Infinite Undiscovery

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Release Date: September 2, 2008

Infinite Undiscovery Review

Proof that making up words doesn't actually create a better game.

Health tends to only become an issue when your other party members fall in battle, something that generally only happens during boss fights. Opening the menu system doesn't pause the game and you have to search for your health item, select it, then wait on an animation to be healed. This tends to mean death in most boss fights.

And yet, despite many poor design choices, I couldn't help but enjoy the majority of my fight to unchain the moon. That may be because the quest doesn't last long enough for the combat to become too frustrating. I do have to credit tri-Ace for creating the brilliant imagery of the moon wrapped in chains. It lends itself well to a fantasy-RPG story and certainly had me at hello. And while there are many aspects of Infinite Undiscovery that rely on RPG clichés, the magic system is not tied in any way to the four elements. None of this "fire, water, air, earth" stuff that most RPG developers use as a crutch. That certainly is a refreshing change.

An RPG is only partly about combat. There's also the adventure element to consider. The towns in Infinite Undiscovery range from small, single-street hamlets to semi-large cities. There's plenty to wander around in outside of combat and lots of NPCs to speak with, though few ever offer any worthwhile dialogue. In town, you can use your connect action to take one other party member with you. Have the right person in tow when you speak to a villager and you may get a different response or even an item. And some characters have abilities that will help you in your endeavor to fetch items for lazy townsfolk. Rico, for example, can speak with animals. So having him by your side lets you speak to the rats, cats, and dogs of each town -- all of whom lead far more interesting lives than their aimless owners.

Capell has no magic capabilities. To make up for this, he has a flute. Well, a magic flute. Playing different tunes do different things (and even cost MP). The most useful little number reveals hidden items. This is where the "undiscovery" happens. But the flute is greatly underutilized and most of the other songs will rarely (if ever) get used. The flute plays a bit of a role in your exploration of both towns and the vast deserts and forests you'll wander in search of the next battle. Sad news: There are a finite number of things to find in this game.

This is Sigmund. He looks like you, but acts like a man.

Square-Enix has a reputation of making great-looking games with phenomenal CG story elements. Don't expect that from Infinite Undiscovery. The traditional CG work is largely absent and the visuals, while certainly passable on Xbox 360, won't drop your jaw. The stars, at least visually, are the nice special effects that fly about from magic and special attacks. This makes for a pretty and almost blinding light show in most battles but also leads to many instances where the framerate slows to a crawl. And as more characters and enemies clash on screen, things tend to get worse. Fortunately, you can play through this, as the majority of slowdown occurs during the animations for moves you've just executed.

The music is a highlight, as there really isn't a bad piece that ever plays in the background. While the score won't be remembered among the greats in Square-Enix history, it's still very good. The voice acting offers only English dubbing, but the majority of characters are at least average in their delivery. There are only a few that truly stink. Oddly, there are some cut-scenes without any dubbing, and these can sometimes occur sandwiched between two dubbed pieces. I'd guess about 80% of the cut-scenes are dubbed, with the rest mysteriously (and seemingly randomly) lacking voices.

The Verdict

You probably shouldn't judge a game by its title, but in all honestly, Infinite Undiscovery tells you everything you need to know. It only half makes sense -- and only when you squint your brain. That is the design approach in a nutshell. Some of the choices tri-Ace made don't make a whole lot of sense, but you can certainly play through some of the gaffes. This isn't a game marred with horrendous bugs or unplayable combat. And it's not boring. It's just misguided. The story is intriguing enough that RPG fanatics should at least give this a rental. Considering it's on the short side for a Square-Enix RPG, you shouldn't have trouble beating it in a week.

IGN Ratings for Infinite Undiscovery (Xbox 360)
The story is engaging and, while it does rely on many standards, there are some unique elements that help it stand out. Mysterious lack of voice dialogue in 20% of cut-scenes boggles the mind.
There are moments when Infinite Undiscovery looks really good. In fact, you can really appreciate the detail when the framerate slows to a crawl. The character design is forgettable.
No Japanese voice option and average American voices will leave many unhappy. The score is one of the bright spots.
The real-time combat system is simple and enjoyable, but the Connect Attacks don't work well and there are far too many characters to manage for an RPG this short.
Lasting Appeal
For an RPG, this is a pretty brief experience. Doing everything may take you 35 hours, but the side quests are often so boring, it's a struggle to do it all.
(out of 10, not an average)
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Game Details

Published by: Square Enix
Developed by: tri-Ace
Genre: RPG
Release Date:
United States: September 2, 2008
UK: September 5, 2008
Australia: September 4, 2008
Japan: September 11, 2008
MSRP: 59.99 USD
T for Teen : Mild Blood, Mild Language, Suggestive Themes, Use of Alcohol, Violence
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