![]() ![]() It's just a conveyor belt of patchwork game designs, crudely stitched together. There's a bit where you have to break down a castle gate using balsa wood catapults that fly to pieces after a couple of hits. There's an obscure puzzle that relies on a hitherto unmentioned and unexplained support ability, hidden in the folds of the opaque menu system. There's a horrible stealth section that finds you creeping around a forest in pitch darkness, trying to sneak up on enemies even though the extent of your stealth abilities is walking quite slowly. ![]() There's a mindless chase, marred by lousy environment design that means Capell is incapable of navigating even the slightest drop without trekking all the way around it. INFINITE UNDISCOVERY WORLD MAP SERIESThe game offers up precious little in the way of role-playing and instead forces you through a series of disjointed and horribly executed action segments, all of which seem purposefully designed to show off the game at its absolute worst. Make no mistake, the first hours of Infinite Undiscovery are a real chore to get through. Hideous child warrior Rico has the ability to engage in conversation with small animals. As luck would have it, despite all the early cut-scenes depicting Capell as a nervous kid who fears combat, during the actual gameplay he's an instantly proficient swordsman who has no problems leading all around him into deadly battles. Thinking she's freeing her brave leader, she's understandably miffed to discover she's saddled with a mewling flautist for a sidekick. Or is he?Ĭapell is sprung from his cell by Aya, a feisty Tifa-clone and one of Sigmund's warriors who makes the same mistake as the baddies. Chains? Yes, the bad guys have tethered the planet to the moon with giant chains in order to steal its lunar power, and Sigmund is the only man who can destroy these monstrous bonds. He's the exact double of Lord Sigmund, you see, leader of a band of rebels who are roaming the land breaking chains. He's a pretty young flute player, banged up in prison for having the wrong face. What we've ended up with is a game that wallows in the exact same narrative clichés as its peers, while its attempts to break out of the traditions of turn-based combat and linear progression are either non-existent or hopelessly fumbled. ![]() And, funnily enough, that's almost the perfect description of this deeply flawed effort from Star Ocean creator tri-Ace.Īccording to the pre-release hullabaloo, the idea was to create a revolutionary game that would shake up the staid world of JRPG with its bold ideas. Are they even trying to make sense, or do Japanese RPG developers just shove random English words together these days and hope for the best? Will next year see the release of a 60-hour epic called Melancholy Windsock Concerto? Decoding its semantic tangle, I can only surmise than an "infinite undiscovery" refers a long-winded and fruitless task that feels like it'll never end. ![]()
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