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While still comprised of an interlocking set of overworld and dungeon pieces, gone too are the frequent memory-bending hunts to re-locate previously seen locations, thanks to scenario-specific maps that let players instantly warp to and from landmark points as you move through the game's tightly-woven story.
This frees up all remaining attention for the combat and, unfortunately, it's here that the light shines through the seams. In every instance that Brotherhood practised careful restraint in order to retain its single, driving focus, Warrior's Code shifts and itches to show off all its new tricks.
Above: Ranged weapons aren't always a feasible option with an ever-advancing opponent
From a simple but respectable selection of one ranged and one melee attack and two magic attacks, Warrior's Code has bullied its way on to every remaining free button on PSP's face with charged attacks, six concurrent selections of magic attacks, showy attacks of opportunity, shape-shifting attacks, all of which - as welcome as customisation and the freedom for varying play styles might be - in the end only muddle the experience.
And, what's worse, is that they rarely prove more effective or necessary in single play than the repetitive one-note mash that defines the genre.
More info
Genre | Role Playing |
Description | The Warrior's Code improves significantly on the original Untold Legends, but there's still nothing "legendary" about it. |
Platform | "PSP" |
US censor rating | "Teen" |
UK censor rating | "" |
Release date | 1 January 1970 (US), 1 January 1970 (UK) |













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