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Sudeki

Developer: Climax
Publisher: Microsoft Games Studios
Genre: Role-Playing Game / Action
Players: 1
Similar To: Knights of the Old Republic
Rating: Mature
Published: 08 :26 : 04
Reviewed By: John Green

Overall: 6 = Fair

 

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The RPG genre has yet to claim its place in the Xbox owner's library. Not only does the system have only a couple solid roleplaying titles (BioWare's Knights of the Old Republic is one), but it lacks even the many average games that seem crop up all over the place on the Playstation and Playstation 2 - no longer. Sudeki is here to fill the run-of-the-mill RPG void on the big black box, and it does its job quickly and bearably.

The intro is a tastefully done shadow-puppet play (essentially 2D) that explains the history of Sudeki's world and how it was torn in two by warring gods. This sets you up for an equally epic gameplay experience which is, unfortunately, not to be. The graphics, however, are of a very high quality. Every leaf on every tree casts a shadow (albeit static), and if your characters stand under the trees, they are covered in this dappled light. Although the character designs may not agree with everyone, they are technically well done, with seemingly more-than-decent polygon counts. The landscape is at least as nice, but what really shines is the architecture. The world designers outdid themselves with the buildings. From a beautiful town organically built using the hills to a futuristic city with several levels, the man-made structures are eye-catching to say the least. The colors in one half of the world are vibrant and bright without being gaudy; in the other half, which was robbed of light by the first, colors are almost nonexistent with appropriately dark, gloomy shades of blue and green and a hefty serving of grey.

Like its graphics, Sudeki's sound is above par, for the most part. The second town in the game, New Brightwater, has a theme I could listen to all day - it's that relaxing. The music cooperates very well with the visuals, keeping the experience smooth. At least, that is, until one of the characters opens his mouth. There's no way around this: the voice acting is atrocious. I can think of two voices that didn't grate on my nerves in the entire game, and one of these is an NPC you only encounter once or twice for maybe a












 

couple of minutes. One of the worst voices makes up a quarter of your party: Elco. The poor guy sounds like he was a Russian who moved to America, mostly got rid of that accent and then decided he wanted to sound like Antonio Banderas. It doesn't help that his lines are some of the cheesiest in the game, with such gems as: "Let's throw some lead in the air, see what falls over!"

Sudeki is very linear in that you have to do things in the proper order, and the map opens up as you go. It's not just the world that makes you feel like you're being escorted through the game, but also how your characters develop. There are set points in the storyline where your characters get armor upgrades and new special attacks. These things just happen automatically and serve to enforce the feeling that you're just following a predetermined path.

On this predetermined path, you'll encounter enemies of various sizes and shapes, and this is where the game is at its best. The combat is excellently done. Once you've assembled your party of four, you have two mêlée fighters and two ranged attackers, one of which you control at any given time. There are two buttons to cycle through the characters, so the character you want is never more than two presses away. Mêlée characters fight using a combo system. There are two attack buttons that can be pressed in various orders and timings to create half a dozen or more different strings. You'll develop your own favorites within an hour, and two of them will most likely be the special combos A,A,X and X,X,A, to which you can append three extra Xs or As to get six hit combos. The hits in combo sequences typically do more damage than non-combo hits, and often the final hit of a string will be extra strong.

To assist you with your timing, there's a little meter in the bottom left corner of the screen. It has three slots, and when you hit X or A, the first slot is filled with the corresponding letter. After a brief pause, the next slot will light up, which is when you hit the next button. If you don't time your presses right, or you press buttons in an order that doesn't yield a combo, the meter dims and you have to start over. For those two special combos, you can just mash X or A once you've completed the three-hit starter to get in those extra blows. Finally, mêlée characters can defend, and there are very few attacks that are unblockable.

In battle, the ranged attackers are always controlled in first person, and while they don't play anything like a good FPS, they're easy enough to use, although you'll almost certainly prefer to be in charge of your mêlée attackers.

Each one of your party members also has Skill Strikes (read: magic) and Spirit Strikes (read: supermoves), and the usual gamut of RPG spells is present. One of Sudeki's gimmicks is its bullet-time driven menu system: when you bring up the Item/Spirit Strike/Skill Strike/etc. menu, everything moves very, very slowly rather than pausing the game outright. It doesn't really change the way you handle your menu-surfing, but it can be useful to go into slow-motion to give yourself time to see what your enemies are about to launch at whom.

Most battles in the game involve more than one character, and often your entire party will be participating. You've always got control of one person while the others are handled by the computer, which has a few different aggression settings. This setup isn't too complicated, but it's still serviceable.

All of these things lead to some great fights. The battle system is very well done, and about the only things that could be done to improve it would be to A) move the combo meter somewhere closer to the action (perhaps over your character's head) so that you don't have to take your eyes off the fighting to make sure you're timing button presses correctly and B) make the spells easier to aim. You eventually get the hang of the timings, though, so it's not too big of an issue, but aiming magic is often a frustrating ordeal. Enemies move slowly while you position and aim yourself at normal speed, but the way the orange aiming pie rotates around your character will sometimes cause you to miss your mark.

Battles aren't quite random - you can't actually see enemies coming, but you can tell easily where the fights are going to happen. Every time you get close to a clearing, make sure you're ready for combat. This makes backtracking a bit boring, because you already know when, where and what you're going to be up against.

There are puzzles in the game, sort of. Each character has a kind of special worldmap move, be it wall-climbing, box-moving, item-finding or rocket-flying. It is always painfully obvious what you need to do to proceed. Only one puzzle in the game really seems to be a challenge, and that's much more on account of the terrible fixed camera angle than any real difficulty.

One other thing that irked me was that you really get nothing for beating the game: no ending movie, no showing the effect your great victory should have on the world. All you're left with is just another thirty-second shadow-puppet style presentation with a cheesy overdramatic voiceover telling you to believe in yourself, which is then followed by rolling credits.

And before I forget, I did encounter a glitch that, luckily, only cost me half an hour of lost playtime. Elco, instead of falling into lava and restarting on solid ground, kept walking along in thin air. He eventually ran into an invisible wall and wouldn't respond to any controller input. He just walked and walked and walked (Screenshot).

Overall: 6/10
It can either be taken as a good thing or a bad thing that the game isn't long at all: it took me about twenty hours, factoring in all the times I died on the last boss and had to reload. Since it's not an enormous commitment, it may be worth looking into if you can't live without a new Xbox RPG until Molyneux's Fable or BioWare's Jade Empire hit the shelves. Either way, it's almost definitely a rental rather than a buy.

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