|System: DS||Review Rating Legend|
|Dev: Square Enix||1.0 - 1.9 = Avoid||4.0 - 4.4 = Great|
|Pub: Square Enix||2.0 - 2.4 = Poor||4.5 - 4.9 = Must Buy|
|Release: Nov. 6, 2007||2.5 - 2.9 = Average||5.0 = The Best|
|Players: 1||3.0 - 3.4 = Fair|
|ESRB Rating: Everyone||3.5 - 3.9 = Good|
Another way of acquiring monsters is through a scouting feature which attempts to persuade enemy monsters into joining your party. When you approach a monster, you will be given a percentage that displays the likelihood of acquiring it. Of course the bigger and badder the monster, the less likely you will be to get it, but at least you know your odds. If you have less than a 10-percent chance, you may want to wait and come back when you're more powerful. Trying to convert it at those odds can be a real time waster.
On the surface, DQM is good looking game. It's bright, colorful, and has a very easy-to-navigate interface. I found it easier to use the face buttons rather than the touch buttons on the bottom screen. I would also recommend not using the stylus. It's an option, but a rather cumbersome one that seems to be more trouble than it's worth; like having to learn to eat with chopsticks when you've got a fork on the table.
There are some collisions detection flaws in some of the 3D environments. Invisible walls block your path, and you get stuck around corners and behind obstacles. There are pop-up issues, and some of the commands from the D-pad aren't always smooth and responsive. Overall, these flaws don't ruin the experience, just slightly blemish it.
There is no online play per se. You can't battle another player's monster online but you can communicate, share data, and trade monsters. I'm not even sure the multiplayer component is something that will be missed. After the 30 hours of gameplay in the single-player mode, the game has pretty much peaked and waned. For the money, that's still a pretty good deal considering that you'd pay this for games that lasts less than 10 hours.
CCC Senior Writer