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Destructoid review: Meteos Wars photo

Earlier this month, Meteos Wars hit Xbox Live Arcade. Meteos is an action puzzle game, designed around a few simple mechanics that function well together. It was originally released on the Nintendo DS way back in 2005, before the television or the Internet were invented.

The game is developed by Q-Interactive, of Lumines fame. Much like Lumines, Meteos Wars combines a sharp presentation with solid mechanics. It also has the ability to become rather addicting. I actually quit doing lines on my coffee table as a result of obtaining this game -- and that’s saying quite a bit. Even that scene in Robocop with the hookers and grenade didn’t have this much of an effect on me.

Conrad and I spent many hours playing this game. The majority of those hours consisted of Conrad beating me senseless in the competitive mode. Although he won't be with me to share his thoughts on the game, he's with me in spirit. Always.

Hit the break for the full review.

Meteos Wars (Xbox Live Arcade)
Developed by Q-Interactive
Published by Q-Interactive 
Released on December 10, 2008

Q-Entertainment’s Meteos Wars is a quick-paced puzzle game designed to make me feel like a moron. Meteos should be familiar territory to any puzzle game enthusiast. Stacks of insignia-laden blocks fall and pile up on the screen. Your objective is to maneuver and clear these boxes by creating three-of-a-kind horizontal or vertical matches. The game is over when the blocks pile up to the top of your screen for too long.

After starting a match, the blocks are hoisted into the air by way of rocket boosters, and that’s where the game’s “gravity” factor enters the fray. If there are too many blocks on top of your original match, the rockets won’t propel blocks completely off of your screen. Thus, it is your job to clear more blocks to lighten the load and obtain bonuses that will skyrocket the nasty puzzle payload to your opponent’s screen.

Meteos is built for two people -- even the mission-based campaign mode makes that clear. Instead of competing against yourself, the game sets you against artificial intelligence that rarely throws you a bone, even on the game’s Easy mode. The AI’s conduct is easily explained by the player (and AI’s) ability to speed up time. The foremost reason to use ‘speeder’ is to screw with your opponent’s ability to create matches. When you rocket your blocks into the next screen and it looks like he is in trouble, you can speed up time to usher in his downfall. Speeder affects both screens and can be used by either player for any amount of time. It creates an interesting dynamic of interchanging speed that I believe has a tendency to make the game much more interesting than it really is.

Meteos requires fast reflexes to begin with, especially when your screen starts filling up and you’re firing blocks all over the place. The speeder makes it all the more frantic. While definitely interesting, the pacing can also lead to an unsatisfactory experience. Games rarely last more than three minutes, and if you’re not looking to play Meteos in chunks (which occasionally I’m not) you’ll leave matches unfulfilled.

I can’t necessarily speak for the Nintendo DS version of the game, but I think it’s important to note that the inputs for this version of Meteos are occasionally too slow for the task. You move between columns with the analog stick and flip blocks with the right stick. It’s easy, but because of the pacing, the controls can be a hindrance. Often, the game expects you to see the entirety of the blocks at once in order to make the best decision possible. The problem is getting over to a trouble spot before the time runs out. There are numerous occasions that I’ve lost a match, even though I saw what I needed to do, because I couldn’t get the cursor to cooperate quickly enough.

There are negligible story elements at play, but the key is that you control an avatar that has the ability to use a planet’s inherent abilities. Every planet has a unique modifier that plays on the gravity concept. Some planets require more effort to boost blocks (but the payload is larger), and some allow for quicker displacement. Different planets also have different visual styles. The key is finding a planet that matches the style of play that you want. I found this to be a great addition, simply because the game’s visuals never seem all that familiar if you are willing to switch up the avatar every once in awhile.

Every planet has an attack that can be initiated by filling a small bonus bar. These attacks are modifications on your opponent’s gravity or generally screwy things that can mess up potential matches. There are also bombs that randomly drop into your picture. They eviscerate rows or diagonal patterns and send them over to your opponent’s screen as well. Couple this with the speeder and naturally quick gameplay and you’ll notice that Meteos isn’t exactly the kind of game you can chill out with.

Like most XBLA titles, Meteos doesn’t offer too much in the way of modes. The single-player component has mission (which allows for additional avatar unlocks), time attack, and versus modes. Multiplayer consists of local and network versus matches. The lack of different modes or even a fully fleshed out multiplayer component leaves me wanting much more.

Meteos Wars is a fast puzzle game that has a refreshing presentation and good gameplay execution, but it lacks substance. The visuals are sharp and the different avatars contrast each other well. The sound and musical components aren’t repetitive and may even get you to turn off the lights and dance around with glowsticks in hand. The biggest failings in Meteos are the lack of modes, and to some extent, the duration of the matches. Meteos accomplishes everything that a puzzle title should and could be immensely entertaining for fans of the genre. At the same time, the pace may not be your cup of tea. Do yourself a favor and demo this before you buy.

Score: 7 -- Good (7s are solid games that definitely have an audience. Might lack replay value, could be too short or there are some hard-to-ignore faults, but the experience is fun.)









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10 comments | showing # 1 to 10
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DaedHead8's Avatar - Comment posted on 12/31/2008 14:20
DaedHead8
I love the two Meteos on DS but I'm going to pass on this one. Meteos just doesn't feel right without touchscreen controls.
Maxxthepenguin's Avatar - Comment posted on 12/31/2008 14:55
Maxxthepenguin
The analog stick controls are really too slow, which is a shame because the game is otherwise stunning
Niero's Avatar - Comment posted on 12/31/2008 15:26
Niero
Oh, I've never played the DS ones. I'll have to check that out, thanks!
Sgt Cheesecake's Avatar - Comment posted on 12/31/2008 15:47
Sgt Cheesecake
As a fan of the DS version, I have mixed feelings about the XBLA version. Part of me wants to get it because hey, it's Meteos. The other half of me feels that this is too much of a cash in seeing as how Meteos made too much sense with a touch screen. And yet they've tried to go back and make the game worth with a standard control scheme, and in my experience it was just too slow for me to have that same rush.

The demo was decent fun but I didn't feel quite as frantic and "in" the game as I did on the DS version. Jolly good review, govena.
Brad Nicholson's Avatar - Comment posted on 12/31/2008 16:30
Brad Nicholson
I should add that you can flip the blocks with the right analog stick. It speeds the process up a tiny bit.
Holyetheline's Avatar - Comment posted on 12/31/2008 17:17
Holyetheline
I bet I will love this game.
-PL-'s Avatar - Comment posted on 12/31/2008 21:05
-PL-
I'll get it when it comes to PC.
KaL YoshiKa's Avatar - Comment posted on 12/31/2008 21:07
KaL YoshiKa
I found this one a little disappointing simply because they replaced all the pretty planet art (one for each planet) with generic space backgrounds...it makes the game feel a lot more dead.
spinseffingcool's Avatar - Comment posted on 01/04/2009 05:11
spinseffingcool
a game like this was great on the DS but after trying it on the 360 it just doesnt work.
Darren Nakamura's Avatar - Comment posted on 01/05/2009 19:09
Darren Nakamura
I second what spinseffingcool said. This was made for stylus control, and a dual analog setup just doesn't work. A dual-D-pad might work better, assuming the 360's D-pad weren't awful.
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