Below are user reviews of Deep Labyrinth and on the right are links to professionally written reviews.
The summary of review scores shows the distribution of scores given by the professional reviewers for Deep Labyrinth.
Column height indicates the number of reviews with a score within the range shown at the bottom of the column.
Higher scores (columns further towards the right) are better.
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User Reviews (1 - 6 of 6)
Show these reviews first:
Great Game!
5
Rating: 5,
Useful: 0 / 1
Date: June 27, 2008
Author: Amazon User
This game was great! Very interactive! A great game for questing! I really liked this game a LOT!!
Dont bother
1
Rating: 1,
Useful: 0 / 3
Date: July 09, 2007
Author: Amazon User
Arrived fast. However this game stinks it is like kingsfeild for PS1... Only worse deffinetly better titles for the DS.
Pretty good game
4
Rating: 4,
Useful: 4 / 4
Date: April 22, 2007
Author: Amazon User
This game is pretty good. It does get very difficult at times though.Reading early reviews about the spells not working, I found they work fine for me. They do not work until you read the slab that has a certain spell and instructions how to use it. Then you have to save your game. Is a good idea to save the game as much as you can. The only part I found hard is where you have to blow into your mike to open a door or blow up a slime. I get dizzy blowing so much! Plus people are looking at you if you are blowing or yelling into the mike! But it is a interesting game.
Don't Buy This Game Unless You Like Being Frustrated
1
Rating: 1,
Useful: 4 / 4
Date: January 08, 2007
Author: Amazon User
I'll get the positives out of the way. Deep Labyrinth has lovely music, aside from one repetitious, annoying, 5-note song that's played every time you talk to an NPC. It also has great but sometimes repetitive 3D graphics, some clever visuals and gameplay tricks, and two somewhat original stories.
However, it has plenty of negatives, especially with the interface. In drawing kyrie (the symbols for magic), most of them will fail, even if drawn correctly. Sometimes, a sloppy symbol will work, but a neat symbol will not. In the second quest, dialog sometimes runs during the middle of combat, but because the player is frantically tapping the screen to fight, the text is automatically advanced before the player can read it.
It's also very easy to collide with statues, NPCs, doorways, and corners of walls while walking; even if the view is mostly or entirely clear, the player will catch the edge of the object and slide all the way to one side. It's difficult to line up ranged magic attacks; tapping the D-pad to one side usually pushes the targeting grid over too far. The player cannot attack an enemy if an object is slightly blocking their view, but enemies are not bound by this rule.
At first, the game is quite easy, but about halfway through each quest, there's a dramatic spike in difficulty. Early bosses may be beaten by simply circling them and slashing away. Later bosses require a lot of running and casting kyrie -- most of which fail. In between bosses, most dungeon floors are confined to a basic formula in which there is a branching path -- one route leading to a locked door and the other to a key.
The overall experience is very frustrating, unsatisfying, and lackluster. The interface troubles ruin any shred of fun this game has to offer. King's Field fans may appreciate this unusual first-person RPG, but most gamers should stay far away.
Casual gamer? Keep looking
2
Rating: 2,
Useful: 23 / 27
Date: September 12, 2006
Author: Amazon User
During my formative college years, I spent many hours exploring sundry underworlds, trudging through random encounters, and coveting in-game marginalia. Console RPGs possessed an easy and familiar appeal, perhaps best exemplified by their ubiquitous logic of leveling, promotion, and progress. I enjoyed the escape these games offered to the extent that I sought out and completed many average titles in the genre. Anyone versed in Paladin's Quest (SNES), Vandal Hearts and Wild Arms (PS1), or Shining the Holy Ark (Saturn) should understand this affliction. What does this confession have to do with Deep Labyrinth? Upon being killed in my first mini-boss encounter in DL, I discovered that my experience of these "also-ran" role-playing games has been irrevocably changed.
Reading the DS reviews I've contributed to Amazon, you may write me off as a self-loathing, confused gamer who stumbles through games he doesn't enjoy, only to vent in public forums. Not the case: I've loved Tetris DS, the New Super Mario Bros., Advance Wars DS, and a host of other DS-exclusive games. Enduring twenty minutes of Deep Labyrinth was evidence enough that it is no such title. In order to take advantage of the touch screen, many DS developers pursue novel ideas that result in tedious, hand-cramping repetition. "Rune"-based spell casting in real-time DS RPGs (see Lost Magic) is but one example of this marketing ploy. My take? Not much fun in practice. And if the elegant simplicity of a five-icon touch-screen interface piques your interest, rest assured the endless battles will kill any such enthusiasm.
Admittedly, the list of games I wish to play, let alone complete, shrinks every year. I need to be having a pretty good time to make it through a game. And five minutes in, it was obvious what little joy DL would provide. Equally self-evident were the strategies for successful combat: lock-on, circle opposing creature, cast appropriate spells, slash, heal as needed, and repeat. But why bother? Back at the title screen, I had no desire to dance these steps for one level, let alone twenty hours of play. This disinclination was only confirmed by DL's paltry leveling system and zero character-customization - fitting for the cell-phone title this game is based upon, not a full-fledged console release. Personally, I'll hold out for the FF3 port, where there's a story and production values to enjoy.
All things considered, I no longer have the time to circle around Cyclopean golems, mis-casting spells while my hand cramps and contorts. There just isn't enough game or personality here to draw the average player in. Whether you're an old hand or a casual gamer of any persuasion, value your time and spare yourself this disappointment.
The Touch-controlled RPG Finally Done Right
5
Rating: 5,
Useful: 14 / 19
Date: August 19, 2006
Author: Amazon User
Deep Labyrinth is the DS RPG I have been waiting for since the system first came out. A beautiful 3-D RPG that uses the unique features of the DS very well. You move your character with the D-pad. The top screen serves as your map during play, while the touch screen is the game screen on which you move around as well as draw your sword strokes and magic spells on the enemy or object you wish to perform it on. On the right side of the touch screen is your menu, letting you change to your sword, shield, magic, or pocket (holds items) at the tap of your stylus.
The game has accomplished a lot for the DS. It is the first fully 3-D RPG and the entire intro movie (about 2 minutes) is done with voices.
One thing that many people may not know is that DL started as a cell phone game in Japan. That game has been redone for the DS version and has been named Wandering Soul. The game allows for 8 save files so up to 4 people can play both stories (which are accessible from the start) at the same time. Shawn and Ace (the 1st story) starts off with a boy and his young pup exploring a forest maze. Wandering Soul (2nd story)starts off with a young man trapped in a dark dungeon maze. Wandering Soul is a little harder than Shawn and Ace, but not so much you can't play them both at the same time.
If you were disappointed with Lost Magic or Tao's Adventure for what they could have been, check out Deep Labyrinth to experience the 1st great Touch-controlled RPG on the DS.
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