PS3 White Knight Chronicles (Level 5 RPG)

Verstehe nicht wie einer 90 und der andere 65 geben kann.

Bischen objektiiv sollte jeder schon sein. Auch wenns nicht nach dem eigenen Geschmack ist oder ganz besonders nach dem eigenen Geschmack, muss man sich überlegen wie es auf die meisten anderen Spieler wirken könnte.

Aber ich denke mehr als ein 80-82 % Game ist es einfach nicht und das ist imo eine Enttäuschung.

@dark edit: okay, dann ist es ja recht ordentlich geworden, weil online interessiert mich eh nicht.
 
die letzte 65 soll der onlinemodus sein,
und die vorherigen der offline-storymodus

Also Story Modus 90? und die anderen 2 Wertungen sind dann was? gibts keine gesamt Bewertung? btw was ist jetzt eigentlich so schrecklich am Online Modus? das hat sich mir bei der Famitsu Wertung bis Heute noch nicht rauskristlisiert.
 
Also Story Modus 90? und die anderen 2 Wertungen sind dann was? gibts keine gesamt Bewertung? btw was ist jetzt eigentlich so schrecklich am Online Modus? das hat sich mir bei der Famitsu Wertung bis Heute noch nicht rauskristlisiert.


der größte kritikpunkt soll der sein,
das es satzbausteine gibt und man nicht selber chatten kann,
zudem ist kein voice chat vorhanden -.-



für die richtigkeit der dengeki wertung kann ich nicht garantieren,
habs von nem japaner in nem japan-chat mitbekommen xD
 
der größte kritikpunkt soll der sein,
das es satzbausteine gibt und man nicht selber chatten kann,
zudem ist kein voice chat vorhanden -.-



für die richtigkeit der dengeki wertung kann ich nicht garantieren,
habs von nem japaner in nem japan-chat mitbekommen xD


naja um solche ONline Wertungen zu rechtfertigen muss es schon mehr Defizite geben, sollte die Dengeki Wertung stimmen dann muss der Online Part schon ein wenig mies sein wo doch genau der eigfentlich bei dem Spiel am meisten herausstechen sollte.
 
naja um solche ONline Wertungen zu rechtfertigen muss es schon mehr Defizite geben, sollte die Dengeki Wertung stimmen dann muss der Online Part schon ein wenig mies sein wo doch genau der eigfentlich bei dem Spiel am meisten herausstechen sollte.

seh ich nicht so,

online ist nette zugabe , offline wichtiger
 
seh ich nicht so,

online ist nette zugabe , offline wichtiger


Naja schoen und gut das Du es so siehst aber aus allen Berichten wird nunmal der Online Part am meisten Hervorgehoben und das Spiel legt nunmal sehr Grossen Wert auf diesen. Naja darueber lasst sich jetzt wohl ewig streiten WKC ist wie es scheint ein Durschnitts RPG und wird gekauft, hatte mir mehr erhofft wobei ich mich diesmal von CW hab doch zu sehr Hypen lassen, Next Round goes 2 DQ9 und FF13 :D
 
Die hätten den Multiplayermodus ganz weglassen sollen. Der zieht die Wertungen nur runter. Lieber garkein Multiplayer als ein schlechter.
 
hoffentlich spielt sich der singleplayer nicht auch wien MMO, dann könnt ichz die famitsu wertung verstehen.
Von dem, was ich gesehen habe und ich hbae ettliche Stunden gesehen ist es eine mischung aus Rogue Galxy und FF12 (KS)

Oh und der onlinemode wurde nie wirklich als herausragend hervorgehoben^^

edit: Eindrücke^^

As I said before, I'm finished the prologue now and sinking my teeth ever so slightly into the main game.

