Yugioh The Duelist Of The Roses Isotretinoin

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Yugioh the duelist of the roses isotretinoin review

Yugioh The Duelist Of The Roses Isotretinoin Review

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Yugioh The Duelist Of The Roses Isotretinoin

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  • Awesome Music: Has its own page.
  • Badass Decay: This game saw the debut of the Immortal cards, which serve as a set of Infinity +1 Swords. They had powerful and unique effects, even aside from the natural benefits of being Immortal (immune to Crush terrain, and create it upon death, likely killing any opponent who beats them). Unfortunately, when they were released in the actual game, they mostly lost their awesome effects or were just plain not very good — only Slate Warrior and maybe Rigorous Reaver were still sorta playable. How bad was it? One of the Immortals was Shapesnatch. Yes, that Shapesnatch.
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  • Contested Sequel: Some prefer Yu-Gi-Oh! Forbidden Memories' detailed story, basic gameplay and strategies, lack of abundant game-breakers, and intense difficulty making wins satisfying, while others prefer Duelists of the Roses' unique gameplay, historical bent, better card pool, easier difficulty, and more intricate strategies, seeing it as a Surprisingly Improved Sequel. There are also fans who enjoy both games equally.
  • Critical Dissonance: The game got mixed to negative reviews, but it still became a Greatest Hits title with over a million copies sold.
  • Critic-Proof: It was one of the first Yu-Gi-Oh! video games for home consoles released in the early 2000s at the height of the franchise's popularity—it was going to sell no matter what critics said.
  • Designated Villain: The Yorkists are supposed to be the bad guys, but if you play both campaigns, it's pretty clear who's offering the better deal. If you side with the Lancastrians, Henry VII gets crowned King and takes the credit for winning the war, to the point where you, who did all the work, aren't even mentioned in any recorded history, and it's unclear if you even returned to your own time. Meanwhile, siding with the Yorkists leads to Seto treating you as an equal, even planning to share the the Guardian's blessing with you. When the summoning doesn't work out, he gives you a pendant that guarantees his family's debt to you, and gladly returns you to your own time. Furthermore, we're told that the Yorkists have the Lancastrians pushed into a corner, but a quick look at the actual map shows the Lancastrians being everywhere and equally strong as, if not stronger than, the Yorkists. On top of that, regardless of what side you choose, Henry becomes king anyway and Seto steps aside.
  • Game-Breaker: Lots.
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    • Darkness Approaches. It flips everything on the field face-down, meaning flip effects can be recycled. A good number of cards power up themselves when they're flipped face-up, such as Wood Remains and Mystical Elf. Not only that, Fiend Reflection #2 lets you play another card the turn it's flipped, and even worse, Magician of Faith and Mask of Darkness can recycle spell cards. Including Darkness Approaches, which then flips them face-down, creating an endless cycle. Admittedly this is a card you need to be very lucky to obtain.
    • The easiest ones to obtain and work with are Zombies. The archetype runs on two principles: Multiple copies of Dragon Zombie, Armored Zombie, and Clown Zombie, three monsters with extremely low cost for their attack power and low Level (they exchange this for Defense, which you rarely need), and the ability to summon multiple copies of Pumpking the King of Ghosts (through normally summoning him or through fusing a Zombie and a Plant together, when one of them is at or above 1000 attack). Pumpking by itself is a Game-Breaker, as its ability (raises the ATK and DEF points of all of your Zombies permanently by 100 every player turn) allows for insane ramping of power even with only one on the field. Throw in Wasteland to set the terrain, a few more cheap Zombies, and just a few more cheap cards into the deck and you have an easily obtained deck that can beat 90% of the game without modification. Add in Call of the Haunted and/or Blue-Eyed Silver Zombie to change all your non-zombie monsters into zombies to get pumped. One of the possible starter desks is a zombie deck. Even the low deck cost enemies that force you to swap out most of your other game-breakers can be pwned by a Zombie deck.
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    • Perfectly Ultimate Great Moth is nasty. It has the ability to lower your opponent's attack and defense on every creature (even face-down) permanently every turn as long as it stays in face-up Defense Mode. A few duels with Weevil can get you the Cocoon of Evolution and a Petite or Larvae Moth to fuse with it to create Pupae of Moth, which turns into Perfectly Ultimate Great Moth next turn, and goes to the graveyard. Where it can then be resurrected with a card to get you another Moth (Mimicat is commonly used for this). Then it goes to the gravevard again. You can use these cards in your already game-breaking zombie deck. Humiliation doesn't even begin to cover it.
    • Once you get Mirror Wall (obtainable with a password at the start of the game if you know it), you've practically won the duel. It's an incredibly powerful continuous trap that blocks all of your opponent's attacks and cuts their monsters' attack in half. However, due to Artificial Stupidity, the A.I. will simply keep attacking as if the trap didn't exist, weakening their monsters and allowing you to do whatever you like unimpeded. Combining it with Aqua Dragon, which changes the terrain to Sea when attacked, and it becomes unfair.
