: Putting up shelves, hanging doors and hoping you aren't about to drill through an electricity cable. Surprisingly, Mr. DRILLER: Drill Spirits has nothing to do with DIY, which is obviously a good thing.
Excerpt: The DS has plenty of puzzle games but few have the heritage to draw from that Mr. Driller does. This entry doesn’t benefit drastically from the DS’s hardware, but its well-rounded range of modes gives it a far wider appeal than previous versions. The basic premise remains simple – drill downward through a wall of coloured blocks to reach the goal without running out of air. If four or more blocks of the same colour connect, they’ll disappear.
Excerpt: The gameplay of Mr. Driller: Drill Spirits is the same as its predecessors. You control a lovable drilling character and must drill through colorful blocks to get to the depth required in that level. The deeper you go, the less oxygen is available, so oxygen tanks are available to refresh your meter. In addition, you can't simply drill straight down as certain blocks take two drills to get through and will deplete your oxygen if you do.
Excerpt: There's not much to
say about Mr. Driller's story. Basically, you dig. Just as your
ancestors before you did, you dig. What is the purpose of said digging?
There really isn't one. You just do. With that said, let's get to what
really draws me to the game - the inability to put it down. To be
blunt, I love this game. It's not pretty or a great technological
achievement. It doesn't boast great artificial intelligence or even a
need for it.
Conclusion: Namco actually uses the touchscreen here but it’s far more efficient and easier to simply use the directional pad and “A” button to control your on-screen character. This is especially apparent during multiplayer games. Have one player use only the touchscreen and the other player the directional pad and it’s becomes very apparent how to attain dominance. The graphics and sound are reasonable for this kind of game and they never confuse the issue.
Conclusion: Mr. Driller might not make the Nintendo DS launch, but Namco is planning to hit, or should I say drill, the date if they can. Project COE can't wait to give this game a try soon. Make sure you check back here soon for any new information on this and other great Nintendo DS titles.