I'll briefly cover the story up until this point. *yawn*

Now that the story is taken care of, let's get on to a bit of the graphics. Every once in a while I notice a bit of slowdown in the fields and towns. Most of the time it feels like it was just my imagination, but when I look closely there is a little bit of pop in and slowdown when a lot of things are on the screen. I'm not a huge "visuals" guy in the first place; as long as the art style is clean and fits the game, everything else is a plus for me. WKC is still a very, very beautiful game - in the small village there is a great shot from a cemetary overlooking a huge field that caught my eye.

Another really fun thing that I don't think people notice is the animations of the characters fighting. I really don't think something like what we saw in the very first trailer was ever going to happen; that was far too cinematic and fluid. What we do have though is something that looks like that, only stripped down a bit. When your characters dodge, stumble, get hit, or knocked down, the animation is great. Sometimes it can be a bit frustrating when fighting Trolls and the like, but it is really a first for me to see that kind of motion reaction in an RPG.

For reference, I'm level 16, Leonard is 12 right now, and other party members are under them around 7 ish.

The combo system is getting deeper and deeper. I'm finding with certain combos, especially if you end on a kill, you can pretty much keep using those types of combos infintely to wipe through the enemies. Right now with my character, Setsuna John, he's taking his enormous nose and using a two hand broadsword combo that hits three times, is worth 2 AC and can repeatedly mash that combo over and over, since it does about 100+ damage and kills everything in sight except the "large" enemies.

Gaining more AC, I believe is highly dependant on the "combo master" skills - the more of them that you have, the higher your maximum AC is. Right now my character is up to 10 maximum AC, and Leonard is about 8 or so. Ending on magic is also a pretty good way to increase the damage of your combo; using a fireball or any of the other 4MP magic, it becomes a cheap way to really push the damage of them through the roof for those larger monsters.

I've only really just dabbled my feet in the multiplayer aspect, playing a few times to get my guild rank up to the second level. Generally it is a fun experience; the first one is a fetch quest on the plains outside of the main city; you go get two items at different parts of the map then take them back to the person who gave you the quest, after which you fight a boss battle. Straightforward, and pretty much every party I was in no matter what level you were, you just ran straight ahead and grabbed the items, killing things only when you needed to just to get to the boss battle and get a nice S rank. You also gain points for enemies killed (5p for each) but I suppose the time you might lose attacking them isn't worth it unless all four of you are working together to attack different ones and call one shot all of them.

The chatting interface needs work. With a keyboard it would be fine and dandy, but the game screams for voice chat and it just doesn't have it there. Granted, a USB keyboard solves the problem amicably, and in these shorter sessions of 15-20 minutes a quest, connecting four people to a voice chat server for just a short amount of time might not be worth it in the long run, but it would be a nice feature to have. Regardless I've had some fun on the multiplayer.

Top Gear Top Tip - when you go in the cave that is normally sealed off, there are two places to dig. You can find an item that helps with armor strengthing there.

Another tip - Feel like making your character strong? When you do the quests for the guild by yourself, literally you are alone; it is just your created character. You can take this opportunity to really gain some levels quickly, as around 12-13 each enemy is worth between 80~120 xp, and you'll gain 2~4 levels depending on how much you fight. Also, there is no real penalty as far as I can see for quitting the quest without completing it, so you keep all of the items and the levels that you gained while in there.

Well, I'm exhausted from being up all night last night after dinner and now being up all day and night today playing this. So far the game is loads of fun. Tomorrow I'll try and open with a post on what I don't really like about the game, to keep things a bit fair and balanced.
 
Zuletzt bearbeitet:
Man kann selber Chatten. Im Stream hat man doch gesehen dass er fertige Sätze hatte aber auch selber was schreiben konnte.

Ich find den Online-Modus kewl. Sah im Stream auch ohne Voice-Chat spaßig aus. Wenn es da jetzt auch bei weitem mehr als die 6 Missionen gibt, dann bin zufrieden.
 