    • Muka Muka. Though it starts with 600 ATK, when flipped up, it gains 300 for every single monster in your Graveyard. Play it in the late game, and it'll probably have something in the range of 4800 ATK, and even in the early game, simply discarding your hand is enough to make it fairly strong. Combo it with the Darkness Approaches combo, and it'll usually have enough ATK to OTK the opponent while attacking their strongest monster. And if you don't like reincarnation, Swordstalker does the same thing but better in some ways (2000 ATK, 100 for every monster) and can be found through a password or dueling Kaiba and Pegasus.
    • Gate Deeg and Berformet instantly max out your summoning stars, neither have especially high costs, and the former can be played on the first turn. This makes summoning strong monsters insultingly easy. First turn: Gate Deeg. Second turn: Blue-Eyes. Third turn: Red-Eyes, or one of its fusions if you're lucky. Even if you don't use Darkness Approaches, Gate Deeg basically gives you up to four turns worth of summoning stars, and your opponent won't keep up.
    • Greenkappa's stats change to match that of the strongest monster on the field when it flips up. Depending on the situation, this either just lets you copy your opponent's ace for a possible Taking You with Me at worst, or it gives you two of yours to stomp the opponent twice as hard.
    • Aqua Dragon has fairly high attack power already at 2250 ATK, but when it duels its effect changes whatever space it's on to Sea terrain, giving it even more of a power boost. Combine it with Mirror Wall and the only tough fights will be the final bosses.
  • Heartwarming Moments: Going by real-life history, Yugi and Téa will get married after the game. And for bonus points, most historians believe that Henry VII and Elizabeth of York's betrothal led to a Perfectly Arranged Marriage. When you duel Téa, she fights for her own sake and to protect the man she loves.
  • Hilarious in Hindsight: A Strategy RPG where you have to choose between two sides, one clearly being heroic with the other one being morally shadier, and at the end of the game, there turns out to be an Eldritch Abomination responsible for the events of the game. Hmm...
  • Magnificent Bastard: C. Seto Rosenkreuz, leader of the Yorkists, is a brilliant tactician who aims to combine his army's White Rose Cards with the enemy Lancastrian's Red Rose Cards to summon a godly being and rule the world for eternity. When the Rose Duelist is summoned to aid the Lancastrians, Seto presents them with a compelling argument to join his forces and calmly works in the Rose Duelist's decision, regardless of whether or not they take him up on his offer. Dismantling the Lancastrian forces if the Duelist joins the Yorkists, Seto succeeds in his goals to summon a spirit but instructs the Duelist on how to return it, realizing it is not the one he seeks. If they side with the Lancastrians, Seto summons the spirit even after they best him in a duel, and escapes once it's beaten as well. Seto continues seeking the true Card Guardian, honoring his promise to send the Duelist home and remains the single most intelligent, charismatic character regardless of which campaign the player chooses.
  • Older Than They Think: Seto and Yugi's battle themes are remixes of tunes from Monster Capsule Breed and Battle, a Japan-only game about Capsule Monsters.
  • Scrappy Mechanic: The inability to ever duel someone you have a higher deck cost than. It makes sense to maintain difficulty that you have to beat them the first time with a deck of equal or lower cost, as it prevents you from beating the game by just grinding your way to a deck that can just overpower everyone with little strategy, but for subsequent replays, it's just annoying to be restricted like that when you've already beaten them. Be prepared to constantly shuffle around your deck to get a lower cost in order to reduel people. Even after you beat the game on both routes and have everyone unlocked to duel, and thus have overcome every challenge in the game and are only playing at that point for fun and to get more cards, you still aren't allowed to duel people you have a higher deck cost than.
  • That One Boss: Pegasus is blocked from immediate approach by the Labyrinth squares ahead of the player, which gives him time to set up some rather nasty spells and traps such as Change of Heart or Brain Control, though most of the time he'll just spam Infernal Dance and deal 1000 points of damage, baiting you towards him before he snuffs all of your LP from a distance. His deck also makes great use of the surrounding Toon spaces while practically every other monster doesn't. Thanks to his Millennium Eye, he doesn't fall for most of your tricks and bluffs. He is quite possibly the hardest duel in the game aside from Seto, Yugi, or the final bosses. His card set is designed to abuse his Millennium Eye too. The fact that he can cast Change of Heart and takeover a facedown to hit you or suicide a weak monster against your strong one to force a ton of LP damage is bad enough. The fact that he knows when he can get a direct attack in with Brain Control (takes over your strongest) even when that monster is facedown is unforgivable.
  • Tier-Induced Scrappy: A number of types get the short end of the stick in this game. Dinosaurs are by far the worst, with only thirteen Normal Monsters to their name and nothing stronger than 2200. Reptiles and Pyros aren't much better, with thirteen and eleven monsters, respectively, but they at least have one or two okay cards, even if getting them is an ordeal. Conversely, Zombies, Machines, Insects, and the Fish/Aqua/Sea Serpent trio tend to dominate.

