Nintendojo.com
Member Log In or Register
Nintendojo.com

Home
News
Previews
Reviews

Columns & Editorials
Interviews
Specials
Podcast (RSS)

Forums
Twitter Feed
Contact
Hiring

reviews info and tools





Bomberman DS Package Art
GENRE
Action/Puzzle
DEVELOPER
HudsonSoft
PUBLISHER
UbiSoft
LOCAL WIRELESS
MULTI-PLAY
Yes
Wi-Fi/GLOBAL ONLINE
MULTI-PLAY
No
MICROPHONE
Yes
BUY NOW AT

Bomberman DS

The impetus behind Hudson’s Bomberman DS is likely the urge most publishers (and their worker bee developers) tend to have to push their franchises into the next generation, and I don’t mean this in a condescending way. Because of the excitement generated by the Game Boy Advance, Bomberman is but one of many series that span 2-3 quality iterations on the imperious handheld. While the PSP has claimed some market share that used to more or less belong entirely to Nintendo, I expect the DS to follow suit. And, although the obligatory subtitle is absent, Bomberman for the Dual Screen is a great sign of things to come for the timeless video game icon.

UbiSoft’s second game for Nintendo’s latest portable machine is, technologically speaking, the weakest of the three that will exist when Splinter Cell: Chaos Theory debuts on June 28th. Of course, the firm doubled as a developer on the other two projects, but returning to my point-- the simple, colorful visuals that might impress somebody clutching a Game Boy Color aren’t very ambitious, though they generate the intended effect. That is, the interface is intuitive and fun.

visuals

The title screen is a group of 3D, diversely colored “Bombermans” that run around on a checkered green field whilst other flat, 2D onlookers gaze down at them from their comfortable stadium seats. This brief stint into the third dimension is the only moment throughout the game’s entirety that you will get. Perhaps we’ll get the “real deal” in the inevitable follow up?

The game itself is played from a top-down perspective, as was the case with past titles. Explosions generate a well-built particle effect seen in many GBA games; an alchemy of black, red, and orange bursts that work to simulate the sight of an explosive blowing up. In-game structures are well drawn, with proper shading on tunnels (amongst other curved objects) and corners to act as shadows. More importantly, enemies are designed uniquely enough to eliminate the possibility of confusing their type, while preventing general monotony.

audio

Games like Kirby’s Dreamland and Bomberman DS don’t incorporate stirring, visceral musical scores to heighten the experience. Instead, they tend to suffice for appropriately whimsical tracks that get the job done by punctuating the on-screen action. Unfortunate, however, is the lack of longevity akin to Bomberman’s soundtrack. Whereas the initial Kirby theme is instantly recognizable, Bomberman’s pieces are generic enough to forget an hour after you retire your DS for the day. Worse yet is that the music only switches every 5 levels (once a stage).

Effects are on the slim side as well, as bomb bursts, vanquished enemies, and the “power-up” narrator wish that footsteps, block demolition, and other such aural stimulants had come to the party. Speaking of the narrator, it’s cool that an anonymous voice lets you know when you pick up an upgrade, when you activate said augmentation, and when you dangerously approach the given time limit.

gameplay

Naturally, this is where the B-man shows his true colors. In each level, the player is charged with blowing a path through a labyrinth of obstructions, avoiding contact with other moving entities, and working against the clock to eliminate said entities. On top of all this, B-man concurrently attempts to uncover the passage (hidden under one of the obstructions) to the subsequent level. Aside from the pressure of the time, which is almost always against the player, one must avoid getting trapped between anything—including his or her own bombs. A progressive device, your unlimited (but staggered) allotment of bombs also has enough range and drop-frequency (via upgrades) to warrant mindful placement of your digital B-man.

These upgrades, accessible via the touch screen, have never been easier to access. I had a blast cycling for the right icon amidst the flurry of gameplay, adding said adjustment to my burgeoning assortment of powers. The three most basic of the many abilities include an extended bomb radius, an additional bomb able to be dropped in succession of the previous, and speed boosts. They compliment each other quite nicely, too. Used properly, the right combination makes Bomberman a potent force in the playing field. My personal favorite is the “remote control bomb”, which is placed about each arena the same way as any bomb, but is only detonated when you activate it from (ideally) a safe spot. Hudson eliminates abuse of the remote/bomb-add combo by only detonating one at a time when multiples are scattered.

Boss battles can be tough, as one of the domineering, transitional foes often generate projectiles that can circumvent solid objects, as well as smaller enemies who weave in and out of paths erratically. The greater challenge comes from yourself, though, since ill-timing and/or placement of B-man and his bombs grows increasingly more likely in the higher levels, where the amount of matter on screen is denser and more numerous.

multiplayer

Bomberman is, by and large, one of the best multiplayer titles the DS currently has to offer. Like Puyo Pop Fever before it, Bomberman incorporates fantastic single-cartridge, eight-player battles. If particularly low on friends or loved ones to blow to bits, Hudson assists you with the ability to add computer-controlled characters. With four or more players, a deluge of crap substantiates in the arena in pseudo-simultaneous fashion. This is made feasible by an extended, dual-screened playing field only possible on Nintendo’s portable contraption. It is possible to choose how you would like your level to appear and what sort of settings it will incorporate. In fact, there are thirty options total, three of which use the DS’s microphone! Thank you, Hudson Soft.

overall

Money spent on Bomberman for the Nintendo Dual Screen is more than likely money spent wisely. With very limited single player options available-- specifically those trying for contrived plots and cinematic qualities-- right now DS owners should be focusing on which titles offer the most replayability. Multiplayer experiences, intrinsically, are most suited to the above description. B-man is a superlative multiplayer choice, falling somewhat short as a solo endeavor. And, although it fails to visually inspire any sense of awe, Hudson’s creation astounds the player by taking Nintendo’s advice and creating something fresh with a formula that’s existed since the eighties. Well done!

final score 7.1/10





WRITER INFORMATION
Staff Avatar William Jacques
Staff Profile | Email
"Oh oblivious, naïve Humanity... How ignorant we really are - safe only in our blind "superior" view of the world."


DOJO TECH
Bookmark and Share
This Story in Printer Friendly Format

E-Mail This Story

Search Our Website:



All original content ©1996 - 2010 Nintendojo.com Nintendojo is an independent website and is not affiliated with Nintendo of America or Nintendo Co. Ltd. All third party images, characters, and names are property of their original creators. About | Contact | Hiring