Reviews from

in the past


A big upgrade from the original Tag Force, now both Page 1 and Page 2 are worth completing since everyone has it's own storyline. The only shitty part is that everyone shares the first 4 events wich sucks.

Still, pretty good game, if you don't care about the stories go to TF3, the peak of GX era games.

Almost certainly an improvement over the first game overall, but not a huge one. There's certainly still a lot left to be done that I'm hoping the rest of the series gets right, but as a rougher transition game I think this one's fine enough.

The quality of life improvements are definitely what's most key when comparing this to its predecessor. Packs are significantly less expensive to get than in the first game, your tag partner's pack is available as soon as you pick them so you can build a deck to synergize, and the DP gain seems vastly increased. With additional "challenges" like dealing overkill damage giving the player plenty of ways to stack even more DP onto what they would already get, it becomes much simpler to do small grind sessions and pick up the packs you want compared to in the first game. It also helps that the card pool is substantially more robust in this game; while it's still not at the part of GX where the more powerful decks have been introduced, it teeters right on the edge and thus presents an opportunity to play a variety of weird decks with your partners without worrying too much about being blown out by opponents.

As for more miscellaneous improvements, the new Destiny Draw system as well as the ability to change Chain settings are great to have, especially since the first game's default Chain settings being a chore to work with. Also, minigames have now been added! Most of them are just goofy little distractions that don't last long, but you at least get DP out of them. The basement-maze minigame is honestly pretty fun for a little dungeoncrawler, but the enemy encounter rate is too high for its own good and it left me wanting to just skip it whenever it came up later in the game. It's a shame cause the concept is fun.

Importantly, the vaguely dating sim-like element of talking to prospective partners to get repetitive dialogue and raise their bonds with you slightly each time is thankfully reduced in favor of having duels be the primary way to increase bonds with your partner. You also no longer need Pharaoh in order to maximize these gains; just using sandwiches from the shop to supplement the duels you do in pursuit of packs is more than enough to expedite the process. The shorter length of the game, too, is certainly a boon to the general gameplay loop. There's no more having to tediously unlock partners from the main cast; instead, you just have to beat miscellaneous characters ten times to unlock them as partners on future playthroughs, with the main cast being all available from the start. I do wish there were more 'secret' partners like in the first game as I've heard they've more or less axed them in this one, but I think what we got in return is overall a positive.

The game is almost arcadey in a way, making it clear that this was how the first game was meant to be: you're supposed to go through each moderately short story mode with each character to unlock more packs over time and build different decks as you go along, experiencing different narrative experiences each time before going onto the next. The first game only truly achieves this for Part 2 and Part 3, as Part 1 is a massive slog wherein you collect the bulk of your cards. This game is much sleeker in how it presents this loop, instead making it so you focus more on collecting cards to help your individual partners' strategies rather than just having a massive collection of generic ones to pull from as you replay the endgame over and over. I find this to be refreshing, and while I only tried two of these mini-campaigns, I do believe they're a step in the right direction. I think they're each still a wee bit long for their own good, but I'm guessing future games will streamline this even further. There's definitely no shortage of duelists to partner with, so cutting the length down would do nothing to dry up the well.

With all that said, this game still has a few of the same problems the first game did. The translation job varies from meh to bad with lots of typos and awkward translations. The AI for your partners is horrible, extending even into the various new minigames you can play. Partners have limited decklists that require them to play specific cards, and while you can sort of help that by unlocking extra decklists for them, it's a bit out of the way and doesn't actually fix the inconvenience. Duels are slow even on the fastest settings and the game is ultimately a repetitive grind with little content in between. What I mentioned in the above paragraph about shortening story modes even further would help this, as not only would your partners more frequently be switched and your experience refreshed but the little content the game does have would be brought to you much more frequently to help retain interest in each narrative. I'm hoping Tag Force 3 does this, but I suppose we'll see.

Tag Force 2 was fun - more fun than I originally gave it credit for - but it's not quite particularly good just yet. Still, with 3-6's better card pools and the improvements this game already made over the first, I'm optimistic that the next ones will finally have the series coming into its own.

Agora eu me lembro do por que não ter zerado e sim apenas jogado um pouco quando era menor, o jogo parece muito sem vida comparado ao 1, além de ser muito enjoativo, os personagens parecem maquinas e algumas vezes a IA do jogo é muito burra (a do Jaiden principalmente). Parece que tiveram preguiça de fazer esse segundo jogo, as duplas de tag pelo visto são randomizadas por isso não estranhe voce ver o egocentrico Crowler junto de um aluno sliffer com um deck pifio de insetos. O detalhe de voce poder editar algumas cartas do deck do parceiro foi algo que acheu hype demais mas os minigames eu achei bem meh joguei muito pouco.

It's Tag Force 1... but better. There's less grinding, most characters have their decks from the anime, packs are cheaper and they fleshed out the tag duel mechanic more. The AI isn't the best, but the opponent is also garbage so it balances out.
There are also some fun interactions between the different characters, although a lot of story events are repeated, only the latter tend to be unique.
Overall, Tag Force 2 is better than 1, but it still suffers from similar issues. This series apparently gets better with each iteration. Although if you want GX era mechanics only, this is the one to play.

