White Knight Chronicles Review
Shining armour.
Version tested: PlayStation 3
Having spent far too much of my time ploughing through self-consciously epic Japanese games lately, I can't tell you how much of a relief it is to come across one that doesn't take itself too seriously. Despite being marketed as The Ultimate Next-Gen RPG in Japan, plastered all over billboards and convenience stores for months leading up to release, White Knight Chronicles turns out to be unexpectedly lighthearted. It's a game with birds that can inexplicably project holographs from their eyes, drunken midget furries lying around on farms, airships, princesses and ridiculous giant-robot transformation sequences, replete with awesomely wailing J-Rock guitars. Thank f*** for a game with a sense of humour in place of misplaced pomposity.
White Knight Chronicles does have rather a lot riding on it, though. It's been disappointment after disappointment with JRPGs lately in the face of ever-increasing strength from their Western competitors. It's an ambitious game, too, attempting to lure Japanese players online by forging a battle and gameplay system that works simultaneously as a single-player, story-based RPG and as an online co-operative one. And despite the numerous inevitable difficulties with such a far-reaching mission statement, Level-5 has done a fine job.
The game stars a band of lively characters headed up by Lenard - he of the henshin-a-go-go transformation capabilities - trying to save a princess from mysterious assailants in a climate of international unrest. The world is a mix of medieval swords-and-sorcery and occasional random futurism; the titular White Knight is supposedly an ancient warrior spirit, but he looks far more like a massive shiny white robot. Lenard can transform into him in battle at any time once you've saved up enough action points, but usually it's best to save it for the boss fights, which are nearly always preceded by (unintentionally?) hilarious action cut-scenes that culminate in at least one transformation sequence. Lenard's not the only one with that trick up his sleeve, see - enemies have a habit of unexpectedly transforming as well.

Sorry Lenard - turns out the princess is in another airship.
White Knight Chronicles' fighting is all in real-time - think Phantasy Star, or FFXII - and always leaves you free to do things like switch between characters mid-battle with a quick few button-presses or run away from enemies on the map. You cycle through attacks and spells on the fly with the d-pad and execute them with the circle button. It looks like an action-RPG, but the actual mechanics are based on numbers and dice-rolls; enemy attacks will still hit you if you're standing behind an obstacle, or halfway across the room.
The lynchpin of the system is combo attacks, which you create and name yourself from the vast selection of commands and actions that open up as you level up your characters. You can string together magic, close and long-range attacks and aerial moves into fantastically satisfying action-game-like chain commands, which then slot seamlessly into your move-selection menu. They're executed with timed button-presses in the field, contributing to the combat's hands-on, action-heavy feel. Hits are pleasingly weighty, especially with axes and longswords, and fights against more impressive enemies can look properly gorgeous, particularly when fighting on a beefed-up scale as the White Knight.

Well, you wouldn't want to jump into the game with incorrect eyebrow width, would you?
Levelling up earns each character skill points that are put towards unlocking new moves or capabilities in each of the weapon and magic disciplines. You can specialise and unlock the majority of the moves in a particular discipline quite early in the game, allowing you to start experimenting with combos as soon as possible, but spending time gleefully unlocking things in the skill menus and working them into your battle strategy is a great joy in White Knight Chronicles right up to the final hours - and beyond, when you take the game online.
The end result of these impressively flexible skill and combat systems is an easy-to-play and fun-to-watch RPG that feels much more customisable than any other in the genre, and allows you to enjoy it how you want. There's mercifully little pratting about in White Knight Chronicles - no grinding, no wandering, well-placed save-points and a mini-map that always highlights where you need to go next with a little star icon lest you get lost in a combo menu for a while and forget where to go. Because of the constant experimentation you'll be doing with combos and skills, combat doesn't get tired unless you get complacent and start falling back on the same old techniques instead of switching characters and tweaking your battle strategy.
It's a little too easy to fall into such a repetitive pattern. There's not much challenge in the single-player game and as a consequence it's possible to muddle through using fairly basic combos, without switching characters or paying attention to the hidden intricacies of the combat, like elemental attacks. It's only once you get stuck into the online multiplayer that getting intimately acquainted with skills and combos becomes essential to progress as well as entertaining.