1up Eindrücke^^

As I sat down to write this preview, I reflected on the influence a major critical entity can have. In the case of White Knight Chronicles, my preconceived notions were strongly colored -- stained, really -- by a damning 29/40 review from Famitsu. The score seemed shockingly low, especially for a game coming from a major advertiser like Sony. Even the generally horrible Infinite Undiscovery did better (32/40), while the unfairly maligned The Last Remnant did much better (38/40). More alarmingly, Level-5's own disappointing Rogue Galaxy was considered the superior game (36/40). In short, I was expecting a disaster.

White Knight Chronicles is anything but. I don't get the feeling the game is a vibrant masterpiece -- not yet, anyway -- but it is certainly superior to Infinite Undiscovery, and corrects most of the problems with the deeply flawed Rogue Galaxy. Although WKC will turn out to be enjoyable comfort food for JRPG fans in whatever state it arrives on Western shores, a few simple tweaks here and there could improve it dramatically. I hope this preview will serve to highlight some of the niggling interface problems I encountered in WKC -- those little issues that all too often find their way creeping into otherwise highly polished Level-5 games.
Despite how Sony has promoted WKC since its announcement at Tokyo Game Show 2006, it is an MMORPG at heart. Indeed, online adventuring is ostensibly half the game: The giant robot fantasy you've been seeing images of for two years, or "Story Part," is but a one-player experience built on a foundation clearly erected to serve the "Live Part," a Final Fantasy XI-lite four-player online RPG. (I say "ostensibly," as it has been impossible to play WKC online since its release two days ago; more below.) To serve the Live Part, the game presents you with an incredibly elaborate character creation mode as soon as you complete the five-minute, 2GB install necessary to play the game. Level-5 president/evangelist Akihiro Hino has said he expects gamers to spend two hours crafting their avatar before the game even begins, and in my case that turned out to be accurate: After an evening spent coaxing nine pages of sliders ranging from ear curvature to nasal-labial trough ratio, I ended up with an unnervingly accurate 3D representation of myself -- faithful down to slightly asymmetrical eyes. When all is said and done, WKC may be best remembered for this feature; I'd be fully comfortable calling WKC's avatar editor the most advanced in gaming history. Indeed, it makes the character creation modes of titles like Oblivion and PlayStation Home look laughable in comparison.

Once you're satisfied with your in-game persona, the one-player Story Part begins (you aren't able to access any online functions until you've advanced a few hours into the campaign, which serves to act as a tutorial for the various game systems). Your avatar turns out to be a mute employee at the hero Leonard's liquor shop, where you are both tasked with retrieving a shipment of wine for the Princess Shizuna's coming of age festival. By nightfall, the low-born Leonard has finagled his way into the royal palace, an event which -- wouldn't you just know it -- happens to coincide with an enemy invasion led by a menacing Black Knight. Soon the Princess is kidnapped, and her father the King of Valandor killed...but not before Leonard makes a pact with a suit of ancient, sentient armor lying beneath the palace, granting him the ability to transform into a 30-foot-tall robo-knight. All this before the opening credits!

The story may not be remarkable (being penned as it is by Hino, who "wrote" the wildly incoherent Rogue Galaxy), but the experience it sets up is an enjoyable one. I mentioned that WKC was an MMORPG at heart; that might be too kind. WKC is Final Fantasy XI. The near-identical controls, battles, camera angles, on-screen log, emote commands, macro shortcuts, and design -- extending even to legal action-worthy analogues of FFXI's Hume, Elvaan, Tarutaru, Mithra and Galka races -- nearly convinced me I was living a cruel flashback. FFXI held my life in a death grip for half a decade, but to return to its familiar control schemes was strangely enjoyable. For those who never tried Square Enix's soul-stealing online RPG, its game engine was a brilliant one; you've already experienced a great deal of its influence in FFXII, but it is even more profound here.
That influence is first noticeable in WKC's vast, wide-open areas, which can take a good 15 minutes to traverse the length of. Cities are completely seamless -- opening the door to a shop or home simply lets you inside, with nary a screen transition to be seen. Environments have a true lived-in quality; there is a sense that the world continues beyond the boundaries your characters can move within, and that it would continue to function whether you inhabited it or not. WKC may not be a technical marvel, but its superb world design can make for the occasionally breathtaking moment, as you crest a rise to see glittering lakes far below, or stop to admire the intricate way a bridge loops back over an area you had been through hours before.

