
When creating an RPG based console game, it’s very important to keep a good balance between the game play and accompanied narrative. If either is flawed, then the game itself will be unbalanced showing it’s imperfections from either a lack of game play or lack of narrative. In the case of Infinite Undiscovery it is the game play and design that is flawed, which otherwise could have produced a fantastic RPG.

From a narrative perspective, the developers and writers were on point with a compelling story and well defined characters. The game takes place in a world that is controlled by a Moon G-d, whom blesses all humans born under it with magic. These individuals born under the Moon have the ability to cast spells. The basis for the game is that the Moon G-d has been reversed by a group called the Order of Chain, who has shackled the Moon to the Earth, disrupting the normal flow of power from the Moon G-d. It is up to Sigmund the Liberator, a human with the ability to cut through chains, to restore order for the planet.

All the characters are given solid backgrounds, which you learn about through side-stories and interaction with each character. By the end of the game, you will end up playing with 15 - 20 characters, all of whom have their own story. Parts of the narrative are a little light in depth, but overall, the writers offer a compelling, solid story with a mediocre game world.
When it comes down to fighting enemies, all the battles are real-time and action oriented. There is no auto-attack, and you must target your enemies manually. While fighting in a party, you must use the D pad to send your AI party members into battle. This can be frustrating because some spell casts take longer then others, so you will continuously have to move around to gain hit points on your enemies. One great feature through battle is your ability to bind attacks using the A and B buttons. This greatly helps when your building up your combo-attacks against enemies, because it makes it much easier for you to land hit after hit. Another cool feature is the flute that your character (Capelle) plays to give orders to allies, and your AI characters. This helps when your trying to solve dungeon puzzles, and also gives you a better shot at combo attacks.

There are some downfalls though, and most of it deals with the camera angles zooming in. If your in a corner, it’s going to be tough to see the whole field of play, so try to stay out in open spaces, because the camera has a tendency to zoom in so close that you can’t even see your party members. Another downfall is that when your character dies, so does ALL your game play. While dead, you can’t access the menu, make orders, or do anything, you simply have to wait for an AI member to cast a resurrection spell, which can take some time.

Visually, there are some solid points of design, but overall, many of the dungeons and game world is repetitive and looks alike. The characters are well designed with very detailed armor, and have moments where they show some life-like facial expressions. The special attacks are well done and offer some explosive visual enjoyment, but this also leads to the occasional hick up because the graphics is so high.
Infinite Undiscovery has the base for a great adventure, but the points of the game that lack greatly flaw the overall experience. Living in a game world that at times seems to be empty, combined with a repetitive scenery, does not land the game in the higher rankings of console RPG games. Great narrative, but disappointing game play, so if your more into the story then pushing buttons, you just may enjoy this one.
6/10
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