March 2010

Level 5’s first offering of the current console generation is stuck between traditional eastern RPG and MMORPG. This, in and of itself, is not a bad thing. Final Fantasy XII was my favorite RPG of 2006, and it straddled the two genres quite a bit. So where does White Knight Chronicles go wrong? It is simultaneously aimed at casual RPG players and devoted MMO players, but neither group is going to be happy with the complete package. 

As White Knight Chronicles opens you’ll need to create your character. This is typical in MMOs and not uncommon in other RPGs. Oddly though, your created character is not the hero. He or she is the least important part of the single-player story and is not even present in the game’s cutscenes. Your created character makes sense in the White Knight Chronicles‘ online component, but that really only serves to divorce the single player from the multiplayer even further. It doesn’t make any sense for your summarily ignored character from the single player to suddenly be important enough to ignore the transformative abilities of the main characters in the online portion.

Regardless of whether the player-created character is the protagonist an RPG lives or dies by its battle system and story. White Knight Chronicles, sadly, features a story that leans on cliché from its tired “save the princess” opening leading straight into her predictable capture by the chief bad guy.

Even with a ho-hum story an RPG can be fun if the battle system is well thought-out. White Knight Chronicles stumbles here as well, though. Fights happen in real-time, and each party member has a charge time before another move can be executed. You can have three people on the field at any one time which is normal for the genre, but a bother nonetheless. If I have five people on the menu screen then why can’t I use them all at once? Balance the combat for five party members – just don’t make me bench two of them for no good reason. For a game with heavy MMO influences there sure aren’t very many people on my side at any given time. Combat balance is already a problem as normal encounters are terribly easy when you summon the titular white knight while boss fights are impossible without it.

Further, enemies don’t follow the same rules for combat as the player does. This is to be expected a little bit in order to ensure that the player is challenged, but that usually means that enemies have shorter charge times or access to abilities that you won’t see for several more levels. Enemies in White Knight Chronicles, though, just get to disregard the laws of nature. Their melee attacks land from across the room while yours are unavailable until you’re within the proper range, and their ranged attacks land even when you’re not technically in combat (at which time you can’t attack them).

White Knight Chronicles doesn’t really hit its stride until you take it online. Each player has a town to customize and call their own, and from the message board you can find a pick-up-group to take down monster, collect loot, and level up your created character. In the off chance you aren’t turned off by the single-player your experience and items transfer between the two so you have the opportunity to slant combat in your favor all the more by spending time playing online and then using your created character throughout the narrative.

At the end of the day, White Knight Chronicles doesn’t offer enough to warrant picking it up a year after Japan has already played it and a month before Final Fantasy XIII will be available. The narrative is predictable, the combat is unbalanced, and the story feels tacked on to what was supposed to be an online-only game. Unless you are really hurting for a Japanese RPG take a pass on White Knight Chronicles.

Plays Like: Final Fantasy XII without gambits

Pros: Online town customization, created character transfers between story and online

Cons: Unbalanced combat, cliché story

 

Chris Taylor, CEO of Gas-Powered Games, set out to create a big shiny new RTS with the original Supreme Commander, and most believe he succeeded.  With this week’s release of Supreme Commander 2, we took time to hear a few thoughts from Taylor about the sequel and why it’s time for you to start smashing robots to pieces again. 

Snackbar Games: What are the 3 biggest changes in Supreme Commander 2?

Chris Taylor: First, we introduced a brand new concept, the Tech Tree.  This takes the whole concept of strategy to the next level. Our map designs are unlike anything seen in an RTS game. Incredible vistas, and terrain that stretches out to the horizon with clouds that circle incredible mesas, are where these battles now take place.  Last, but certainly not least, our unit design.  Supreme Commander 2 is more asymmetrical than any of our previous games, which means you’ll have to carefully study each faction to learn the strength and weaknesses of each.

SB: Is SupCom 2 running on the same game engine as the original?

CT: We started with the original SupCom 1 engine and have made some huge changes.  First off, we completely rewrote the rendering engine, and with that have introduced all the latest and greatest in rendering techniques, including a global illumination model with point cloud lighting.  We completely replaced the UI system, and take up less space than ever on the screen.  And finally, one of the most important changes in the RTS genre to come along, have adopted a far more sophisticated pathfinding system, what we call Flow Fields.  Pathfind is on an exciting new path, and we are leading the charge!

SB: Tell us a bit about the new faction.

CT: The Illuminate are the Aeon, re-imagined.  We wanted to improve upon the old design to make it easy to identify the units from a functionality perspective.  From a story perspective, the faction still has its roots in the original Aeon Illuminate, but has grown to adopt a new culture and philosophy, and has chosen to keep some of the old name for political reasons.  The new faction has been designed to focus on teleportation and hover technology, and still has a “zealot-like” overture to it.

SB: What are your most favorite units in the game? Why do you love ’em?

CT: It does change, but lately, I’m loving the Noah Unit Cannon (or NUC) because it’s so insanely fun to use.  It’s not the most powerful, but it very fun to play with.  When I play Cybran, it’s the Cybranasaurus Rex, because it’s an intimidating and powerful unit, and it’s a very refreshing visual. 

SB: How long will 1v1 MP matches last, on average?

CT: It does depend on the map size, but on average maybe somewhere around 30 minutes, add 20 minutes for a larger map, subtract 10 for a smaller one.

SB: What does SupCom 2 offer the more hardcore competitive RTS players?

CT: It offers a game experience that is seemingly straight forward, but under the covers, it can be very deep… the kind of game that changes week to week, as you learn the subtleties of it.

SB: How is Gas Powered Games updating/upgrading the online component for multi-player matches with SupCom 2?

CT: We’re on multiple platforms so we are starting off with 1v1, and then as time goes on we’ll look to expand the options.  We do like feedback and want to make sure we’re expanding in the right areas.  You can send me your wishes to [email protected].

SB: What’s something that you didn’t feel worked as well in SupCom but that you were able to vastly improve in SupCom 2?

CT: I think we’ve achieved a better overall balance in the way the game plays.  For example, in SupCom 1, the game can start very slowly, but moves very quickly in SupCom 2.  We’ve got better factional diversity, and we’ve got great asymmetry… and we’ve tidied up the gameplay for a game that is easy to get into, but hard to master.  And this philosophy touched almost every part of the design.  It’s a brand new game, but veterans will still be able to jump right in.

SB: What are the primary differences between the 360 and PC versions of SupCom 2?

CT: Would you believe not very much at all!?  That’s right, we’ve been able to pack the 360 with every feature available on the PC.  The first major difference is the UI, as we’ve designed a custom UI from scratch for the 360, and it plays beautifully… you’ll be blown away.  Lastly, we support 8 player MP on the PC and 4 on the 360.

SB: As far as downloadable content goes, how does Gas Powered Games plan to support SupCom 2?

CT: We’ll support the game with tuning and balancing updates as often as they are required, but we aren’t yet ready to make any announcements regarding DLC quite yet!