Control is also lifted from FFXI, with movement on the left stick and the targeting of enemies, NPCs, and objects accomplished with the digital d-pad. Targeting your own character brings up a list of commands. In battle, you can freely assign individual attacks, weapon skills, and magic commands to a palette of shortcuts -- a concept identical to FFXI's macros, though with somewhat less freedom. Enemies roam on the field, some aggressive, some not, and will link together on sight just as in...yeah, I don't even have to say it anymore.

Two areas in which WKC differs significantly from FFXI are its character growth and Combo systems. You have complete freedom to acquire whatever weapon skill, magic, or stat bonus you choose through the use of Skill Points obtained when you level up, and only through the learning of them are subsequent skills unlocked. It's like FFXII's License Board system, though with a less visual implementation. You can also create custom Combos by linking together several attacks via a sub-menu, which are unleashed in battle through a Quick Time Event-like button tapping scheme. Contrary to how they may sound, Combos may be the most enjoyable aspect of WKC's battle system, offering great freedom and accompanied by spectacular camerawork.

A mechanic which has no FFXI parallel at all is Leonard's ability to transform into the titular White Knight (complete with a hokey tokusatsu cry of "Henshin!") -- but only in wide-open areas, because the thing is freaking ginormous. As in fellow mecha-RPG Xenogears, the robot form is so powerful that it decimates regular enemies, but is virtually required to stand up to bosses. The cost for unleashing the Knight's power is almost negligible -- it will deplete Leonard's Action Chips (normally used for weapon skills) and MP, but both are refilled by simply walking on the field. Thus far, WKC has not been a challenging game, due in no small part to the transformation scheme.

As much as I'd like to tell you all about the Live Part, I can't. The WKC servers have been mercilessly hammered since launch, brought to their knees by "higher than expected traffic." Perhaps this should come as no surprise: Nearly every MMO from Japan experiences dreadful connection issues during launch week... a "tradition" that goes back to PSO. If I could connect, I'd be experiencing a four-player FFXI-in-miniature, with each person taking control of their personal avatar -- Leonard's co-worker and constant companion from the Story Part. After creating a lobby, you join instanced rooms for randomly generated quests that culminate in a boss battle. You avatar retains the levels, money, and items gained, and bring them back to Leonard's one-player Story Part. According to the manual, there are even social networking-style functions, like a personal home page on which you can link to friends, post in-game photos, and blog about your adventures. It all sounds fascinating, and I look forward to trying it...whenever Sony fixes its servers.

As I noted in my introduction, a DOA network isn't the only problem WKC suffers from. A few troubling, elementary interface issues that demand mentioning:

* There is no pause function. You're completely out of luck should you need to put the game down for a few minutes during one of the lengthy cut-scenes.
* There is no camera recentering function, which can occasionally cause awkward control issues.
* There is no auto-run.
For a game so clearly inspired by FFXI, this is an egregious omission. Auto-run was designed so that targeting could be accomplished simultaneously with movement -- something that is virtually impossible in WKC.
* There is no quick access to area maps. Although a minimap is always present, the vast areas require frequent calling up of maps buried in the Select button sub-menu.
* Most unfortunately, there is no voice chat -- a complaint voiced by Famitsu and confirmed by the game's manual. In this day and age, there is simply no excuse. I realize Japanese gamers are frequently nervous about speaking online -- during my FFXI days, half my LinkShell members used voice changing software -- but Westerners have no such qualms. Despite these issues, my two days with White Knight Chronicles illustrated that highly valid, age-old point: Don't believe everything you read. The game is no disaster, and all its issues could conceivably be addressed with a patch, or eliminated entirely from the forthcoming English version. It is immediately the best RPG on PlayStation 3, a platform that is desperate for a good one. Depending on how much the online mode has to offer, it may even have the potential to be great.
http://www.1up.com/do/previewPage?cId=3172072
 
Interessant, Darji :)

Ich will endlich die Denkegi-Wertung sehen :aargh:

Ps: habe darkdevils beitrag gelesen,aber er ist sich ja nicht sicher,ob es die wertung ist^^ in diesem sinne warte ich noch drauf ;)
 
Hier mal ne Liste der Stücke vom Soundtrack:

Soundtrack additional info

Pre-order bonus for White Knight Chronicles (Shirokishi Monogatari) in Japan.

