Yu-Gi-Oh! GX: Spirit Caller review

  • Robust set of cards to play with
  • Battles are terrifically designed
  • Taking cards from online battles
  • Wandering around aimlessly
  • Monsters are fugly
  • The adventure's lacking oomph

All of a sudden, in the context of the DS, “Believe in the heart of the cards” has a different meaning.

And, unfortunately, it’s a bit difficult to believe in this one. Loosely following the newer GX series, you’re on an island, attending school every day (represented, mystifyingly, by a drawing of a completely empty, silent room). Afterwards, you drag an icon around the map, using a blippy radar to flush out prowling students hungry for battle.

It’s a bizarre, airy system, and its ungainliness increases, as if by Equip Card, when you realize that the story progression’s agonizingly difficult to grasp. Often, the only way to move on is to randomly visit buildings at different times of the day, and to just generally bumble about in a clueless manner. Not our idea of amazing gameplay.

As an adventure game, then, it’s incredibly poor. As a vehicle for the consistently entertaining card battles, however, it just about holds up, which is what the fans will no doubt want to hear: over 1,400 cards are available to collect, and you can carry your decks online and do battle with fellow enthusiasts. In the end, you’re really only going to get value out of it if you’re a fan. And, y’know, outside the card battles, you’re not going to be getting much value.

More Info

Release date: Jan 12 2007 - DS (US)
Jan 12 2007 - DS (UK)
Available Platforms: DS
Genre: Role Playing
Published by: Konami
Developed by: Konami
ESRB Rating:


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