No idea if anyone is going to see this. But here are some thoughts on WKC. Not going to edit to hard, just jot some stuff down. The game is odd and I don't know anyone personally that has played it. I thought about maybe a user review but there are plenty of good ones already.
I put this game down after completing the Bunker Load caverns dungeon over a year ago. Just now returned to it and actually finished the game. I do anticipate for the sequel, the story ends on a pretty good cliff hangar in my opinion. Some assholes need to get got! However it is really to bad that most of the story is very boring up until Act III (which I consider post Greed). Particularly I really enjoyed the twist with Eldore, Gravel, and Setti when your party finally makes its way to Sinca Village. Honestly though there is to little to enjoy; The voice acting throughout is mediocre, the lip syncing is terrible, and the story is pretty corny up until the end. Also the majority of the characters are just hard to watch in those cut-scenes, most especially the ones involving Kara and Caesar.
Before the story ramped up, the only thing that kept me going was seeing the fascinating geography and towns. The Free City of Greed cinematics were killer; A whole city on a giant monsters back? The Wind Walkers were also really unique. This whole world is full of really interesting fantasy set pieces and a strange mix of magic and technology. However the different races didn't really add up to much and the politics of the world were never explained. Why would people just let the Magi roam around with a viscous standing army? Despite whats good about the setting and lore there was some really dumb stuff, where the creative effort was just non-existant. I'm talking about the telepathic-hologram-shooting-owls. That just came off as lazy. Even if it was some sort of weird reference to Star Wars.
I found the crafting and battle system pretty satisfying. I think the worst part was having that point system with the blacksmiths to actually unlock recipes. Well that and the foraging mechanics should have only been one button. Mashing on X repeatedly at a glowing spot in the field for items was straight boring.
WKC also accomplishes an empty feeling when you are out roaming the battlefields. I kinda don't care for my RPG's to feel like a single player mmo. Sometimes it works out alright but with this game, every new field was littered with same types of mobs to fight. It's built that way to support the online portion of the game obviously, but I never really got into the GeoRama. Also how crazy was all that? All the DarkCloud lite mechanics with the social networking site. From the start it seemed pretty cool but none of it was very robust. For Level-5 to build all that stuff around players getting with a party to do side quests felt unnecessary.
WKC feels like a modern jrpg, and the world at least visually is something to behold. But yet it just gets dull, held back almost exclusively by its writing.
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