Tag Archives: daily puzzles

At last, Professor Layton and the Azran Legacy comes full circle

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I wanted to see Professor Layton and the Azran Legacy end many times since picking it up and putting it down for the last two-plus years, but it seemingly refused to do so. It kept pushing its closing moments and credits further away. The game continued warning me that there was no turning back only to then reveal that, yeah, you can totally turn back to find those hint coins and last remaining puzzles or just meander aimlessly from region to region. I will freely admit that I didn’t help thrust this story to its resolution after I discovered what the whole World Times side quest was all about–don’t worry, I’ll explain more a few paragraphs down–but man, this was all a little drawn out.

First, a refresher on the story. Trust me, I needed one after frequently walking away from Layton’s sixth adventure, and the game even provides you a short summary each time you return, to get you back to speed. Right. The mysterious organization called Targent wishes to use the ancient civilization of the Azran’s mystical power for itself. Targent’s rival and everyone’s favorite mask-wearing, self-proclaimed scientist Jean Descole also wants to harness this power. Neither should wield it, naturally. Professor Layton and the Azran Legacy begins with Layton, Luke, and Emmy boarding the airship Bostonius and heading for a place called Froenberg. The three of them received a letter from Professor Desmond Sycamore, an eminent archaeologist, who believes he has found a so-called living “mummy.” Upon arrival, they meet their mummy–Aurora, a girl frozen in ice, closely connected to the Azran civilization.

The story has its moments. I particularly liked searching after the five Azran eggs and seeing where each egg was hidden and how to get it in our meaty paws. For instance, in the jungle village of Phong Gi, the chief of the tribe is only willing to give up his egg to the gang if they can make him laugh. Contrary to that tone, in the windy village of Hoogland, the group learns of a tradition where young women must be sacrificed in order to appease a wind god; thankfully, they discover this is not actually happening and that an Azran machine was creating the stormy winds. Each egg-acquiring section are good, interesting accounts, with many memorable characters taking center stage when Layton isn’t solving a puzzle or two. I will quickly say and not get into spoilers, but the last act of Professor Layton and the Azran Legacy is one twist after another, to the point of ridiculousness. It was the closest the game has come to basically being a TV soap opera’s series finale, and no, not in a good way. Sorry, the Emmy thing was too much. I understand this is the last game to star the top hat-wearing gentleman and they probably wanted to go out on a bang, but there was too much bang.

Okay, now let’s chat puzzles. Mmm. If you’ve played a Professor Layton game before, then none of what is here will surprise you. There are mazes, math equations, general deducing, and some guess-work. I hated the ones where you have to recreate a picture using colored blocks and layering them on top of each other, but those are few and unessential. Of all the entries I’ve touched, which include The Curious Village, The Last Specter, and The Miracle Mask, I have to say that this one had the least exciting mini-games to engage with, and that’s saying a lot because one of those mini-games is basically playing dress up, the only thing I cared about in Grand Theft Auto V and one of the main driving forces behind my time with Disney Magical World 2 now. Anyways, there’s Nutty Roller, Bloom Burst, and Dress Up–I completed none of them, but came the closest on the last item. As always, there’s plenty of hint coins in the environment to pick up and use at your discretion; I haven’t felt shame using them for many years now.

So, this whole time, as I’ve been playing Professor Layton and the Azran Legacy, one of the sections in Layton’s trunk continued to update with new details–World Times. These are newspaper clips, often popping up after you finished visiting an area, telling some strange side story of an event or character. I swore I thought they were merely cosmetic, there to make the world feel realer, bigger. Nope. They are basically side quests, which lead to more puzzles and unlockable clothing for the dress-up minigame. See, the problem is that I never went back to any of the story locations after completing them, assuming they were good and done, drained of every hidden object, hint coin, and character interaction. Well, I was wrong, and so a large part of my going back to this game involved tracking down every single World Times quest and completing it, which added to its length for sure.

The animated cutscenes continue to be beautifully done. Every time one came up, I’d get real excited and hold the Nintendo 3DS firmly in my hands and slightly closer to my face. They are heavy on action and scenery, which is a great break from the more stilted, and sometimes overdrawn, dialogue-heavy sequences where Layton is trying to get Luke or Emmy to figure out what he already knows. I really should, at some point, track down Professor Layton and the Eternal Diva simply to marvel in these moments for longer than a few minutes. I mean, if truth be told, the puzzles sometimes are just the means to another gorgeous cutscene.

Well, that’s that. I played the very first game in the series, and then the entire trilogy of prequels. Which is rather fitting, as the end of Professor Layton and the Azran Legacy goes right into Professor Layton and the Curious Village, bringing everything full circle. That connective tissue between the two games feels really special, and makes me think about that first adventure differently, knowing what I now know about Layton, Luke, and even Emmy, though she’s obviously not there for their trip to St. Mystere. I have no immediate plans to find copies of Professor Layton and the Diabolical Box and Professor Layton and the Unwound Future, especially since a GameStop employee rudely spoiled how the final chronological game in the series concludes. Still, obviously, the best game in the franchise is London Life, and that’s a hill I’m willing to die on.

2016 Game Review Haiku, #80 – Professor Layton and the Azran Legacy

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Find ancient relics
Awake civilization
Use lots of hint coins

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

More like Professor Layton and the Unceasing Daily Download Puzzles

prof layton miracle mask daily download puzzles

I think I’m nearly ready to take the cartridge for Professor Layton and the Miracle Mask out of my Nintendo 3DS. It’s been in there for…at least over a month, possibly a month and a half. I know that as soon as I finished off Disney Epic Mickey: Power of Illusion I popped that piece of gunk out and dropped in the professor’s latest adventure, and that was some time early in December 2012.  So yeah, a month and a half going by the time of writing. The kicker is that I beat the main game just before the new year hit–so why have I not taken it out of my portable gaming system? Let me tell you, dear readers: daily download puzzles.

