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Puzzle & Dragons Z

- Publisher Nintendo Developer GungHo Online Entertainm­ent 3DS Out now

So this is what it looks like when Nintendo tries to preserve the value of software. Satoru Iwata’s infamous GDC 2011 jibe at free-to-play games felt naïve at the time and sounds even sillier four years on. Now Nintendo makes free-to-play games for 3DS and is taking its IP to mobiles. Yet here is the most popular smartphone game in Japan, tweaked and presented as a full-price release with nary a microtrans­action in sight.

Those changes are illuminati­ng, saying much about Nintendo’s sweetly old-fashioned view of games, but also what makes a free-to-play game successful. Gone are the F2P hooks: there’s no stamina bar to restrict freeloader­s’ playtimes; just the one currency, acquired entirely in-game; and no premium Egg Machine holding the game’s best monsters. The incentive to return on a regular basis is drasticall­y reduced, too, with no rotating daily dungeons or fluctuatin­g monster drop rates. PAD has been turned from a theoretica­lly endless dungeon crawler into a traditiona­l linear story-driven RPG.

These changes are logical, expected consequenc­es of turning a free-to-play game into a paid one, but they have other knock-on effects. It’s terribly slow, for one thing – on mobile, GungHo wants you to burn through that stamina bar quickly, but here lavish animations

stock RPG story – young unknown saves the world from peril – is livened up by Syrup, an ever-so-British dragon that celebrates victories with “Back of the net!” and reacts to the unexpected with “Blimey!” mean battles lack pace and framerates plummet. Death means a warp back to the hub town, the action a short trek and too many dialogue boxes away.

The Super Mario Bros Edition – released separately in Japan but bundled here – takes a slightly different tack, borrowing the Mario assets and placing restrictio­ns on how you construct teams by separating out leaders, helpers and regular team members. It feels a good deal less flexible as a result, and doesn’t help itself by giving you the strongest leader and helper at the end of World 3, discouragi­ng experiment­ation thereafter.

That, in fact, is the biggest problem for both PAD Z and its spinoff: the vastly reduced monster pools, which erode the thrill of assembling the perfect team. On mobile, Puzzle & Dragons’ peaks lie in outputting damage in the millions with a deliciousl­y overpowere­d, hardwon squad. Here, you just scrape through fights with a so-so set of monsters with humdrum abilities.

Satoru Iwata wants to preserve the value of software, and by bundling two games for a generously discounted price, PAD Z makes a fair case for paying up front. But it also shows that there’s far more to well-done F2P than a price tag; that mechanics have to work in concert with the monetisati­on. It’s a fine lesson for Nintendo, but that’s no help to a game which is potentiall­y a good deal cheaper, and certainly a whole lot better, on phones than it is on 3DS.

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