Cradle of Rome

I maintain that Zoo Keeper is the best Nintendo DS game. I know that, by any objective measure, it isn’t. But I don’t care.

So I approached Cradle of Rome with little short of hostility – I thought it was a stupid title for a stupid game. Hostility because it is, essentially, the same game: swap pairs of tiles to make three or more in a row. Zoo Keeper did it simply and brilliantly. Cradle of Rome does it more interestingly, but less elegantly.

The game’s ‘thing’ is resource management – sort of. Tiles represent either food, money, building materials, or something special. The basic three are required to build up your civilisation in a very linear way. It works fine to drive the game forward, but is far short of sophisticated. To be fair, it doesn’t need to be; the puzzle element is more than sufficient.

At the start of each level, certain tiles have blue backgrounds; the level is completed you’ve matched a line through each of those squares. Complexity is added by squares that require two matches, tiles which are fixed in place until they’ve been part of a matched line, and varied board shapes.

It’s the shape of the board which generally determines whether a level is a pain in the arse or not – long thin sections of board being particularly troublesome. Some of the frustration is absorbed by the aforementioned special tiles, which build up various bonuses – items which destroy a number of tiles for you, extra time or resources, that sort of thing.

All this makes it a more varied game than Zoo Keeper. The execution is sloppier though: some of the tiles look annoyingly similar, and the accuracy of the touchscreen isn’t what it should be.

I’ve been playing the game in my mind’s eye as I go to sleep though, so it’s doing something right.

Jake

Jake has been here since the beginning, with hundreds of reviews and countless other guff to his name. These days, not so consistent.

Post navigation