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Disney Princess: My Fairytale Adventure - 3DS Review

Game Info
Disney Princess: My Fairytale Adventure 

3DS | Disney Interactive Studios / High Impact Games
 | 1 Player | Out Now
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Review
5th October 2012; By KnucklesSonic8

In preparing to attend a formal ceremony for which you received an invitation, it would be almost disrespectful to portray anything less than a confident showing. Just as there's no room for rowdy behaviour at these posh occasions, making such a critical oversight as wearing an unkempt garment would surely result in you being shunned from future events, not to mention the immediate embarrassment as different ones call attention to the tailoring. In like manner, the 3DS version of Disney Princess: My Fairytale Adventure carries a somewhat shabby performance quality, particularly in comparison to its console counterpart. Ultimately, this is the key point of differentiation that makes this iteration not worth looking into over the other.

    Identical to the Wii version in nearly all respects, where the 3DS version of Disney Princess: My Fairytale Adventure differs is in the method of control. The Circle Pad is used to move your customized apprentice around each environment, using B as both your jump and action button, while the B and X Button are for wand use and twirling, respectively. Obviously, the HUD also sees a few differences, as the Touch Screen is now used to present icons for the journal, help button, and the gem counter. Just like in the console version, trying to swim downwards while in Ariel's world is met with clumsy feedback, and you still have the same narrations and dialog boxes interrupting gameplay across the entire experience; except here, they're not in your face 100% of the time -- some text appears on the Touch Screen exclusively, out of your immediate sight. Also, blurry images are also used to identify objectives and fill space on the Touch Screen during your participation in these events.

    Most of the eight mini-game types play more or less the same on the 3DS as they do on the Wii. Target shooting that would normally involve the use of the Wii Remote's pointer now has you tapping on the Touch Screen as enemies come into view. There is an exception, though, and that's the dancing sequence. Whenever this event would spring up on the Wii version, you wouldn't see any command prompts, nor would you get any feedback to assess how you were doing. Here, that changes, as you're now sliding the stylus in indicated directions. But it still means that you don't actually have to do anything to clear the mini-game. Because the game's design hasn't changed, the issue of relying on burdensome duties to extend these mini-adventures still remains a problem, and it is something that wears on you after some time. But the bigger issue surrounding this version of the game has to do with its presentation.

    First, I will point out that 3D usage is surprisingly good in places, with character models popping out of the screen whenever the camera is in close-up mode. However, the flaws in other areas limit the degree to which you will be taken in by this and other visual touches. Throughout the entire game, the framerate is rather inconsistent, being really choppy one moment and relatively capable the next. Added to this, the game stumbles when trying to "transition" between mid-cutscene sequences; portions of the environment in the foreground reflect instability on multiple occasions; and other portions don't, in fact, look designed and are more like picture-based background displays.

    Strangely, the more I was exposed to the game's presentation, the more I felt like there was something familiar about it. And then it hit me: the nature of the problems that surface here are similar in form to what was seen in the 3DS version of DreamWorks Super Star Kartz, which had bad technical issues. Admittedly, though, when you compare the technical problems of both games, they're not close in quality -- this has more working parts to it. Even still, the performance is on the messy side, and it's not something you should have to deal with when the Wii version performs adequately in this department.

    With features unfit for a self-proclaimed princess, the 3DS version of Disney Princess: My Fairytale Adventure should be skipped entirely. I can't say that I recommend playing the Wii version instead, considering the issues I have with the game's overall design, but if you were to go ahead and introduce your kids to the game regardless of the addressed shortcomings, I'd advise you not to waste money on this inferior version.


15/30 - Below Average

Gameplay 6/10 - A few control differences but still to the same outcome, design is identical to the Wii version and shares the same concerns
Presentation 5/10 - Good use of 3D as shown by the effect it has on characters, other areas don't perform as well, a number of technical faults
Enjoyment 2/5 - Presentation issues do not detract notably from the already limited enjoyment, still a matter of rehashing activities that aren't that fun
Extra Content 2/5 - Will last several hours, optional maintenance tasks, pretty much nothing left once you've cleared all the adventures

Equivalent to a score of 50% (percentage score is approximate and based solely on the previously stated rating) - Our Rating System


Review by KnucklesSonic8



Disney Princess: My Fairytale Adventure
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