The online portion of White Knight Chronicles exists entirely separately from the single-player, but items and experience are transferable. You create an online avatar at the beginning of the game, adjusting fifty-four different sliders to achieve just the right breast size and angle. Amusingly, your avatar is along for the ride in single-player too as an eternally mute accessory to the plotline, standing at the back during dramatic cut-scenes wearing whatever ridiculous cape you've dressed them in and a faintly inappropriate smile.

DO NOT MESS.
It's not an MMO, nor a co-operative version of the single-player; you sign up using GeoNet from any save-point, and from there you can access a huge number of multiplayer-specific missions to play with up to five friends. Quests take place in the same areas you've already been to in single-player, and you unlock more by buying them in guild halls or uncovering more of the map on your own. You access quests via your own personal lobby space, to which you can invite friends - jumping into games with strangers is virtually impossible thanks to a combination of confusing menus and a relative dearth of sociable players, but this might change come the Western release.
It clearly takes a lot of cues from Monster Hunter, which is hardly surprising considering that series' incomparable success as a social multiplayer game in Japan. Completing quests slowly increases your rank, and the vast majority of the quests themselves are amazingly boring. It's like Level-5 took all the grinding and metaphorical rat-punching that's so appreciably absent from the single-player and shoved it all into a near-endless sequence of practically identical online quests. Basically, they're little more than a way of harvesting the endless materia items necessary to craft powerful custom weapons and armour.

Don't feed trolls. Instead, hit them in the knee with hammers.
This, naturally, is quite a disappointment for anyone hoping for some interesting co-operative story-based play from White Knight Chronicles. The multiplayer is still a great way to show off and experiment with the game's combat system - that it works so well both online and offline is indeed an achievement for Level-5 to be proud of - but when White Knight Chronicles was first announced, I had visions of a co-operative story-based JRPG rather than a huge but repetitive selection of monster hunting and fetch missions. Monster Hunter has done that to death in the past, and done it better.
Disappointing multiplayer doesn't take away from how enjoyable the game is, though, or how well-thought-through and impressively integrated its gameplay systems are. Level 5 has taken its inspiration from a lot of sources for White Knight Chronicles, and the result is a fresh synthesis that is a definite jewel in the platform's crown. It's funny, innovative and satisfyingly complex without ever being overwhelming, a JRPG for the lighter of heart and more action-orientated player. Level-5 was aiming to breathe a little fresh air into this genre with White Knight Chronicles, and in that respect it is a complete success.
8 / 10
White Knight Chronicles is out now in Japan, with a European release date yet to be announced. A half-decent working knowledge of Japanese is necessary to enjoy it at this point.
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Comments (70) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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So pretty ok on both play style fronts, lets hope the online side of things gets some more work over time as opposed to getting dumped out there and thats it.
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And Anime.
And Manga too.
In fact, Japanese influenced pop culture is a stain on us all.
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I thought "oh man".
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it's 2009, consoles are high-powered machines (well, 2 out of the 3 we have atm) and there's really no excuse for not implementing a proper fighting system; at least this one is not completely turn-based, but the fact that everything is still based on the very much outdated "roll the dice" mechanic instead of player skill is epic fail.
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That's probably the most fundamental misunderstanding of RPGs and the term "outdated" that I've ever read.
Some players prefer to use a different kind of skill rather than twitch gaming skills (what, btw., gaming has initially all been about) in their games.
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Not saying this is an issue, but its present in just about all RPGs regardless of where they come from.
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Even Level 5 isn't that good, it seems...
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What I don't like about many Japanese RPGs is the silly random battles... you know... you're treking across an empty landscape and all of a sudden you find yourself fighting an enemy that wasn't there seconds ago because... da da... they were invisible, presumably. It might have worked 20 years ago when the technology was limited but it doesn't work now, it's archaic, it's annoying. That spoilt Lost Odyssey for me completely and is the reason why I enjoyed games like Grandia II (a personal favourite from my Dreamcast days), Blue Dragon and Eternal Sonata far more. I mean why wouldn't you be able to see the enemies? Maybe you're walking around with your eyes shut or something... :?
