Rogue Galaxy review

Think PS2 RPGs are dead? This immensely addictive space opera will change your mind

Why you can trust GamesRadar+ Our expert reviewers spend hours testing and comparing products and services so you can choose the best for you. Find out more about how we test.

First, there's the exploration. Rogue Galaxy 's environments are huge, both in scale and in overall distance. We're talking cavernous starship factories, sprawling futuristic cities and mazelike jungles, all rendered beautifully and seamlessly. With all that space to move around in, it's a godsend that every conveniently located save point is also a warp point - step into one, and it can instantly take you to any other save point you've visited on that planet, whether it's in a dungeon, a town or even on your ship. Suddenly, backtracking isn't such a drag anymore.

Rogue Galaxy's real-time battles are a lot of fun, which is great, because you'll spend most of the game fighting through them. Not even towns are safe havens from monsters, who jump you at random no matter where you are. The fights themselves play out a lot like the battles in Kingdom Hearts - real-time and button-mashy, with a couple of computer-controlled sidekicks that you can order around. They seem pretty simple at first - just hop around and bust out repetitive sword combos, or stand back and unload your blaster while your allies do their thing - but like the rest of the game, a simple appearance hides layers of complexity.

More info

GenreRole Playing
DescriptionA beautiful, addictive romp disguised as a mind-blowingly lengthy space-pirate action RPG.
Platform"PS2"
US censor rating"Teen"
UK censor rating"12+"
Release date1 January 1970 (US), 1 January 1970 (UK)
Less
After graduating from college in 2000 with a BA in journalism, I worked for five years as a copy editor, page designer and videogame-review columnist at a couple of mid-sized newspapers you've never heard of. My column eventually got me a freelancing gig with GMR magazine, which folded a few months later. I was hired on full-time by GamesRadar in late 2005, and have since been paid actual money to write silly articles about lovable blobs.