Unchained Blades

Players: 1 Player Offline
Publisher: XSEED Games
Genres: RPG
Release Date: June 26, 2012
Developer: FuRyu
MSRP: $29.99
Platforms:
In this unique take on the dungeon crawler genre, follow Fang and his cohorts as they traverse through several unique dungeons on a quest to visit the goddess Clunea, in hopes that their journey will grant them a singular wish. Featuring thirteen different manga and anime artists, Unchained Blades brings unique characters to life in this RPG.

My review regarding Gungnir for the PSP was meant to be a swan-song review, one that would highlight the very best that Sony’s older portable can possibly give us in its final hours. While Gungnir is a fairly exceptional game despite the issues at hand, it is not the only game to be released for the PSP this month. The death march continues with a dungeon-crawling RPG from XSEED Games, Unchained Blades.

Unchained Blades, however, may have a tougher time actually penetrating any market for PSP owners. This is partly due to a 3DS version of the title that is coming out later in the Summer. However even with the promise of stereoscopic images, Unchained Blades is likely not worth the trouble on either handheld.

PROS Character customization is good, Decent music
CONS Assault on the senses with graphic design, Feature creep galore, Poor execution
WTF?! A lot of things… too many to list here….

The star of Unchained Blades is Fang, a powerful, arrogant dragon king of the dragon clan. Fang and his top lieutenants decide one day to visit the goddess Clunea, who grants a singular wish to those who pass a long gauntlet of trials to meet with her. Fang of course, as an arrogant rich boy, angers the goddess and is stripped of his powers, and must then work together with members of other fantasy creature tribes to go through the dungeons Clunea has set up in order to get revenge on her.

Right off the bat, the plot is very basic, and it is pretty clear the motivations of every character you meet. A golem prince who wants to basically be a kid again, a Medusa who wants to not be afraid of men, and a Phoenix princess that wants to become a dragon… yeah these are the kind of wishes the main characters want to shoot for. Of course not all are selfish like this, and not all of them stay this way either, since you can see the plot twists coming a mile away. Developer FuRyu does try to throw a curveball or two in the mix, but overall the story follows a typical pattern revolving around the importance of teamwork, friendship, selflessness, and so forth.

That does explain why you have no shirt on, Clunea…

Once course, this is not necessarily a bad thing, because typical storylines can be good depending on their delivery. In this case though, Unchained Blades fails at making the narrative worth your time. The characters are too extreme in personality to be taken seriously, becoming stock caricatures from a shonen anime. There is also no definition to this world either. Other than the lingering plot thread of young people trying to get a wish granted to them, every kingdom or character we see comes from a different clan of fantasy creature. So we have no real sense of how these clans operate, how they respect each other, and so forth, other than the nearly dozen main characters need to work together somehow to accomplish a singular goal.

Of course, there is a reason for the jumbled style of the game. Each main character was singularly created by a famous manga and anime artist in Japan. Fang, for example, was designed and illustrated by Pako, who did the artwork for Shining Force EXA. Clunea the goddess is drawn by Kazushi Hagiwara, creator of the manga Bastard!! All in all, the thirteen main characters are drawn by thirteen different artists, and while each character has a unique look about them, the contrasting styles makes the game an aesthetic mess of unnecessary excess.

Even gameplay suffers from heavy feature creep at times. It is a first person dungeon-crawler experience that many have pegged in the vein of the Wizardry series, but it actually shares more in common with the Shin Megami Tensei series. For starters, you can recruit monsters to fight for you by “unchaining” them, where you “unchain” the monsters through a timing minigame for them to join up with you. Each of the four characters can have four monsters a piece to fight with them, so up to 20 characters are technically fighting at time. However, the recruited monsters will usually just jump in front of the leader and take damage for them, or join in specific group attacks if they become extremely loyal. And of course, to get them loyal you need to employ the right emotion for them as they level up, making recruitment of monsters a babysitting job in the hopes they do something.

I should also note that recruiting monsters is also random, and is based on a charisma score that levels up separately from everything else. This charisma score is also governed based on how well you preform in battle; if you kill enemies in a short amount of time and take little you get a higher charisma score. If you get hit a lot or the battle takes too long, your score is much lower. So keeping track of how your charisma levels up is just as important as the standard level up, because it dictates the actions of your recruited monsters, and the chances of you “unchaining” monsters in the field.

Battles can be either one sided, or a long winded affair.

But this is just scratching the surface on the what feels like a dozen or so “features” you need to know to progress through the game. There are also group battles where the monster sprites comically throw themselves at each other, while you need to do a rhythm game (of all things) to give you bonus attack power to defeat the other group, as well as mash buttons for one on one attacks. Did I mention this is used as a plot device for some boss battles too, and it looks hilarious when it occurs? There is also a synthesizing system, where you can breakdown items found in the field by mining and harvesting to make new weapons, armor, and curatives for a price, of course. At the very least it’s well implemented, although it again serves little purpose to go through these huge dungeons to just mine for ore every time you see it.

