Mage Knight: Destiny's Soldier fails, even for fans of the tabletop Mage Knight strategy game. A simple dice game has been reduced to a convoluted mess of menus and drunken stylus controls. The inaccuracy of stylus input is the most infuriating aspect of waging this turn-based, grid-mapped medieval war, enough to weigh down whatever positives the game might manage to sneak through.
Tap a unit in your Lord of the Rings-style army and its action menu comes up; drag a unit and it moves to whichever hexagon slot you've dropped it in. Fine in theory, but the DS has a hard time telling the difference between a "tap to begin dragging" and a "tap for menu access." It also has a hard time reading exactly where a drag motion ends, placing units close to the correct place but not quite there. Rotating the units to face the direction you want them is incredibly important to the battle system, but difficult thanks, again, to the dodgy stylus interface. Yes, you get the hang of it, but should you even have to?
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