Once again we find ourselves facing the question, 'What is an online, offline RPG?'. However, before answering that question, you have to have the full background on exactly what
.Hack is. Games based off of TV shows aren't uncommon, however these games rarely tie in with the show outside of familiar characters.
.Hack is a completely different animal - combining the stories of both the show and the game (as well as its three follow-up 'Chapters' set to ship later this year) into one over-arching story.
Sometime in the near future, the Altimit Corporation (which in many ways resembles Microsoft) has its hands in everything technology. One of the more popular items in Altimit's product catalog is a MMORPG called 'The World'. Weighing in at a hefty 5 million plus users (or more, I can't remember the exact number), 'The World' is the game to play. You play the role of Kite - who is a newbie player. This is one of the first areas where .Hack// Infection fails to become what it could have been. I understand that most RPG's require a good, strong main character - however, this is something that is more for a more traditional RPG. .Hack// Infection is something completely different, and it should play as such. Since you are actually playing the role of the controller of Kite, rather than Kite himself (read it over a few times, it makes sense), I didn't see why players couldn't be allowed to choose which class they wanted to be. I never got the feeling that Kite's class was all that important to the story - unless it was to limit his armor and weapon choices, since Kite is royally screwed on both of these. Opening up a full selection of choices to players, like in a real MMORPG, would have given the game a great dynamic and would have given the story more of a personal touch. But, as I said before - I'm sure there's a logical explanation for this.
After entering 'The World', Kite learns the ropes from his friend, who also happens to be one of 'The World's most well-known players'. After a short adventure that explains all of the game's ins and outs, the duo is confronted by a mysterious figure chasing an equally mysterious girl. Before they can do anything, the figure hits his friend's character with a magic previously unseen in the game. This blast is powerful enough that it knocks Kite out of the game. The following day at school, (in the real world), Kite discovers that his friend is in a coma, caused by unknown reasons. This, tied in with the attack, immediately sends Kite to the game's message boards in search of an answer. However, no sooner does he type the message, but it's deleted. This sends Kite back into the game searching for answers. After running into another mysterious woman (.Hack// Infection clearly holds the record for most 'Mysterious Strangers in One Cast'), Kite discovers that he too possesses the same strange magic that was used on his friend - the ability to 'Data Drain'. And so starts Kite's adventure...
The premise behind .Hack// Infection is definitely something worth witnessing, however it's something that isn't completely realized. The story is definitely there, even though I wasn't able to follow it to conclusion due to certain issues which I'll explain later. However, due to the fact that you are locked into a certain character, and that much of the game boils down into little more than 'Get to the Bottom of the Dungeon' quests, the game leaves a lot to be desired. One of the problems is that the story is more of a skeletal outline instead of a full-fledged story. Character development is kept to a minimum, and most of their reasons for joining you are flimsy. Like most 'large cast' RPG's, most of the characters are there just for decoration, rather than being a working part of the story. The game's randomly generated levels are also a hindrance. Instead of traveling to fleshed out lands, the world you travel to is totally based on a generated set of keywords input into each town's Keygate. Each of the keyword's three components suggests a different 'makeup' for the world. One suggests the level's difficulty level and another suggests the levels 'Elemental Base'. As inventive as this system is - it gives the game a sterile feel that isn't well thought out.
Another interesting aspect that would have gone a long way into making the experience that much better would have been the inclusion of the typical MMORPG elements such as Player Killers or 'In-game Quests' given by The World.