A Professor Layton review.
Sunday, May 25th, 2008I had heard bits and pieces about this game when it first came out. About how Level 5 (developer of the fantastic Dragon Quest VIII) was behind it and about how it was attempting to mix up the puzzle genre a bit by adding a main story and characters with drive and purpose to the game. I also remember being particularly drawn to the distinct Sylvian Chomet-like European artwork in the game which I found absolutely lovely and compelling the second I laid my eyes upon them. Yet when the game was first released, I was feeling completely apathetic about the DS as a gaming device and just couldn’t be bothered to give it a chance. A couple of weeks ago, I managed to play the game for about five minutes. The end result? Professor Layton and the Curious Village has effectively reacquainted me with a DS I hadn’t touched in over nine months and with an interest in light puzzle solving that I had long forgotten.

The premise in the game is simple: You’re Professor Layton, famous puzzle solver, and you, along with your faithful apprentice Luke, are invited to St. Mystere to help find its hidden treasure, the Golden Apple. Many puzzles ensue. The game is split into two different game modes, puzzle solving and exploration, and in both you use the stylus exclusively. Exploration is largely in first person and it works like in most point and click adventure games, i.e. you walk around, and use your stylus to tap on who you want to talk and where you want to go. In puzzle solving, you use the stylus to tap on answers, drag things around, draw lines or figures, write in answers (with the game’s really solid writing recognition software) among other things. The controls never got in the way of the game itself and that’s all one can ask from a game like this.
The game is structured so that you’ll usually have to explore your admittedly tiny world map until you come across somebody that needs you to solve a puzzle for them before they let you proceed along other areas of the map and/or advance the story. The puzzles themselves range from easy to devilish, logic-based to math-based, visual to text-driven and everything in between. It’s a nice mix of puzzles even if some of them are taken straight from grammar school (measure X amount of water by using 3 difference sized pitchers). There is also a relatively high number of “trick question” puzzles that’ll no doubt aggravate you from time to time although, after failing at a few of those, you start to learn to think just how the game wants you to think.

It’s really amazing how just adding a little bit of context and character to the perhaps tired puzzle game genre on the DS you get a game that’s as captivating as this one. The story is nothing amazing (though it’s easily better than a large percentage of games out there) but it’s well done and the characters are very endearing. As you progress through the game, you’ll come across a few mysteries surrounding the village and it was extremely satisfying and rewarding when, in the climax of the game, the Professor starts to pull these various pieces of evidence together to reveal the secret behind St. Mystere. The music, though perhaps repetitive, fits the ominous vibe of St. Mystere perfectly and the art style, as I touched upon earlier, is just superb. The modest use of animated cutscenes and sporadic voice overs certainly add to the experience as well. It’s so strange to see a complete action cutscene in a video game, from set-up to resolution, when we’re so used to cutscenes being nothing more than an appetizer before you get back control of your character and start to break some teeth.
But alas, this is a puzzle game and a damn good one at that.
I’m buying the sequel on day one.
Final Score: 9/10