Level progression is thankfully simpler, where you gain SP points after each level up, and must then customize your characters abilities by implementing the SP points onto giant wheels interlocked with each other. Reminiscent of the Sphere system in Final Fantasy X, you can gain extra speed, HP or strength, as well as special abilities and proficiency with one or two styles of weapons. It is actually the best part of the role-playing in Unchained Blades, finding good combinations to create a strong, capable character build with as you go through the various themed dungeons the game throws at you.

FuRyu did not spare expanse in getting talent to make the game, that is for sure. Along with the thirteen artists that worked on the principal cast designs, you have Toshio Akashi and Takashi Hino as director and writer, respectably. Akashi is famous for directing the Lunar series, while Hino has worked on Grandia in the past. We also get a special treat in the sound department with Nobuo Uematsu, who contributed the opening theme to the game, while his protégée Tsutomo Narita focused on most of the games music. I must admit the music was really good here, it did capture a sort of bubbly mood and made things bearable, unlike the voice-overs from stalwarts Troy Baker, Yuri Loventhal, and Wendee Lee, who I felt all phoned it in during their performances.

It is clear a lot of talent was put into Unchained Blades, but with so many cooks, the broth became spoiled. The art design is too diverse and jumbled. A lot of the artwork showcasing the dungeons from a distance look akin to a Greco-Roman style painting, with high detail and an ancient look to it. The monsters you face also feel different from the characters; their style is more uniform and adherent to the aforementioned Greco-Roman feel, even bosses have that slant to them. But the characters all stick out like sore thumbs, hyper-stylized and aesthetically different from each other, as if they were vying for attention every time they were on screen.

So when it’s all said and done, Unchained Blades is a poor man’s Shin Megami Tensei, lacking any subtlety or charm in its finished product. It feels like a kid screaming for attention that it will never receive, all about the style with no real substance to back it up, making Unchained Blades a disheveled mess of a title that suffers from nearly all aspects of its own design. Even with a promised game time of over 50 hours, this is one dungeon not worth going down, even for the hardest of the core.

A retail code was provided by the publisher for review purposes. It was played to completion in about 27 hours on PSP. A 3DS version will be available “this Summer.”

4/10
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Robert G.

All around gamer, teacher, historian and writer, making his home at Blistered Thumbs.

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  1. July 09, 2012 at 11:21pm
    In response to Article
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    I really wish all these PSP jrpgs were available on the PSN. I know it’s not practical, but it would be nice.

  2. July 08, 2012 at 01:53pm
    In response to Article
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    Rating: -1 (from 1 vote)

    not only is the score ridiculous its poorly written

  3. July 08, 2012 at 01:06pm
    In response to Article
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    This kind of confused me:

    “I must admit the music was really good here…”

    But in the PROS bar: “Decent music”.

    Isn’t that somewhat contradictory?

    • July 09, 2012 at 09:38pm
      In response to Semudara
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      Decent means two things, appropriate, and/or acceptable. Basically, I had no problems with the music in-game and it was fine in my book in terms of its quality.

  4. July 05, 2012 at 03:18am
    In response to Article
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    Is this a DLC game only? I actually wanted to get it mostly because the artworks by the guy behind the Shining series and i really like his stuff. HOwever i never purchae DLC only games

    • July 05, 2012 at 11:18am
      In response to Kenshindono
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      Sometimes, the only way a game can possibly be released in English is as a download-only title. If people don’t support these games, they’ll stop being brought over at all, which benefits no one.

      The way I see it is, a game is a game. If you can play it and have fun, then what difference does it make whether there’s a cartridge or UMD in your system? The game itself is what matters, and the game itself is no different (hell, it actually runs smoother since there’s no loading from a disc! And if your game ever gets damaged you can replace it for free — something you sure couldn’t get from a physical product!).

      …To answer your question, though, yes, it’s download-only. Both on PSP and, soon enough, on 3DS.

      • July 06, 2012 at 04:47pm
        In response to wyrdwad
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        Sorry but having to spend hours downloading something that’s even “okay” and store it on an extremely limited storage device makes a significant difference on my inclination to buy it.

        Even given the recommendation, I like supporting this stuff.. if it has a physical release. I immediately went to Amazon to get it not realizing it was PSN only. But, no disc, no sale. I’ve purchased one console game that was DL only and it was a huge mistake. I don’t even have it on my PS3 anymore cause mine only has a 60gig HD and that game was devouring about 25% of it so, assuming I wanted it to play it, my crappy internet would take about a day to download the whole thing and force me to delete the install data of a bunch of other stuff. That’s hours of time that I am delayed for.. what exactly?

        DLC games may be the future, but it is not a future for the better and I wont be supporting it on consoles.

        • July 08, 2012 at 12:39am
          In response to Sylveria
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          I usually don’t agree with most of your posts Sylveria, but I must say I wholeheartedly agree with you on the case of DL only titles. I will purchase them if I’m really looking forward to them or they look interesting enough, but I will always prefer and fully support disc-based sales over DL sales.

          With that said I would have preferred this game to be 20$, so I’ll probably (gasp) wait for a price drop.

        • July 08, 2012 at 05:32pm
          In response to Sylveria
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          This isn’t a console, though, it’s a handheld… and 512 MB memory sticks (which is all the space you’d need for this AND at least one other game) are dirt cheap. Buy one for $5, then buy the game and download it to that memory stick (to keep), and you have yourself a physical product for barely anything more than the game itself costs. And considering the average completion time for this game is well over 50 hours, $35 is still a steal.

          Hell, buy a 1 GB memory stick for $10, then download Unchained Blades and Corpse Party to it. $60 gets you two fantastic games on one physical cartridge, with plenty of space for save files.

  5. July 04, 2012 at 01:06am
    In response to Article
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    I hadn’t even heard of this game before now, but I feel you were a little to harsh on the game, not something for a person who is a moderate, casual, or newcomer to the genre, but something a hardcore could like.

    also I don’t think the art styles clash, though this analyzation isn’t worth much since I have only seen the screenshots you have shown.

  6. July 03, 2012 at 09:59pm
    In response to Article
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    A shame i dont have a PSP…cause for some reason your review makes me -want- to play it. That and prolly because i love first person dungeon crawls of the SMT/Wizardry/EO persuasion. Ah well..

  7. July 03, 2012 at 06:23pm
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    You know… I couldn’t disagree with this review more strongly (even before we got our hands on this game, I’d completely fallen in love with it)… but I have to give you props for actually *reviewing* it. Like, you touched upon every aspect of the game and clearly actually *know* the game, and argued your opinions very well.

    Where we part ways, I believe, is on a fundamental level. You think the art styles clash, whereas I think they complement one another beautifully. And you think the multitude of gameplay systems are a mess, whereas I constantly marveled throughout my time with this game at how well they all came together to form a cohesive, well-balanced and genuinely involving whole. This, to me, is the kind of game that you can lose hours to, but think they were just minutes. It’s addictive and fun in all the right ways, and is easily one of the best dungeon-crawlers I’ve ever played.

    I also quite enjoyed the story and characters, but recognize that they’re very “anime trope” overall. As an avid fan of anime from virtually every walk of life, though, I’ve come to appreciate this form of writing, and find it endlessly entertaining. Fang, in particular, is an outstanding character for me due to just how single-minded he is. He’s the quintessential dick, and in an odd way, it makes him fantastically endearing IMHO. ;)

    But, to each his own. Regardless of your review score and our vastly differing opinions, I salute you for actually taking the time to write a thoughtful and informed review. You’re a dying breed.

    • July 04, 2012 at 07:04am
      In response to wyrdwad
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      How is he a dying breed? He’s paid to write reviews, this is his job. While I agree with you on what you said about the game, you should choose your words carefully. It’s like your defending the game but trying to kiss the reviewers arse at the same time.

      He’d be a dying breed if he was the only one who reviewed niche games and he did it for free. But he’s not, he’s getting paid and doing something other people are also doing. If anything he’s just a guy trying to bring back the bacon at the end of the day. Like we all are, we all want the bacon. Even vegetarians, they want bacon too.

      • July 04, 2012 at 09:43am
        In response to Reikshiryo
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        Actually…I don’t get paid for this at all, since most review writing is volunteer work unless if you are a part of a larger website like IGN or Gamespot. The only thing I get is the game for free basically.

      • July 04, 2012 at 06:02pm
        In response to Reikshiryo
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        Erm… he’s a dying breed not because he’s writing reviews, but because he’s writing INFORMED, WELL-ARGUED reviews.

        A lot of reviewers these days (particularly the ones who DO get paid to write them!) do a pretty half-assed job, playing the minimum possible amount of a game that they have to in order to be able to say ANYTHING about it, and pretty much never deviating from their early prejudices about the title, developer or genre.

        I went into this review expecting the same, as I couldn’t even comprehend how an awesome dungeon-crawler like this could get such a low score… and while I’m still disappointed in the review score itself, I was pleasantly surprised by the quality of the review that Robert wrote. I may disagree with it… but at least he actually played the game to completion, knows all the gameplay systems and is able to back up his opinions well.

        Essentially, I was giving credit where credit is due.

  8. July 03, 2012 at 04:00pm
    In response to Article
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    Considering how much trouble it is for me to download a PSN game to my PSP, this news certainly saves me that and some money

  9. July 03, 2012 at 02:12pm
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    Ugh… this review. I had hoped you wouldn’t devolve into this kind of dribble. Shame really.

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Unchained Blades Review

Posted by [ 10 months, 3 weeks ]

It feels like a kid screaming for attention that it will never receive, all about the style with no real substance to back it up, making Unchained Blades a disheveled mess of a title that suffers from nearly all aspects of its own design.

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