Format: Advance
Genre: Simulation
Developer: MTO
Publisher: Ubisoft
"It's time for Dinner!" This one phrase nearly drove me absolutely crazy in this game. Dogz 2 is a wannabe-pet simulator, at best. You start out by picking a furry friend from the pet shop, and you are allowed to shop around a bit. I wound up choosing a Male Beagle that I aptly named "Zone". You have 30 game days to train your new pup as much as you can. This involves teaching them tricks, playing with them, feeding them, and cleaning up. Most of the game, probably more than half of it, is in the cutscenes themselves. This game has erroneously long cutscenes. I'd wager to say that I probably spent at least 3-4 hours in actual cutscenes. For starters here, this game uses time constraints. This is atypical of these types of games with hard time limits, but the time constraints are far too strict. For some ungodly known reason, the game starts you off with about 10 minutes of time each day... and moving from room to room takes up 5 minutes for each room. This means that you can spend one action in your bedroom, or go into the hallway and spend one action there. You can't get to the main room, kitchen, outside, anywhere else. Second off, this game, for more ungodly known reasons, has garbage in it that needs to be "cleaned up" half the time. This obscure action takes a ridiculous amount of time away from you, the player. Teaching your dog tricks will cost you time, and it can be an 'up in the air' thing if they learn them or not. The weirdest thing about the game is how they learn to go to the bathroom. Supposedly you teach them by scolding them to NOT shit in their bed constantly. Maxxed out bathroom, doge never shit in the toilet. Go Figure. Most of the game revolves around trying to teach your dog tricks, but also by playing with and calling him you bring up your friendship meter. By brushing him you improve his coat, which matters if you want the good ending. You can also take him on walks eventually, which as an energetic beagle, he will pull where he wants to go. When you unlock the walking ability, you can buy some stuff from town which includes different types of food, new toys, leashes, and beds/potties. There's also a few citizens in town that offer minigames to play when you talk to them. Weirdly enough, there's also a romantic love interest in the game in the dog park. Most of the cutscenes are very basic, but sometimes they hold critical information. There's also a phone somewhere in the house, but I could never find it. Whatever you do, I suggest AVOID THE CHRISTMAS STORY in the game. It's the most depressing thing I've ever read and somehow this is supposed to be a children's game. A story about a dog dying in the freezing cold isn't very PC. Once you beat the game, you unlock the other modes, which are 'settings','always together mode', and 'puppy visiting mode'. Always Together Mode is just post-game everything unlocked and infinite time. Puppy visiting mode is something with the GBA cable connection 2 player whatever. I think this game was made for kids that couldn't afford dogs. The dogs in the game are constantly trying to "act cute". Often falling over, or spinning around, or other actions like yawning. Honestly, there isn't much actual "game" here. It's a cute looking game, clearly intended for children, but I have to question what's with the heavy time restrictions in the game. at 7 pm in the game you get called for dinner, and basically have an hour left after that before the next day starts all over again. You can do nothing else but feed your dog or else he goes hungry. Why not just make it automatic? The strained time restrictions really ruin this game(?). Credits after 30 days.
All in All, For it's pitiful design and lack of game elements this game scored a 3 on the scales of gaming. Barely meets the standards of being a game. Extremely repetitive. Music grates on your soul after the first hour. Cutscene hell. RNG Progression. No easy way to tell what works and what doesn't. Trash simulator.
TimeMage's verdict: