Yu-Gi-Oh! GX: Spirit Caller review

All of a sudden, in the context of the DS, “Believe in the heart of the cards” has a different meaning.

And, unfortunately, it’s a bit difficult to believe in this one. Loosely following the newer GX series, you’re on an island, attending school every day (represented, mystifyingly, by a drawing of a completely empty, silent room). Afterwards, you drag an icon around the map, using a blippy radar to flush out prowling students hungry for battle.



It’s a bizarre, airy system, and its ungainliness increases, as if by Equip Card, when you realize that the story progression’s agonizingly difficult to grasp. Often, the only way to move on is to randomly visit buildings at different times of the day, and to just generally bumble about in a clueless manner. Not our idea of amazing gameplay.