A big improvement to the original, but still somewhat flawed by the whole tag duel system. You no longer have to gain a relationship with characters to choose your partner, now it's done at the very start, and gaining hearts progresses the story. I was a little worried at first since I thought this meant every duel in the game would be a tag duel, but the game actually let's you choose single or tag duel for all opponents, which makes it an improvement on the original which only allowed tag duels on sundays, and then during the latter parts of the story.

The story is told via 8 "events" per hearts filled. The weirdest part about this is that the first 4 events are not only the same regardless of who you choose, but they're even single duels. This means only the last 1/4th of any given characters "story" is actually about them, and you're only forced to duel with them 4 times in the entire game.

Of course you're likely going to want to team up with your partners during specific other times. Sundays are still tag-only duels if you want to participate in them, and you can get some big rewards for beating the Sunday "tournaments" (beat 5 opponents in a row). Likewise the class tests, which I think happen randomly? Not sure, after the initial test portion (which btw is waaaaay more fun than the first game) has you tag duel. You can theoretically skip these too since I think if you "end day" before class time it'd skip the exam, but you're actually forced into the exam if you get to that point, and you won't know it's coming, so I guess it's semi-forced, but generally speaking, unless you want to, tag duels only make up a tiny part of the game. Which is pretty good, because the starting line up of possible partners is still only the major characters, so your deck options if hoping to synergise is very low. You can edit your partners deck once you reach event 4, but they have key cards you can't remove, so the best you can really do is make theirs a hybrid deck that works with yours, if you don't wanna use their deck-type.

Partner AI in this game is soooo bad though holy shit. I have seen my partners ram a 3000 attack monster into an opponents "your opponent will take any battle damage from this card" card and lose us the duel. While I could kind of understand if they just didn't know how to use cards they don't originally use, my partner (Tyranno Hassleberry) straight up made the dumbest fucking decisions from his unedited deck. I saw him tribute a 3000 attack dinosaur to activate "big evolution pill" (a card which lets you tribute a dinosaur so you can summon any level dino without tributing for 3 turns) and then summon a level 4? I swear to christ the partner AI is a straight up handicap in this game, and I don't notice it being nearly this bad on the opponents. If the AI knew how to duel even somewhat competently, I might have given this game 4 stars.

Anyway there's some QoL improvements that were good - Unlocking packs is now more flexible, with multiple ways to unlock certain ones. There's also more ways of gaining cards in general, AND BP is rewarded in much higher amounts.

There's also a few things from the original I didn't like which still exist. Animations still can't be customised, so if you wanna watch something like only life point and summon cutscenes, you're out of luck unless you also want "My turn!" and card drawing cutscenes every turn. One big bonus though is that boss monster animations CAN be activated by you now! Too bad there's no way to have them on without duelists animations.

The card converter still kind of sucks and requires a guide to make any use out of. It realllllly needed a way to like "Insert X amount of spare card copies at once" button instead of having to add them one by one.

Overall it's a fun game though. Less grindy than the original, and though the story was nothing amazing, having it be different for each character encourages replay value a lot more.

Oh and every motherfucker in this game uses Snatch Steal, which got annoying very fast.


this is a competent duel simulator for the time and i liked being about to play alongside johan but it was very aimless and somehow felt more grindy than spirit caller. what saddened me most about the few hours i played of this game was that i found out there isn't really a 'proper' way to play video game versions of yugioh gx's story besides spirit caller for season 1 and legacy of the duelist for a shitty visual novel version with anachronistic cards

lmao why am i the first review for this game
i like it more than tag force 1 but it's still kinda tedious and the unlock requirements for additional story mode partners are so tedious and bad and you just kinda cheese it zzzzzzzzzzzz

if you like gx there's enough fanservice for you to like it though

new cards a better progression system its a slightly better game than its prequel

this game felt slow to me idk why…. maybe because 1 was super break neck? lmao

If you are literally going to die if you do not play a unique story mode in which you partner with the one and only Tyranno Hassleberry, then this game will be your antidote.

Tag force 3 is better.

Demise King of Armaggedon sola o game inteiro.

The tag team battles are cool at first but it doesn't take long before your deck becomes better than your partner's and the partner ends up being a handicap. No matter how good you make your deck, your partner will end up throwing games at no fault of your own. It's almost like having 40 random jank cards shuffled in your deck before a game, which takes the point away of it being a TCG.

At times you get to play this really neat dungeon side game where all the opponents start with low health points, but no matter how far you get in it, it never seems to go anywhere and possibly doesn't even have a goal. It's just to see how long you can last.

I appreciate that the game has you choose your tag partner up front. But you have to start the entire game over if you change your mind and decide to go with someone else. x_x

Added a star because I played the game for like crazy hours before hitting the inevitable wall where it starts to seem like it doesn't really go anywhere, + getting tired of the gameplay loop of buying packs, spending minutes reading hundreds of useless/fringe cards and combo pieces I can't use, winning/losing more tag battles due entirely to luck and having each in-game week feel like a repeat of the last. The game served its purpose. Have not touched a Tag Force game since or any other Yugioh game for that matter.