This One Image Has More Entertainment Value Than 90% Of The Gameplay In White Knight Chronicles
Since my pre-teen years, Japanese RPGs have been the preferred role playing game; when a choice was available. Fast-forward to present day, I'm in my late twenties and have less time, but more love for the genre that demands patience and thought when I find the extra time to spend. Imagine my disappointment when I took Level 5's White Knight Chronicles out of my PS3 for the last time. My two and a half week trek with White Knight ended with confusion, boredom and a question. How can a game with this much potential systematically fail in every aspect of what makes JRPGs fun? White Knight has some of the worst combat I've seen in current role-playing games. The story goes from goofy-to-pathetic within hours. All these flaws and rough edges have made White Knight Chronicles the first RPG, of any kind, that I have never finished.
So what happened to this  PS3 exclusive title? Could the inconsistent visuals and one-note  characters be a result of rushed and mismanaged development? Though White  Knight Chronicles has been cooking for years, looking at the release schedule, it would seem  Level 5 may have been pressured to squeeze the anticipated title out  after the U.S. holiday rush, but prior to Final Fantasy XIII's  arrival. Be that as it may, the game fails more than it succeeds.  Japanese games, in general, need these big titles to stand-out. I  struggle to find positives for a game that punishes the player at almost  every turn. The multi-player MMO mode is the game's ambitious  saving grace, but to accomplish quests and defeat the obnoxiously  high-level enemies you will have to grind your characters in the  uninspired and weird single-player.
White Knight Has Its Fair Share Of Cut Scenes, But Its Jarring How Cool Some Of Them Look. So...Yeah...That's Something.
There is still something  preventing me from deeming White Knight a throw-away. The game  starts off on a good foot -- assuming you can get past the fact that the  character you create at the game's start serves only as a silent,  creepy, stalker that has no impact on the main plot [however, your  avatar is used for the online quest mode]. The sound and music are  great, but you may notice your party recycle lines ad nauseum while in battle or whilst visiting towns. Sidenote:  I would suggest, when you are in character creation mode, give your  avatar a ridiculous 'gravel-y' voice, makes those static dungeon  crawling moments less snooze-worthy. Certain party members can transform  into giant knights, which is cool until you realize that combos and  some rudimentary combat skills are no longer available [example: any and  all spell casting]. Making matters more cumbersome, you have no control  over when you can transform back to your humanoid self. I can remember  several occasions when Leonard [the protagonist and White Knight  armor...wearer] would shrink down to human form in an area infested with  enemies. All these wonderful ideas only for the end result to be me  shouting expletives at my fancy-ass television. Did I mention that when  you transform into your uber-knight form you  occasionally break the camera?
The story and voice acting  is just as archaic as the combat system. The plot consists of Leonard  and his rag-tag bunch trying to save a princess [whom he's met twice]  only for her to always and consistently be "in another castle" which is a  device as old as Mario 3. The charm of White Knight comes  from the odd and frustrating decisions Level 5 committed to. Thick Brit  accent-having toad people, back tracking through deserts and dungeons  only to rinse and repeat may lead you to believe that this handicapped  title is epically long, but it isn't. This thirty-to-forty hour game  just feels tedious. The combat system gives you a set number of slots to  put skills and will always be a chore to navigate through because this  game is all about punishing you for playing it. There is no "quick  attack" making the simplest grind last longer than it should. When you  want to attack, you have to wait for a time-gauge to fill and in between  that time you have no control over what your party members are doing  other than setting a combat characteristic [All Out, Safety, Healer,  Auto]. The kicker for me was that you can freely run around in this vast  world even while in combat. It doesn't matter how far away you are, if  the enemy swings, you can be hit.
The "This Is What Westernization Looks Like" Award