Publisher: Nintendo

Developer: Level 5

Category: Adventure

Release Dates

N Amer - 02/11/2008

Intl - 02/11/2008

Official Game Website



Professor Layton and the Curious Village Review

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I have played every “brain” game made for the Nintendo DS system. Beyond the single-objective goal such as playing chess, this brain-development genre is fun, frustrating and engaging. There have been some great hits, and humbling misses (ahem—“Left Brain Right Brain”). I like being challenged by puzzles and being tested, but I am weary from being lectured by a floating head (a la “Brain Age”) when I perform poorly or other fail to meet implied intellectual standards. So, when I read the buzz about the (then) upcoming “Professor Layton and the Curious Village,” I was anxious. I liked the look of the graphics, which were simple yet lush, and the theme seemed like a nice diversion from the norm that has become the DS puzzle genre. So, I was hooked and enticed with excitement, which I hadn’t felt since the pre-release days of Fritz 8.

It does not disappoint. The game, from the opening animation, is engaging and more than pleasant. It is a simple cartoon with an anime look (it’s from Japan so what a shocker), voiced by competent and energetic actors. The main heroes are Professor Layton, with his young apprentice Luke. The young lad is an eager and bright boy that allows Layton (and the player) options to vary the way things are approached and engaged. This is a great solution to having a sole character plodding around boring up the place. Though not quite the caliber of a educated, professional assistant such as Holmes’ “Watson,” that implication is there and Luke allows the Professor a reason to think out loud and not do all the work himself.

The opening introduction explains that you (Layton and Luke) are on your way to the village of St. Mystere, in order to solve the mystery (yes, a pun) of the late Baron Reinhold’s secret fortune - which is hidden somewhere in the town. Just to get to the village, you must solve a simple, maze-like puzzle to prove you are worthy. Then, as Sherlock Holmes would say, the “game is afoot.” Quite literally, every scene you enter requires conversation or observations with the locals (who have nice character quirks), and puzzle challenges. Some are in your face such as “solve this to prove you are Professor Layton,” while others are mental notes and items to collect in your virtual treasure chest of inventory. Yes, in addition to the puzzles you will have to solve, there are many objects to collect as you move about town. One of the most valuable of which are coins, which allow you to “buy” hints if you get stuck when trying to solve a puzzle. You get up to three chances to buy your way into a solution. If that doesn’t get it for you, you have to save it for later, but I warn you — those puzzles will stick in your head until you lose sleep!

Solve a handful of puzzles and slowly make your way to the residence of Lady Dahlia, which feels like a leap into a “Mystery Mansion” type event. There is the stereotypical collection of colorful characters to encourage the feel of a “who done it?” mystery. While there, feeling like you are making some progress in the treasure hunt plot, a purring new twist is thrown on you, and it really gets interesting. That little surprise is both annoying but wonderful. Though it is not simple to get to that point, I was already feeling a sense of dread at having done so much so soon. The twist of this mystery within a mystery was an extra scoop of ice cream on an already lush plate of dessert. So, you have a new task in addition to the reason you are there in the first place. It is not optional to do one or the other. They are intertwined and dependent on each other. You meet some of the same people on your way out of the mansion, though some are not in the same mood as when first you met. More mini-mysteries unravel for you, but the two core tasks are the focus. Your work and success rewards you with the previously mentioned inventory items, or access and locations to things you need. Nothing is simple in the village, and that is the beauty of it.

The puzzles themselves range from simple bar-tricks (stuff you’d play to win a free rootbeer) involving matchsticks, or more complex quagmires that had me pulling out paper and pen. Some are deceptive “labyrinths” that ask you connect numerous points to others without crossing lines. Many of the games are very familiar which may mislead you into a sense of confidence, only to be crushed when there’s a twist — or you have a moment of wishing you’d paid more attention at some of those drinking games. Brain teasers, mazes, logic puzzles and various tricks will keep you and Luke very busy. A single, small visit to a general store may result in a handful of puzzles and some inventory items to collect. Be stingy with the coins. Though some hide in places as obvious as a barrel, some can be found higher off the ground in a window. They are not visible, so there is a lot of blind, random clicking. I rarely had to use more than two on a puzzle, but knowing they are there is a relief. But, do your best to preserve them as long as possible. As someone smart once said:”It ain't getting’ much easier…..”. I hit some puzzles that were so obvious or familiar; I was almost disappointed for the lack of challenge. Then, I’d hit one that made me get office supplies and stuck in my head a couple of days before I solved it. As mentioned many times, the puzzles need to be solved to make progress. However, failing to solve one does not halt the game. In some cases, you need to get to an area, and follow the suggested route. If you encounter a very ugly puzzle, you may be able to back up and go a different way with its own puzzles.

The graphics are splendid. The anime is brilliant take on actual, documented European structures. The characters reflect the artistic anime influence, yet do not cross that line into being annoying gaping-mouth manga or otherwise silly. Facial features are expressive and contain personality, without making everyone look like a robot. There are a lot of little details within the buildings, but the style maintains the crucial artistic charm throughout the game. The visuals match the game perfectly.

