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Review of Puyo Puyo Fever 2 on Nintendo DS (Japan-only release, December 2005)

by Chucky Chucky photo Dec 2005
Cover image of Puyo Puyo Fever 2 on DS
Gamefings Score: 7/10
Platform: DS DS logo
Released: 13 Dec 2005
Genre: Puzzle
Developer: Sonic Team
Publisher: Sega (Japan)

Introduction

Puyo Puyo Fever 2 arrives clutching a familiar smile and the emotional range of a houseplant. If you played Puyo Pop Fever and enjoyed flicking little colored blobs into oblivion while your rival helplessly filled up with garbage, congratulations: this is that, again, but with a few extra modes scribbled in the margin. Released for the Nintendo DS in December 2005 (only in Japan), Fever 2 is not a revolution. It is a respectable sequel that wants very much to avoid making anyone too upset, including itself. For anyone who hasn't spent at least one awkward lunch hour learning to chain: the core of the game is pure, elegant chaos. You stack pairs of puyo on a 6x12 grid, make groups of four or more, and watch chains cascade like a tiny, satisfying demolition derby. Fever 2 keeps that core and wraps it in the same cartoonish charm and dead-simple logic that made the Fever reboot a comfortable fit for both newcomers and people who enjoy turning opponents into piles of nuisance puyo with all the delicate cruelty of a passive-aggressive party guest.

Gameplay

The mechanics will be comfortingly familiar. Each player gets a 6x12 board and a steady parade of two-puyo sets. Land them so four or more of the same color touch and those colors pop, which makes anything above fall and possibly cascade into the sort of chain that turns you into a small meteor of garbage for your opponent. Garbage - also called trash, nuisance, or the thing that ruins your meticulously constructed chain - sits in a reserve bar until it falls in lumps. If your board fills, you lose, which is the game's polite way of saying "you were defeated by brightly colored gelatinous blobs." Fever mode, the hook of the reboot, returns. Fill a meter by offsetting incoming garbage and the game grants you a pre-made puzzle: a skeletal chain sequence planted on an otherwise empty field. You have a short window to find the trigger that starts the chain; trigger it and the game rewards you with a massive, tidy attack. Get the trigger wrong and you stare at the puzzle like it's making a judgment call about your life choices. Fever in Fever 2 functions like a small, mechanical adrenaline shot - an offer of easy dominance that lasts just long enough to feel lucky and not long enough to stop needing practice. Where Fever 2 attempts to be more than a tasteful copy is in its modes and campaign structure. The sequel adds a third protagonist named Sig, and gives each lead their own story path with three difficulty settings and a selection of usable items in story mode. The items are small twists: temporary aids or nuisances that change the flow of a match, which sounds exciting until you realize most of them are the puzzle equivalent of chewing gum. Progress through story mode and you'll face a gauntlet variant where you fight one character after another, each slightly crankier and more capable than the last. Classic endurance, nothing flashy, but it scratches that "prove you are better than multiple cartoon characters in a row" itch. The more memorable addition is Chu Panic, a variation on the endless theme. Chu Panic has a bar that grows with each turn; when it fills, pink nuisance puyo appear. The mode is essentially a pressure-cooker: the board stagnates, the risk increases, and your reflexes matter more. It didn't become a mainstay in later Puyo titles, which suggests either players said "we have enough pink problems" or designers decided it was a niche headache. Critics noted, and fairly, that most of Fever 2's new stuff is incremental rather than transformative. If you were hoping for a seismic redesign of Puyo logic, you will be disappointed in a calm, predictable way. Multiplayer expectations should be modest but pleasant. The DS era was a golden age for local link play, and while Fever 2 never left Japan - and thus avoided the messy business of regional multiplayer renown - the series' multiplayer DNA is intact: competitive popping, stealing momentum, and the delicate art of sending garbage at someone exactly when they think they have everything under control. For solo players the story modes and challenge variants offer reasonable mileage. For tournament lunatics or chain junkies, it's a platform for practicing and showing off, not a new manifesto.

Graphics

On the Nintendo DS the game looks the way Puyo should: bright, bouncy, and aggressively unable to take itself seriously. The franchise took the 3D-model route on GameCube, Xbox, and PS2, but the DS - like most non-Home-Console ports - sticks with sprite-based charm. That's not a downgrade. The sprites are charming, the characters are expressive in a manner that communicates a surprising amount of personality through oversized eyes and sprites that flop around like they're auditioning for a soft-drink commercial. The playfield is clear and legible even on the DS's small screens, which matters more than pretty lighting because what you really need during a frantic chain is to be able to tell whether a puyo is going to land where you need it or ruin your life. The UI is efficient and unobtrusive. Fever mode introduces pre-designed puzzles and a separate visual language (timers, highlights, and a slightly more dramatic presentation), but nothing about the presentation makes anyone forget they're playing a puzzle game on a tiny handheld. The soundtrack covers both Fever 1 and Fever 2 together in a collection released in 2007 with 45 tracks; the music is cheerful and bouncy in a way that encourages optimism right up to the second your opponent sends you thirty garbage puyo. There are no visual surprises here. That's the point. Puyo Puyo isn't trying to be a showcase for the DS's technical might; it's trying to keep the focus on readable fields, distinct colors, and animation cues that allow you to plan chains while your palms slowly sweat.

Conclusion

If a video game sequel could be described as well-behaved, Fever 2 earns the term. It keeps every part of Fever that worked and adds a handful of modest extras: a new protagonist, story branches, items, Chu Panic, and a survival-style consecutive fight mode. None of these are bad. None of them are particularly daring. Hardcore Gaming 101 and a few other commentators were right to point out that Fever 2 plays it safe; "too similar" is a quiet but fair criticism. This is especially true if you already own the original Fever and dislike owning something that behaves like a near-twin sibling. For a newcomer or a DS owner in Japan in 2005, Fever 2 is a tidy purchase: smart, addictive puzzles wrapped in affectionate, colorful presentation. For the obsessive chain-builder, it's another place to practice combos and demonstrate chain geometry. For someone who expected an evolutionary leap, it will feel like buying the same cake with slightly different frosting. Which is to say: it's still a delicious cake. Score: 7/10. Puyo Puyo Fever 2 is reliable, friendly, and just a little bit conservative. If you love Puyo, you will enjoy it. If you already loved the first Fever and are shopping for novelty, you might prefer to admire this one from afar and save your money for a title that wants to break things on purpose.

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