Unfortunately, the demo only offers one option to check out the gameplay, a head-to-head option with only two available characters and the usual plethora of difficulty options. But how does it play? That’s the real question, and a solid game is going to trump a bit of bad work on the character redesigns, isn’t it? I will, however, note that the game’s art bears all the hallmarks of a game trying desperately to convince people that it’s totally from Japan, really, right down to the untranslated voice acting with no options for any other art styles. Considering that the game was developed by a French studio, “less” seems like the better option, but I’m not going to speculate on the exact path of development. The art style feels subtly wrong, like it can’t decide whether it wants to be less Japanese or more. I don’t necessarily like banging on a game right off the bat based solely upon artistic style, but the fact is that Magical Drop V just feels wrong right off the bat. For example, if the series is being revived by a different developer a decade after the last game came out in any media that’d do it. Of course, it’s also a balance that is enormously possible to fuck up. Far more than other puzzle-style games, it’s a game of reflexes, almost a cross between a shooter and a puzzler. ![]() ![]() There’s a sense of joy in the games that make them fun even when you’re losing horrible, and a sort of frantic kinetic energy that keeps pushing you to do a little bit better. What makes the whole thing come together in an acceptable fashion is sheer speed and general cuteness. ![]() If it sounds kind of boring from a gameplay perspective, like most puzzle games, it kind of is. The World in Magical Drop V like a Bratz doll that attained freedom and came down with a case of Stage VI Animes.
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