Game origins:
White Knight Chronicles (1~5)
Jeanne D'Arc (6, 7)
Rogue Galaxy (8, 9)
Dark Chronicle (10, 11)
Dark Cloud (12, 13)

01. Compose, arrange: Noriyasu Agematsu / Lyrics: Akihiro Hino / Vocal, chorus: KAZCO
02. Compose, arrange: Takeshi Inoue, Yumiko Hashizume / Orchestra arrange: Hideo Inai
03. Compose, arrange: Takeshi Inoue, Yumiko Hashizume / Orchestra arrange: Hideo Inai
04. Compose, arrange: Takeshi Inoue / Orchestra arrange: Hideo Inai
05. Compose, arrange: Takeshi Inoue / Orchestra arrange: Hideo Inai
06. Compose, arrange: Takeshi Inoue
07. Compose, arrange: Takeshi Inoue
08. Compose, arrange: Tomohito Nishiura
09. Compose: Tomohito Nishiura / Arrange, lyrics, vocal: Barbara Kessler
10. Compose, arrange: Tomohito Nishiura
11. Compose: Tomohito Nishiura / Lyrics: Mike Reagan / Vocal: Chiyo Yano
12. Compose, arrange: Tomohito Nishiura
13. Compose, arrange: Tomohito Nishiura


Track-list


1. White Knight Chronicles ~Travelers~
2. White Hero
3. Ball Dance
4. Black Wings
5. Melody of Light
6. Main Theme
7. Tracks
8. Theme of Rogue Galaxy
9. DREAMING MY WAY HOME
10. Neverending Adventure
11. Time is changing
12. Dark Cloud Main Theme
13. Time of Destiny



Weiß einer wo ich mir die Lieder besorgen könnte? ^^


EDIT: OH GOTT ich bin grad voll unter schock! WKC ist bei amazon jp auf platz 26 gerutscht -.-
 
Leute!!!!!!! Kommt mal alle in das offizielle PS3-Forum und belebt dort den "White Knight Storys" Thread.

Da ist ja überhaupt nichts los... Gott verdammt!
 
hab folgendes gefunden

Obwohl in die Wertungen in der Famitsu eher Negativ ausfielen konnte sich das PS3 exklusive Rollenspiel, White Knight Chronicles, bereits 132.000 mal in Japan am ersten Verkaufstag an den Mann bringen lassen.

Eigentlich sollte dieses Spiel Japan exklusiv bleiben, doch durch diesen Verkaufserfolg könnten sich die Chancen auf einen Release außerhalb Japans vergrößern.

LINK
http://zoomgamer.net/ZG2/news,id3147,white_knight_chronicles_gute_verkaufszahlen.html
 
nur weil es keinen termin für eine US und EU version gibt ist es doch sehr weit hergeholt davon zu sprechen das das game eigendlich japan exklusiv bleiben sollte...

wer auf den schwachsinn gekommen ist gehört erschossen oder sollte zumindest die finger von berichten über spiele lassen!
 
nur weil es keinen termin für eine US und EU version gibt ist es doch sehr weit hergeholt davon zu sprechen das das game eigendlich japan exklusiv bleiben sollte...

wer auf den schwachsinn gekommen ist gehört erschossen oder sollte zumindest die finger von berichten über spiele lassen!
vorallem weil es schon oft nachrichten zur englischen syncro gegeben hat^^
 
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