
Online interaction: When playing online in groups of two to four, players can enter pre-set text messages, create their own text messages, or use voice chat to communicate with their human allies. Pity, since it could have played a major role. It feels tacked on, as though it has no bearing on the rest of the game. Last, online play could have been better integrated. And the dungeons, while usually easy on the eyes, can prove too big, making finding your way out an exercise in frustration. There’s rarely a feeling of risk mowing them down becomes monotonous. Though entertaining at first, the combat eventually grows repetitive, in large part because few of your enemies put up much of a fight. Unfortunately, it also gets a number of things wrong. And the concept behind online play is solid it takes the massively multiplayer online role-playing game notion that questing with several friends can be fun and makes it an option should players grow tired of going it alone. Plus, growing character abilities, learning new skills, and applying them in combat is a snap - much easier than in many other Japanese role-playing games. The environments are beautiful and lush, and the combat that takes place within them is intuitive and fun.

White Knight Chronicles gets a lot of things right.