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Wrong on so many levels it's hard to work out where to begin.
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No wandering?? There goes my interest right out the window
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Lost Odyssey didn't have wandering much, still thought it was better than FFXII.
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might give eternal sonata a try then. that sounds quite good.
@DrDamn
Wrong on so many levels it's hard to work out where to begin.
care to elaborate? i was simply stating that in this console generation, the excuse "it's not technically doable" (which was the reason behind the turn based games of old) doesn't cut it anymore. cueing up buttons and then watch a custcene play out can never be a substitute for actual gameplay.
but if you want to argue that there's a valid reason for having a turn based system in place, enlighten me.
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That's exactly what I thought when i saw this
It is an interesting choice of review for Eurogamer as this game is the polar opposite of Demon's Souls (both being rpgs released for the same platform at about the same time notwithstanding), it is lighthearted, accessible and easy where DS is much more serious, demanding and challenging. I just hope it doesn't get bashed precisely because of that when it is finally reviewed here.
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You want Action RPG's which sound like the "evolution" in JRPG's what you want (and they've been swarming the PS2, where have you been?), wish people would stop painting a broad brush over all JRPG's
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It is a different style of combat mechanics and a simulation of your character's abilities not a measure of how fast you can mash buttons. Not everyone likes Ninja Gaiden way of doing things. Personally I like turn based games.
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Battles do not *have* to be fast-paced twitch affairs in every goddamn single game. There is room for alternatives you know.
Perhaps those clowns would like to suggest some improvements to the gameplay of Chess as its clearly an ancient game well past its sell-by date due to the turn-based nature of the contest?!
Oh, and random battles add a lot of tension when you're roaming a dungeon low on health!
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You've seem to have a core assumption that real time combat is a a natural progression from turn based combat. It's like saying oranges are a natural progression of apples. They are two different things. There never were technical reasons for not doing non-turn based combat. It's simply a choice or design decision. Many people prefect the tactical nature of turn based combat where the battle is decided based on your decisions and planning rather than how nibble you are with button presses.
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I see where you're coming from, but the chess comparison doesn't quite work. The guy who made up chess (brilliant as he must have been, I'm afraid I don't know who it was) intended it to be a turn based game, it wasn't a decision forced upon him by technical limitations.
@BlueDot
That's the one argument that holds. Naturally, if there's a large audience of games that prefer their games to be turn based, a developer should cater to that. But I still think that - given today's technology - having the choice between real time or turn based should be doable at the very least.
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this was a decent discussion before you came along and started the name-calling. the point of my post was not to personally offend anybody who likes turn based games, but that's about all i have to say to you.
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correct me if i'm wrong, but didn't Final Fantasy (the poster child for turn-based combat games) evolve into realtime? yes, nowadays turn-based is of course a design decision (as realtime is doable for everyone), but if the team that made the early Final Fantasy games had had the technological power that we have today, their design decisions might have been very different.
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If a developer made a game that gave the choice of both real time and turn based they would be creating two different gameplay styles which would be far too much effort. I much prefer turn based RPGs myself since I've never played a real time RPG that required any tactics other than mash the X button and throw out the odd healing item. FFX was probably the perfect run based system. You really had to think about how to win a battle unless you over levelled and ruined the game on yourself.
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You're right that it was intended that way to counter technical difficulty's, but games like that now are a deliberate choice. It's not like japnese don't know how to make action games, it's that a whole lot of people there and over here still love em. Just look at it like a Pokemon mechanic. I hit you with my lightning storm +10. It's the same mechanic, only digital. I actually hated FFXII for being more realtime because battles became a cluttered mess. And a semirealtime game like Eternal Sonata actual was more boring because of it.
It's actually relaxing for me to not have to play with fast reflexes and supercombo gameplay all the time. I do enjoy that, but there' something quite relaxing about turn based gameplay after a days work as well.
