Exclusive preview: Wordjong (DS)

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Game: Wordjong
Developer: Magellan Interactive
Publisher: Destineer Studios
Players 1-2 (WFC, Handoff)
Release Date: October 2007

I recently got my hands on an exclusive preview of the upcoming Destineer title Wordjong. Wordjong is based on a popular flash/webgame that, at its heart, combines scrabble and mahjong into an addicting hybrid puzzle title. In the package, the publisher was nice enough to include the “official” strategy guide, which was actually a pocket dictionary with a faux-cover plastered on it. I thought it was a really clever touch, and was hoping it was a sign of things to come. Upon booting up the title, I was met with an extremely easy-to-navigate interface, offering up singleplayer and multiplayer experiences. Since nearly noone has the game at this point, it was an easy decision to head into singleplayer first.

The game itself is extremely straightforward. The puzzle is set up like a traditional mahjong table. There are tiles that each have a single letter on them. Players need to string together letters to create words. Longer words yield more points. For this reason, Wordjong is the usual puzzle game in that its extremely easy to pickup, but equally difficult to master. However, it’s different from the usual puzzle game in a number of ways. There is no time limit, or conversely, reward for being speedy. Players can take as long as they like to create the perfect word. Also unique, you can potentially undo the entire puzzle and start all over again if you don’t like your score. In mahjong tradition the game is also unforgiving in that you can’t advance if you don’t clear the game of every last tile. This is where a player could start spending lots of time with this game. Some will find themselves undoing the puzzle six or seven times just to leave the perfect tiles left to clear the puzzle. From the time I spent with this mode alone, the game seems to fit perfectly on a handheld. In the game itself, are achievement-like rewards for doing things such as spelling a 9 letter word or scoring 250 points or more in a single puzzle.

Gameplay aside, the other aspects of the game are par for the course of puzzle games. The graphics are adequate while not too much stands out visually. However, on a water level, once cleared, the board is a river flowing, and if one presses his stylus against the screen, it will create a small ripple in the water. A very nice touch that doesn’t enhance the gameplay, but certainly enhances the experience. Sound is adequate as well. Songs have a traditional chinese flavor to them, playing off of the mahjong aspect of the game.

Upon completion of this preview, I still haven’t been able to delve into multiplayer, though it supports WFC functionality (surprisingly). Hopefully I’ll get a chance to play through it a few times before the review. Look forward to our review of this game next week, along with an exclusive interview with the game’s lead designer, Scott Balaban.



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