IU is very close to being a great action RPG, but falls victim to terrible controls and a wonky camera.

User Rating: 6 | Infinite Undiscovery X360
We've all come to expect some great things from Square Enix and Tri-Ace -- their long line of RPGs have kept fans of the genre happy since the early 1990's. So I was very excited for the release of Infinite Undiscovery -- an action RPG by the Tri-Ace team.

It opens with a stunning movie sequence that rivals or beats just about any cinematic I've ever seen on a console. As the game opens with an in-game cutscene, the voice acting is great, character animations look good, and everything is nicely rendered and detailed in 3d. Your first battle comes, and you're welcomed with about 12 still tutorial screens introducing you to the combat system. It's complex -- this is no button-masher. If you're looking for an action adventure, this is NOT the game for you. You'll need to really get to learn the combat system in detail in order to effectively manage your character and get through the game. Your first battle is short, and easy, but fun. You're treated to more in-game cutscenes, some spoken, some with just text -- the game seems to intermingle them somewhat randomly, as though they didn't have the time or money to create English dialog for everything. No problem.

However, your first action sequence quickly points out the game's faults. You are attempting to flee a tower by climbing a seemingly endless flight of stairs with your female companion, all the while hitting wooden blockades that must be chopped, running into guards with swords and bows, and being chased by a monstrous ogre. Things then become frustratingly clumsy:
1) Camera -- The camera attempts to swing around to "help" you, and you can quickly try to refocus the camera on your target with the left bumper. Unfortunately, it often will swing down low behind an obstacle or an enemy -- now you can't see your character OR what you're trying to attack. This happens a lot.
2) Item use -- Although realistic, you are forced to navigate menus to use items such as health potions, and the action doesn't pause. So you'd better start trying to use that potion while you're above half-health, otherwise you'll be dead before you get it open. Again, this is where you need to know your controls -- if you time a block well, the enemy will pause, giving you time to fumble with the menus.

These two issues prevent what could've been a frenetic fun combat heavy action RPG. Virtually everything else about the game is wonderfully done -- characters, visuals, audio (music and voice), and the story. A simple option for a fixed elevated over-the-shoulder camera, and ability to use health potions quickly (one button...) would've worked wonders for the game.

I'm giving the game another chance, because this gorgeous and well-produced two-disc game deserves that chance. I just fear two basic design problems will prevent me from wanting to fight my own console and the enemy.