One dungeon is improved greatly with the addition of multiple parties -
sometimes the parties run into each other and they help out from higher floors.
Some puzzles require that your main party find items so that the secondary or
third party can help out. This adds a feeling of teamwork to the usual dungeon
crawling. The multiple party setup is only used at key points of the game
however.
Dungeons in Infinite Undiscovery are usually straightforward and some of the
earlier dungeons are very short. There are some areas that basically lead
straight to a major boss fight without any type of exploration. Later on in the
game, the dungeons grow bigger in size but they don't ever seem as big dungeons
in some other RPGs that I have seen. In a way, I actually enjoyed the smaller
dungeons since none of them ever felt tiring or repetitive, except for when the
game doesn't place save points appropriately. Every now and then the game will
not place a save point right before a boss. The world map is really huge and
there is no quick way to travel across it, so sometimes you'll be in for some
long hikes across its plains.
Boss fights are not always about hacking and slashing, sometimes you have to
stun a boss then attack another object in order to complete a boss fight. There
are also some bosses where you must hide behind structures or move away from
them in order to avoid a big attack. Most boss fights and enemy battles require
you to run away during a big attack then run back in as the enemy recovers to
get some hits in. It's almost always best to have a mage or a big supply of
items since characters tend to die quickly during big battles.
The entire game is full of cutscenes that take place in new areas or after
big events. Some of the cutscenes tend to drag while some of them have some
interesting character interaction. None of the characters in the game are very
deep but I found all of them enjoyable at one point or another. Character voices
are sometimes questionable but usually decent. Sometimes lines are delivered
well, but sometimes the characters will speak in a tone that made me cover my
ears from the attempted outburst of emotion that seemed inappropriate at the
moment. No matter the character, just about each of them delivered at least one
annoying line. Lip movement frequently doesn't match what is spoken. Sometimes
speech will come from a character when the character's mouth is not even open
and the dialogue usually doesn't match lip movement at all.
Some cutscenes use only readable in-game text and are not voiced. These
cutscenes look very out of place since they are acted out in the same manner as
cutscenes with spoken dialogue except for the fact that you have to read
everything that is said. If your system is online, online messages can easily
get in the way of this in-game text as well because of its placement at the
bottom middle portion of the screen, and since it is timed just like a normal
cutscene, you might just miss out on some of the story just because a friend of
yours got online while you were in the middle of cutscene. As the game
progresses, these text only cutscenes become fewer and fewer however. They are
often used to set up a tutorial or some other learning activity.
The in-game graphics look much like first generation Xbox 360 graphics. They
are nothing bad or nothing outstanding. The cutscene character models are the
same models that you see in-game. Effects such as lunar rain (light rain) and
snow provide some pleasant eye candy in later levels but much of the game looks
pretty standard. Loading is used sparingly, only when exiting and entering a
town or new area from the world map. Entire towns are completely free of loading
even when entering buildings.
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