The game that everyone's calling 'the next Pokemon' has finally arrived on PS2, and it's sure to divide players into two distinct camps: fans of the TV show (who will love it) and everybody else (who will likely be confused by it). The Duelists of the Roses is complicated, difficult, and demanding, which won't be a problem for vets of Forbidden Memories (the PS1 game), but if you're new to the franchise, expect a frustrating initiation. The computer A.I. is way out of whack, making it ridiculously tough for you to score even your first win. And the new Fusion system is confusing as all heck. But to be fair, when compared to Yugi's PS1 debut, Duelists definitely offers the better experience; the new board layout adds a lot, making the game feel a bit like chess. There's plenty of strategy involved, and once you get to the point where you understand the defense and attack principles, it's definitely addictive. The big question is whether you'll play long enough to understand all the rules.

People say:

Isotretinoin

As was the case with Yu-Gi-Oh! Forbidden Memories on PS1, The Duelists of the Roses is a true love it/hate it kind of game. Fans of the franchise will scream bloody murder when they see this score, while casual gamers are gonna think the grade is at least a couple points too high. But here's the bottom line: While far from great and way too complicated for its own good, Duelists is reasonably deep and ultimately pretty satisfying. Players willing to put 20-plus hours into learning the rules of this crazy card-and-board-game hybrid will have a decent time. After all, the monster battles look fantastic and the game's strategic elements make for a surprisingly addictive experience. The problem is, it takes forever to learn how to play the damn thing. Combining monster cards to create a more powerful deck is the key to winning battles, but trying to understand all of the unstated (and seemingly arbitrary) card-compatibility guidelines is a nightmare. Worse still, the steep learning curve will obliterate new players. Weevil, the first boss, is easily as tough as Kaiba, your final opponent. If you've never played a Yu-Gi-Oh! game before, it's possible that you'll lose for a good 10 hours or so before claiming your first victory. Oh, and I have to mention the music--the melodic harpsichord battle tune is fine...for the first few hours. A little variety would have been nice. Fans of the show and strategic gamers with perseverance should ante up; everybody else should pass.

Some card-battling games, like Monster Rancher BattleCard (PS1) and Card Fighters' Clash (Neo Geo Pocket), are fun even for those of us uninitiated into the Brotherhood of Hardcore Trading-Card Gamers. But you won't enjoy Duelists if you don't already know and love the Yu-Gi-Oh! card game. The confusing Terrain and Fusion systems, boring battles, and uneven difficulty make Duelists a frustrating mess. It's unforgiving for newbies; the in-game tutorial doesn't actually teach you how to play, so you're left to crawl via trial and error through its convoluted rules. At least fans of the card game will enjoy watching their favorite beasties in 3D, but the rest of us won't find anything fun here.

Play this game long enough and you'll feel like a complete loser. Not because of the Yu-Gi-Oh! license, mind you--I've actually grown to appreciate Yugi and his card-carrying pals, thanks to the endearing cartoons and the nifty manga. Rather, it's because Roses stacks the cards so heavily against you that you're likely to lose the vast majority of your battles. This isn't a game of strategy. No, it's all about random trial and error, memorization, note taking (how else will you recall that the Princess of Tsurugi combines with a Dark Rabbit to form a Negokal #2?), and frustration. Even curious card-battling aficionados should steer clear-- this is for hardcore Yu-Gi-Oh! fans only.

Overall rating: 4.5