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the chess comparison is excellent. i like turn-based battles. and i cannot lie.
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All JRPG's are terrible. Terrible, I say.
And Anime.
And Manga too.
In fact, Japanese influenced pop culture is a stain on us all. "
Really? Wow, that is the most ignorant statement I've read in a while. Or your sarcasm is beyond us all.
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"i was simply stating that in this console generation, the excuse "it's not technically doable" (which was the reason behind the turn based games of old)"
The problem is that you start from an incorrect premise. People don't use turn based because of technical constraints, they use it because it is a valid gameplay that shifts focus from speed/reflexes/accuracy to tactical thought and planning. I understand that it's not what you like, but many people do. Personally, the more I grow old, the more I want everything to be turn based
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I think you'll find that poster child is heading back to turn based territory for FFXIII - based on the last vid.
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I am not saying that turn based action should be banned or that it is not a legit design decision for a modern game, but it's a bit unfair to call someone all kinds of names, just because he spends a few thoughts on this issue.
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PS - does the way the online modes work sound a bit like Resistance 2's to anyone else?
Also looking forward to Demon's Souls - it looks like being this year's Folklore (I hope).
Although I would still love a Dark Cloud 3, please?!
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but these RPGs have never been turn-based because of technical restrictions. pen & paper RPGs eventually led to the ultima RPGs, which begot dragon quest in japan, which begot final fantasy, and we all know the rest. there's no technical limitations at play here - they have typically been turn-based because, well, that's the kind of game they are.
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that brings the discussion full circle. yes, they've been turn based in pen and paper form before they went digital, but the same goes for e.g. Warhammer, which is not turn based in its videogame form.
edit: typo
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that's cos the warhammer games inherit very little from their boardgame counterparts in terms of gameplay, possibly because it's always sucked
pen & paper RPGs were basically ripe for converting, and were fairly popular to begin with, so relatively less has been lost in translation.
i'm playing persona 3 at the moment and the turn-based battles are more fun and involved than most other games on the market. it's not for everyone, but you have to appreciate that it works for a lot of us
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Personally, I dont hate random battles. It was such a big part of my most beloved JRPGs that I kind of miss it at times. There is better ways (and worse!) to create the system which makes you enter a battle, but random battles never make or break a game in my opinion.
Sorry, derailing this thread even more.
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Just beyond you I think
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oh, and about the whole real time/turn based thing. It just depends on the kind of Rpg its in I guess. I much prefer turn based in japanese rpgs myself...haven't played a really good next gen Jrpg yet though...
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Nope, I would wager that the IP is owned by Sony, much like their last three collaborations with Level-5 (Dark Cloud, Dark Chronicle and Rogue Galaxy).
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I can't waste 60-70 hours of my life on a japanese RPG with hours and hours of weird combat, lots of bizarre people and etc. JRPG's are too long for the story the tell. I've been playing games all my life and at this point I think I lost all my patience to get trough these games.
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I didn't know all that but I suspected it would be the case. Twas a fools hope..
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Still, to put in the same level as MGS4 is just so wrong...
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clearly the latter one. better tune that sarcasm antenae boy.
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Nowadays, the decision of turn-based and real-time is purely a stylistic preference. The thing is, the turn-based style of play is generally preferred in Japan which is where the Final Fantasy and Dragon Quest series hail from. Thus it makes sense for them to do what they want. Similarly, the systems in Western releases evolved into more real-time elements thus carving its own niche in the spectrum. If Japanese RPGs are moving towards or decide to move towards real-time elements than it is probably to capture a shooter-crazed demographic who are drunk on their Halos and CoDs. As for longtime fans, turn-based is still the way to go since the very existence creates a completely different gaming experience.
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Yes real-time action RPG is evolved from turn-based but they are two completely different styles and neither one can replace each other.
You are basically saying "Artists who still paint with brushes are dumb - CGI looks so much more visually stunning, with details up to every pixel."
" Why do publishers still print books? - ebooks are more interactive and fun."
Do you see what's wrong with your statement?
"Why "