White Knight Chronicles

Game review by
Chad Sapieha, Common Sense Media
White Knight Chronicles Game Poster Image
RPG features fantasy violence, some tedious play.

Parents say

age 12+
Based on 1 review

Kids say

age 10+
Based on 3 reviews

Did this review miss something on diversity?

Research shows a connection between kids' healthy self-esteem and positive, diverse representations in books, TV shows, and movies. Want to help us help them? Suggest a diversity update

A lot or a little?

The parents' guide to what's in this game.

Positive Messages

The game’s primary themes have to do with cooperation (via online play) and taking a stand against evil. Love -- such as a king’s love and compassion for his daughter -- plays a role as well. The game does makes violence out to be fun, but it is of the non-gratuitous fantasy variety and consequently more or less innocuous for the game’s intended age group.

Positive Role Models & Representations

Our protagonists are clearly heroes fighting for what they believe to be morally right. They use violence to achieve objectives, but usually only when necessary (some players may just roam the countryside looking to fight wild monsters so they can level up).

Ease of Play

Pretty standard controls, character building systems, and dialogue for a Japanese role-playing game. Rookies to the genre will experience a learning curve; veterans should take to it like fish to water.


Typical fantasy violence for a Japanese-style role-playing game. Characters use bladed weapons and magic to attack monsters and humanoid enemies. Their movements are aggressive -- think stabbing, slashing, and impaling -- but no blood or gore is ever shown.


Occasional references to love and romance can be found in dialogue, such as “Good communication is key to seeing eye-to-eye with your lover.”


Infrequent instances of mild profanity, including the words “hell,” “damn,” “bitch,” and “piss.”

Drinking, Drugs & Smoking

Our hero works in a winery, but never drinks. Mugs and barrels presumably containing ale are scattered around the environment.

What parents need to know

Parents need to know that White Knight Chronicles is a fairly standard Japanese role-playing game that it features fantasy violence. There is no blood or gore, but players can have their characters slash and aggressively jab monsters with bladed weapons. Parents should also note that there is mild profanity (“hell,” “damn,” “bitch”), reference to alcohol (our hero works in a winery, but doesn’t drink), and a few light allusions to sex and romance (via words like “lovers”). Be aware that this game supports online play with text and voice communication. Common Sense Media does not recommend online play for pre-teens.

User Reviews

  • Parents say
  • Kids say
Parent of a 12-year-old Written byksmit May 30, 2010

Iffy for tweens

Just wondering how the game got the "on" rating if it employs the word b-word in another other way than to describe a female dog. Recognising that b-... Continue reading
Teen, 13 years old Written byDo-You-Remember March 5, 2011

Not that violent, but multiplayer may be a concern

White Knight Chronicles is a decent RPG. The graphics are stunning, the combat makes you think, and the inappropriate content is to a minimum. Excellent game
Kid, 10 years old March 30, 2010

GET it lots of FUN

This game has some language that is pretty bad and violence is not very bad.The controls are spot on so it is very easy.The game is great.

What's it about?

If you’ve played many Japanese role-playing games before, you’ll likely recognize the plot of WHITE KNIGHT CHRONICLES right away. A sad princess who has gone silent for a decade after witnessing the death of her mother is kidnapped by malicious forces just as she is being formally introduced to the people of her kingdom. Players take control of a small band of heroes (including one completely customizable protagonist and another that can transform into a giant knight) that embarks on a mission to rescue her. The quest plays out as a series of smaller adventures that have you marching through complex dungeons, battling monsters, and slowly upgrading your heroes’ skills and gear. Outside the main quest, players can embark on bonus missions with their customized avatar, venturing alone or joining up with a handful of players online.

Is it any good?

White Knight Chronicles gets a lot of things right. The environments are beautiful and lush, and the combat that takes place within them is intuitive and fun. Plus, growing character abilities, learning new skills, and applying them in combat is a snap -- much easier than in many other Japanese role-playing games. And the concept behind online play is solid; it takes the massively multiplayer online role-playing game notion that questing with several friends can be fun and makes it an option should players grow tired of going it alone.

Unfortunately, it also gets a number of things wrong. Though entertaining at first, the combat eventually grows repetitive, in large part because few of your enemies put up much of a fight. There’s rarely a feeling of risk; mowing them down becomes monotonous. And the dungeons, while usually easy on the eyes, can prove too big, making finding your way out an exercise in frustration. Last, online play could have been better integrated. It feels tacked on, as though it has no bearing on the rest of the game. Pity, since it could have played a major role.

Online interaction: When playing online in groups of two to four, players can enter pre-set text messages, create their own text messages, or use voice chat to communicate with their human allies. This opens to the door to potentially unsuitable language and the sharing of personal information. Common Sense Media does not recommends online play for pre-teens.

Talk to your kids about ...

  • Families can talk about creating an avatar and having complete control over what he or she does in a virtual environment. Why do people enjoy doing this? Is it because they can make their avatar look however they like? Is it because it lets them do things that they wouldn’t in real life (such as fight or act more boldly in social situations)?

  • Families can also discuss the difference in online play in a game like this, where only a few players get together, versus what might be found in a game with many more players. For example, players with larger audiences and a greater sense of anonymity might be more prone to let loose strings of profanity or make inflammatory comments, but a smaller gathering could lead to more intimate discussions and potentially result in the sharing of personal information.

Game details

Our editors recommend

For kids who love make believe

Common Sense Media's unbiased ratings are created by expert reviewers and aren't influenced by the product's creators or by any of our funders, affiliates, or partners.

See how we rate

About these links

Common Sense Media, a nonprofit organization, earns a small affiliate fee from Amazon or iTunes when you use our links to make a purchase. Thank you for your support.

Read more

Our ratings are based on child development best practices. We display the minimum age for which content is developmentally appropriate. The star rating reflects overall quality and learning potential.

Learn how we rate