ALPHA PROTOCOL ISSUE ON SALE NOW!
GameInformer - The Final Word on Video and Computer Games
Subscribe |  Customer Service |  My Account   
USERNAME   
PASSWORD 
REMEMBER MY ID
Forgot your password? | Register
School of Game Development

 PLATFORM: XBOX
NOT A CLASSIC, NOT A DUD

udeki is one of those titles I suspect will be either loved or hated. Role-playing enthusiasts will likely balk at some of the tinkering developer Climax has done with the traditional RPG formula. Also, the expectations you begin this title with will affect your end opinion of it. For those Xbox fans anticipating that Sudeki will be the next great Microsoft epic, you might be a tad disappointed. However, if you’re like me and Sudeki had slipped a bit off your radar, you will be pleasantly surprised with this imperfect, yet ultimately compelling game.

One area in which Sudeki fails to deliver is storyline. I won’t bore you with all the details, but basically our foursome is united to defend the kingdom of Illumina from the dark forces of the Aklorians with the help of an ancient god named Tetsu. Most of the characters are cliches right from RPG central casting – Tal, the sensitive young warrior; Buki, the fierce tribal leader; Allish, the spoiled princess; and Elco, the nerdy scientist and gadget expert. Although I didn’t really find myself becoming too involved with the plot, there were some compelling elements, particularly Tal’s conflicts with his father and the political intrigue involving the Queen of Illumina.

As trite as the tale at hand can be, the battles and detailed character advancement system kept me hungry to continue the quest. One interesting thing Climax has done is shunning typical RPG design by making the combat for the "sorcerer" characters (Elco and Allish) function like a first-person shooter. When you switch to one of these characters in battle, you’ll either see your staff or gun (in Elco’s case) and get to blast away at your enemies through an onscreen reticle. The melee-oriented party members (Tal and Buki) pull off combos by hitting simple X and A button combos in time with a three-window combo meter at the bottom left of the screen. While some of the moves they can perform are pretty sweet, I felt that the game required me to watch the meter too closely, which often distracted me from the action at hand, leaving me open to attack.

As the game progresses, battles become less about these basic maneuvers and more about casting Skill Strikes (essentially Sudeki’s offensive and defensive spells) and the awesome Spirit Strikes. The in-game menu system (although clearly based on the work BioWare has done in this area) is very well done, allowing you to slow time to a crawl while you tinker with your items, Strikes, and even set AI stances for the characters you’re not controlling at the time. I like the fact that time is slowed, not stopped, as it lends Sudeki’s battles a more visceral, tense feel while at the same time giving you enough room to thoughtfully heal, buff, and manage your party.

Exploration and puzzle solving is another matter, as I found these elements to be fairly rudimentary and overly repetitive. The "brain-teasers" are usually obvious and always revolve around one character’s special ability. Tal can push and pull objects during the dreaded box puzzles, Buki can use her claws to climb to hidden areas, Elco has a jet-pack to fly between platforms, and Allish can spot hidden chests and doorways that are marked with green floating particles. In each case, what you need to do is fairly obvious, and as such, Sudeki never really gives you the thrill of discovery or ingenuity that great game puzzles do.

For all its faults, something kept bringing me back to Sudeki, most importantly the cool and extensive ways you can keep upgrading your character – which is really the heart of any RPG experience.  



LISA MASON   7.5

Sometimes when I was playing Sudeki, I was really excited to upgrade my characters and look around at the truly beautiful areas. Other times, I wanted to gouge my eyes out with a grapefruit spoon while talking to NPCs and waiting through the game’s frequent loading screens. It’s this duality that will divide players of Microsoft’s action/RPG. The balance between the title’s genres is perfect and the art direction is excellent. Areas and settlements offer nice variety and the enemy design is great (both in regard to combat strategy and appearance). Despite these achievements, I found myself disinterested with the waves of similar enemies in each level, the staggeringly cliché-ridden plot and dialogue, and predictable main heroes. I wanted to advance my characters’ skills and attributes, but not enough to struggle through my boredom with the game’s story, people, and goals.

7.75
CONCEPT:
Melds traditional RPG elements with a more action-oriented gameplay formula
GRAPHICS:
A very nice package from top to bottom, you’ll see some astonishing vistas
SOUND:
The voiceovers can get a tad irritating, but the score is appropriate and well done
PLAYABILITY:
The melee combos take some getting used to, but the menu systems are nicely designed
ENTERTAINMENT:
It’s not the classic some hoped for, but it’s a solid entry in a genre that’s very lacking on Xbox
REPLAY:
Moderately High
Copyright 1991 - 2008 :: Game Informer Magazine