Puzzle Kingdoms I thought that the 1st Puzzle Quest was a pretty cool, albeit frustrating game. What about Puzzle Kingdoms, though? Eh, it's not that good really.
Now, the basic idea remains the same; a match-3 puzzle game combined with some RPG elements like heroes, stats, spells, items, a world map (which is pretty static, though), a tavern and the likes. Everything you do is resolved through a puzzle, whether it is battles, finding new items or recruiting new heroes/creatures in your army. One of the differences is that instead of switching a single gem horizontally/vertically each round, you instead switch an entire column or row. You also no longer automatically get an extra turn when matching 4+ blocks and you can't get more than one extra turn per round, so that at least eliminates the major source of frustration from Puzzle Quest. Just like before, matching gems either increase your mana (which can be used to cast spells), give you experience or cause damage to one of the enemy troops. Yes, I said troops, as the game is no longer a case of a hero fighting another single creature, but instead a hero commanding a small army that fights another small army. Instead of casting a spell or switching a column/row, you can attack with one of your creatures, assuming that you do have the necessary mana for the attack and you win a combat when all the opposing creatures have been killed. That sounds pretty Puzzle Quest so far, so what is the problem?
The problem is tedium. Go to a kingdom, engage in remarkably easy battles, collect loot, defeat the boss and the kingdom is yours. What's the benefit? None, really. Oh, you do get to unlock (by paying gold) more items and heroes/creatures in nearby buildings by playing either time-limited or move-limited puzzles, but they very quickly become massively boring and tedious. They can be skipped, which seems like a relief, but then the game demands that you play a stupid puzzle anyway, if you want to progress through the campaign. Said puzzle requires to you to clear the whole board from blocks, but unlike the move-limited puzzles, you can still get blocks from colours that you have wiped out, so have fun trying to clear the board when the game stubbornly refuses to give you the blocks that you want.
The tedium of course is not only limited to the puzzles and general progression, but also to the combat itself. In Puzzle Quest, the board would reset whenever it reached a situation that would make a match-3 impossible. In Puzzle Kingdoms, that's no longer the case. As a result, you might find yourself dragging a row/column till you get a match-3, only to get stuck in unlucky situations where you get another match-3 after 10 turns, and then, you get another match-3 after 10 turns, only to get another match-3 after 10 turns, zzzzzzz.......
Yeah, just stick to Puzzle Quest. I doubt you'll be missing much.
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