- Games
  - Reviews
  - Articles
  - Hardware
  - Cheats
  - Comics
  - Wallpapers
  - Staff
  - About





Game Information | Preview |  Review |  Screenshots | Forum

»Honeycomb Beat
  "Pu-*zzzz*-le, Pu-*zzzz*-le... ok, no."

Graphics: 7

Gameplay: 7

Sound: 7

Replay
Value: 7
The DS has had its fair share of puzzle titles – Meteos, Tetris DS, Planet Puzzle League, Picross DS – all have been incredible and essential to a quality DS collection. One of Konami’s most recent games isn’t quite at that level of quality, but it’s certainly above Polarium. That game is called Honeycomb Beat, and like many of the best puzzle games, it is entirely controlled by the touch screen. Does it do the other touch screen puzzlers justice? Well, yes and no.

The mechanics seem simple - deceptively so. There is a board of “honeycombs”, which are puzzle pieces that form into a larger honeycomb. The pieces are white and orange by default, although the colors can be changed. When the player touches a honeycomb, this causes it to flip from one color to another (i.e., orange to white). If there are any surrounding honeycombs, they will flip, regardless of their color. There are also “items” which are used to change the effect of certain honeycombs by being placed on a certain honeycomb. For instance, if an octagon-looking item is touched while in play, it will only flip that one honeycomb. It adds a lot of strategy to the game, and is really necessary to make it interesting. Besides the fact that the idea is sound, the mechanics are pretty fun.

There are three modes of play: Tutorial mode, Puzzle mode, and Evolution mode. Tutorial mode is just an explanation of the mechanics of the Puzzle mode, and the Puzzle mode consists of turning all honeycombs white. At first, they’re pretty simple, some taking only one touch to clear. However, once you get into the later stages, it gets fairly complex. The ultimate objective is to complete all of the puzzles and to do it in as few turns as possible. What I like a lot about Puzzle mode is that if you get stuck on one puzzle, no need to fear – when the player clears a level, all surrounding levels are opened up, giving the player multiple routes to try if the “primary” route is too hard for the moment.

Finally, there is Evolution mode. This mode plays like a standard “rising puzzle” game (i.e., Tetris Attack). To complete the levels, the player must make one line (approx. six honeycombs wide) clear by making it all one color, be it orange or white a certain number of times (according to the minimum number of lines you have to clear). The game rewards the player for not only clearing multiple lines at once, but also building combos by ensuring that every line clear uses the same color – so for instance, if the first clear is orange, clearing another line will change the combo to x2 if it is also orange. Once the level is cleared, the player is assessed by his or her score. So far, the lowest I’ve gotten is a one-celled organism, and the highest I’ve gotten is a fly. Biggest problem with this mode is that in the beginning, it feels very complex and uncomfortable to play, while later, you’re pretty much doing the same thing to clear a line instead of trying anything original.

The visuals are on the same wagon as other stylish puzzle games –for example, Lumines and Planet Puzzle League. It is fairly simple – on the touch screen, there’s nothing more than honeycombs and menus. However, the most interesting aspect of the visuals is the images on the top screen. The player may choose from a variety of animated images, which display interesting looking patterns and such (think Windows Media Player’s ambience).

The sound isn’t quite so important to the game – while it’s a nice feature that makes the game more entertaining, the game does not rely on sound in any way besides making the experience more entertaining. There is a wide selection of music the player can choose from, all of which are really good, with one in particular being my absolute favorite. The effect of having the images (see visuals paragraph) change whenever you touch a honeycomb is a nice touch, although it doesn’t seem perfect.

The game has a lot of potential for replay, just like any puzzle title. However, it lacks that certain oomph to keep it lasting for too long. It’s got the ingenuity, idea, and fun down, but even with the hidden Endless mode, there isn’t enough variety to keep one playing a year down the road. To its credit, they put in some neat unlockables – and while some are neat, it just isn’t quite enough effort on their part. Overall, Honeycomb Beat is a good effort, good idea, good gameplay, but only decent execution. Too bad too – it looked cool.

Article by:
Alttp
Posted on: Jun. 14th, 2007

     Review Recap
 Gameplay
An intuitive design – touching one “honeycomb” to flip it and any other “honeycombs” around it. It’d be better if it wasn’t so complicated at first, and then somewhat simple in the game’s traditional “rising board” puzzle mode.

 Graphics
Nice stylish effect with no significant flaws, although somewhat simple.

 Sound
The sound effects are cool, and there’s one song that really makes the game enjoyable.

 Replay Value
Decent amount of unlockables, 150 different puzzles, ten levels of difficulty, that’s some good replay there – unfortunately, it doesn’t seem to have the lasting value of other puzzle games on the DS.

     Comments



Platform: Nintendo DS
Genre: Puzzle
Developer: Hudson
Publisher: Konami
Release Date:
Save Type: 1 Slot
Players:





[Click Here for More Media!]