The music and voices are very pleasant. I didn’t take much notice of the tunes once I was immersed into the game more deeply. It is mellow and soothing, without crossing that almost inevitable line into being elevator-worthy. It just chugs along slowly in the background to help calm your nerves when you think you’re about to crack from the pressure. Most of the dialog is delivered via silent text at the bottom, which moves almost too slow. Read, press button for more, repeat. However, at the beginning of the game and at certain milestones, you get full animation with sound. The whole audio experience is subtle and only enhances what is there, without trying to distract from your work. In most puzzle games, I turn off the sounds due to their annoyance-factor.

Did I mention that the game grows? Every week, the Level 5 (Japanese) folks that created this - offer up a new puzzle to add via download. Also, since this game was released in Japan more than a year ago and was already a blockbuster in sales, a sequel is quickly on its way. That’s good news and bad news. I look forward to more challenges and brainbusting puzzles, but dread the addictive nature and hope the sophomore release doesn’t fail to deliver the same thrills. Even if the sequel is only three-quarters as good, it will be better than most games made for the DS in the last two years!

Review Scoring Details for Professor Layton and the Curious Village

Gameplay: 9.5
If not for some minor quirks with the use of the stylus to draw letters as needed, it would be a straight 10.0. Sometimes, what you draw is not read too well, which is a common issue with any DS game. In this case, it just means you have to do it again, until the correct data is recognized. The manual is of some use for proper use of inventory items and to stress the need to conserve coins, but this game is easy enough to just turn on and play without any setup. In fact, I think it’s more fun to just let the opening clip explain what needs to be done.  

Graphics: 9.0 
The two sleuth’s appearance are closely tied together, but most of the other characters are unique. The village itself is wonderfully drawn using genuine images of old Europe. It results in a fairytale style that doesn’t cross too far over into being silly. Still images from the game would look good printed and hung on a wall. Sometimes, it looks like a bit like Zelda, but it stays true to being more like Bavaria, instead.     

Sound: 8.5
The weakest part of the game is still better than most others. The music does teeter on tedious at times, but it is nicely balanced and subtle. The voice acting is very good, but it has the feel of any Japanese-to-English project — in that some lines seem rushed, and some are slow. Whenever you do such translations, inevitable quirks in speech are going to happen. They did great with what they had, however.

Difficulty: Medium
One puzzle may seem so simple you think you have a toddler’s game in your hand, then the next one makes you wish you’d gone for your Masters in Mathematics. A huge, key tip is to read what the objective — very carefully. There are a lot of tricks within the way the puzzle is presented. An example that does not appear in the game, but you get the idea: “Which is heavier, a pound of feathers or a pound of rocks? Buying hints help you make sure you read, correctly. It is very literal.   

Concept: 9.0 
Puzzle games are a great, unique genre in the way they are delivered within the DS. The use of the stylus sets it above anything you’d play on older GameBoys or any handheld. Many of the puzzles were old and familiar, but that did not always make them easier. In some cases, it was enough to make me know there is a “trick” to the solution, and to approach it accordingly. Stuffing puzzles and teasers into an interactive mystery game is brilliance. It is not like playing Incredible Machine in which you chug along puzzle to puzzle. This requires collection of information and inventory, with cut scenes to let your head relax once in a while. The hard part is to keep it this fresh for sequels!     

Overall: 9.0
I
loved playing this game, even when it was beating me. It is fair, challenging and addictive. The triple threat of gaming. A failed puzzle attempt will stick in your head until you solve it. Some took me a couple of days, then seemed so easy I wondered how I ever struggled. Others look easy when first presented, but took me many tries and lots of hints. I only used my three-hint limit a few times, though. One huge, brilliant nuance is that if presented with a fixed set of objects to view (multiple choice), if you fail and go back to try again, the options all change. They “shuffle the deck” of solutions so you can’t easily just keep at it by elimination. There was one specific early puzzle that I only solved by chance — I gave up on using my brain, and just picked at random and got lucky on my third or fourth try. Another feature is the ability to go into your “trunk” at any time and replay any puzzle you have defeated. Hand it to a friend and show them how brainy you be. Just don’t tell them that it took you four days to solve that one on your own. The game will hook you, and keep you interested for days and days. I do have to take breaks from it for long periods, only to pick it up and play non-stop for hours again. The download games don’t seem to add much, but are better than nothing. I am already watching for the sequel. I will get it the day it comes out, and hope to finish it by that same date — the following year.



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GameZone Review Detail

Gameplay9.5
Graphics9
Sound8.5
DifficultyMedium
Concept9
Overall9.0

9.0

GZ Rating

Tired of training your brain with uninteresting tests but still yearning for challenge and fulfillment? This is it!

Reviewer: Code Cowboy

Review Date: 04/01/2008


ESRB Rating

Everyone
Mild Violence

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