Monday, November 14, 2011

Infinite Undiscovery Review

Infinite Undiscovery
Average Reviews:

(More customer reviews)
Having loved many of Square-Enix's RPG games I was extremely excited to hear that this title was coming to the XBox 360 system. I preordered it, ignored review sites giving it mediocre reviews, and sat down for a good while to play it. Now I'll try to give a fair view of the game.
Story 3/5:
The idea behind the story of the game, in general, is that the moon is being chained down by some organization and there is a group that exists to cut down these chains. Quickly you learn that you have a giant case of mistaken identity to which people think you're the hero who does the chain cutting. Add in some annoying whining from the main character and you have a pretty basic story. As the game develops it gets a little better but there is nothing ground breaking regarding it and it leaves me wondering if they could have taken the concept further to make a more enjoyable game.
Graphics 5/5:
The game is beautiful from what I've seen while playing. Although at times the bloom effect seems a bit overused the majority of the game has a unique realistic look and is exciting to play. It definitely stands out in a market saturated with a more cell shaded and somewhat cartoonish look for video games (the xbox 360 RPG market).
Vocals 2/5:
The most surprising aspect of the voice acting in the game is the fact some scenes have it and some don't. You'll hear the main character talking in one scene and then the minute you go through a door you just see the words on the screen. It's almost as if the game developers just decided midway through to only have speech during key scenes? That would make sense but a lot of the scenes with voice acting aren't key so I highly doubt that.
The voice acting, on top of that, when you do hear it, is complete rubbish. The characters sound pained to be talking and often they seem not to fit the situation. The emotion and vocal tone often do not fit the scene and at times they sound unbelievable.
Gameplay 1/5:
This is where the game does its worst. I'm going to break off each area of the gameplay I want to focus on into mini paragraphs so bare with me for a moment.
Fighting:
Fighting seems to take a MMORPG approach in the game. The world does not deviate between battles and walking in a sense. When approached by enemies (or vise versa) you use the trigger button to arm your weapon and you can partake in battle. You use your two attack keys to either do short attacks or powerful attacks. There is also a button to parry but I found it hard to execute. Besides this there is the ability to connect (link) with other characters so the main character can take control of them and use their skills.
Connecting Issues:
One quick note about connecting (mentioned last in last mini)... you often find you need to connect at key parts in the story. One character has the ability to shoot arrows and you'll find that at one point in the story unless you use this ability in a short period of time it's game over. This is annoying because you often have no idea that the ability is needed and have to go back all the way to your last save if you didn't think to use it. Another annoying connect period is where you have to use a character's charm ability (which you are unaware he has unless you connect and try it) to lure enemies somewhere. This is unexplained and is unlikely anything a normal user will ever guess without hours of annoyance.
Items:
Items can be crafted in the game by using certain crafting skills for particular allies with you. When in the world items are used in real time so the enemy can attack you at any given point while you're cycling through as well. Likely this will lead most users to either prioritize items at the top of their item list or hope that the NPC allies pick the right medicine at any given time to help out.
Flute:
At times you will also need to use your flute for various means. This is annoying in the sense that you often will have no clue for the need of the flute. In one area to progress you need to use your flute in the vicinity of a particular area but there is no reason for this what-so-ever in the context of the area. It's like they wanted to throw in more flute time but didn't want to go through the trouble of making it intuitive.
Searching Missions:
Throughout the game you'll have annoying mini story pieces you'll need to accomplish. One of such is where you need to pick up a quantity of items from the general area. There is no significance to the story but you will need to just search and search for about 5 - 10 minutes time to find all the items without any way to skip. I don't understand the point of this really and it seems like just another attempt to add in more user game time without actually adding to the game at all.
Party System:
One thing I like about the game play is the party system. Often you'll find you have situations where more than one party is needed. The computer will take the assigned party teams that you make alternative to your own and have them follow a set course (you don't set it) that will lead to the objective. So at times you'll find your party of 4 with 8 other teammates on the screen battling it out epically. It's pulled off pretty well besides the fact each of these situations is overly easy because of the nature of them.
Linear:
The game is massively linear in that while each area is relatively large and allows you to explore a bit there is nothing to do but kill the enemies in the area without any other game paths. So there is nothing really special about searching a whole zone because while you often will find other treasure chests everything else you can find right in the same general vicinity.
Maps:
Finally, the mapping system in the game is completely outrageous. Often there will be one tiny cave that will connect one massive zone to the next and unless you search every nook and cranny of the zone you'll never find it. I spent a good hour searching for the one that led to the first mission after leaving the first town until I gave up and searched the web for walk-throughs. Funny enough, in my search, I found tons of other posts across the web asking for the same information. The area to area is completely massive but without any markers to keep the user on track.
In general the game play is very unintuitive and you'll spend an infinite amount of time trying to discover what the heck is going on many times throughout the story. If you can put up with this annoyance (and don't mind searching frequently asked questions on the net for help) then you may like the game for other reasons but else you should avoid altogether. I like the game it's just the game play stands out and has often led me to drop it, walk away for a couple hours, and retry some annoying sequence many a time.

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Playable in real time, this game is not "turn based" and offers all the excitement of a real time game. Deep in a forest, in one of the Order's prisons, a young boy named Capell was being held captive. His captors called him the "Liberator," though he had no clue as to what they meant. On the third day of his imprisonment, he was rescued by a spirited young woman named Aya. She was a member of a small band of brave warriors who had gathered under the banner of Sigmund the Liberator to free the world from the iron grip of the Order.Upon meeting Sigmund, he was surprised to find a man who shared his very face and appearance. This meeting would change Capell's life forever and shake the foundation of the world itself.

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