That’s right. More puzzles.

Every day since the game’s release, you can connect to WiFi and download a new puzzle. Simple as that. I believe the plan is to do this for one whole year, ending on October 28, 2013. There are twenty puzzle categories, and it seems like you’ll get multiple puzzles within each to ultimately hit a year’s worth. Here’s a list of all the puzzle types and my thoughts for each:

  • The Alchemist’s Lair – Connect different colored flasks a specific number of times without overloading the system. Pretty fun, and the later variants get pretty tricky.
  • Tile – Match four distinctly different tiles to clear the board. Gravity factors in, with tiles falling into place if you clear ones below them. Not terribly difficult.
  • Ghouls and Guards – Similar to The Alchemist’s Lair puzzles, you have to connect light with guards to kill ghosts. Use mirrors to bounce the light around the area. Gets really overwhelming in later difficulty levels.
  • Big Block Box – Have to fit a bunch of Tetris-like blocks into a single area, with special rules and limitations in place. A lot of fun though pretty easy to figure out.
  • Pen Pals – Have to pen in a bunch of giraffes in a non-breaking fence by moving blocks around in different directions. Can easily solve these through constant trial and error.
  • Food Chain – Guide a rabbit to collect all the carrots without getting eaten by the wolf behind it. These are pretty tricky. I used the “undo” button a whole bunch.
  • Bewitching Night – Turn on the correct number of lights to guide the witch’s way. With the memo feature, this one is fairly easy to get through.
  • Kingdoms – Section of a castle and its grounds from other neighboring castles. Simple and easy, but still enjoyable to solve.
  • Vault of the Ancients – Connect one rune to another with a single line, as well as other runes to their respective matches. The larger puzzles are trickier to manage with so many lines everywhere, but one will eventually solve them.
  • Perilous Voyage – Guide a boat from start to finish in one single path. Absolutely hate these puzzles, as the inclusion of “invisible” rocks means a lot of guesswork for guiding the boat around obstacles. Have not solved the last four yet.
  • Whose Tile Is It Anyway – Place tiles on a board in a specific way to reveal the answer. A bit like Big Block Box, but with new rules to abide by.
  • Sweet Truth – Rows and columns of candy must contain only one of each candy type, but no empty spaces next to each other. Nothing terribly mind-breaking to solve.
  • A Dish Too Far – Unstack dishes with touching other stacks you’ve cleared out. Just managing space in the end.
  • Little Lost Ducklings – Strangely, this puzzle type is nearly exactly like A Dish Too Far, only with ducks and obstacles added on the board.
  • St Bronto’s – Lead baby dinosaurs back to mommy dinosaurs. Pretty easy so far, but I suspect later versions will become cluttered and harder to manage.
  • Aerial View – Create a runway for the plane to use for takeoff by rotating tiles. Kind of like Pen Pals, but with a few new rules to mix things up.
  • Trains and Train Spotters – Direct a train as well as a photographer around a map. Really dislike this as it is not explained very well, and I never much liked that train minigame from The Last Specter to begin with.
  • Sun, Sand and Turtles – This one is weird. You have to place water between facing turtles and then also fill in the gaps so the entire board is covered. Not sure if I’m into it or not despite adorable turtles.
  • The Barking Beat – Guide a cop along a single path to arrest…animals. It’s okay, but at this point I’ve only gotten to play one puzzle from this category.
  • Pipework Patch-up – Connect pipe sections with the exact number of pipes to get the fountain working properly. It’s like The Alchemist’s Lair and Vault of the Ancients, but with water and numbers. Not bad.

Whew. I hope you can see why I’ve struggled with taking Professor Layton and the Miracle Mask out. The content–it just never ends. I don’t remember if there were additional downloadable puzzles in Professor Layton and the Last Specter, but the bonus mini-game London Life kept me more than busy. However, I remember there being additional puzzles for Layton’s first adventure in Professor Layton and the Curious Village, as well as some huff-and-puff over the fact that these puzzles were technically already on the cart and were only being “unlocked” by connecting to the Internet. Also, these were not daily puzzles, but rather one a week, and I got through a few of them, but they were not very exciting. Remember several matchsticks puzzles in there, and nothing more.

Alas, I don’t love every puzzle category, and the second set of categories from Whose Tile Is It Anyway to  Pipework Patch-up feel strangely similar. Most use a small nine-by-nine square grid as their play place, which is a bit boring one after the other. Really, the duck and plate puzzles are nearly identical, and maybe that’s showing that the developers have stretched themselves a little too thin and overshot with promises. And since these categories are the ones to get subsequent puzzles for the next few months, I think I can do without my daily fix and just download them all later on when we return to more enjoyable ones, like Kingdoms.

Now, a choice: what to put into my 3DS after Professor Layton and the Miracle Mask has been removed. I have a few candidates. Such as Pokemon White 2, which I’m pretty far along in, but haven’t played since I bought like three 3DS games all at once back in November 2012. Think I’m on my way to the sixth or seventh gym. Also, there’s Paper Mario: Sticker Star still to eat up, especially since I glanced at a walkthrough guide last time I was in GameStop and kind of have a better idea how to knock down those bowling pins. Lastly, there’s Radiant Historia, one of my five games I want to beat in 2013. Decisions, decisions, so stick around and see what game I’m blogging about next for my answer.