Category Archives: RPGs

Grinding Down’s Chrono Cross week – Story

gd chrono cross story post copy

At the start of Chrono Cross, the story is quite thin and easy to follow. One day, Serge–place your vote on how to say his name!–slips into an alternate world where he drowned ten years before. From there, he’s determined to find the truth behind the incident. Along the way, he teams up with a spunky, wise-crackin’ thief called Kid searching for something called “the Frozen Flame.” Their goals will align quickly thereafter as they cross paths with a cat-man called Lynx who is up to no good, as cats are wont to do.

However, once you switch from controlling Serge to controlling Serge-stuck-in-Lynx, the plot becomes nigh incomprehensible. By the end, the whole thing has fallen apart, so evident that the game throws info-dump characters at you left and right in hopes that these will help shine some light on the mystery of your reasoning for saving the world. Unfortunately, they don’t–they only muddy the water more. That’s a big problem with time travel stories; eventually, trying to see everything in a straight line takes some explaining. I guess it all comes back to predestination, but I don’t really know. In truth, I sat here typing for ten to fifteen minutes, trying to summarize all of the plot in Chrono Cross, but ended up deleting everything because I can’t make any sense of it. Chronopolis, FATE, Project Kid–you win. All I know is how to slot Elements, fight bosses, gain upgrade stars, and recruit characters.

Also, still not exactly sure what went down with Harle. I mean, one minute, she’s a main player in my battle party of three, and the next she is some Dark Moon dragon I have to kill and then that’s all there is to her story. Boo on that.

And here I am now, telling y’all that Chrono Cross has quite possibly the worst ending ever. Now, understand that there are over ten endings to see in this game, but the majority of them are only watchable during New Game+. I’m talking about the two endings you can get on your first playthrough, both of which suck time-balls: the “fake” and “real” endings, as the community has come to call them. You can defeat the TimeDevourer in two different ways. The first is to just defeat him, which garners you the “fake” ending of credits and a song; the second involves casting Elements in a specific, color-coded pattern, and then using the Chrono Cross special Element to restore time. I only learned of this trick from the Interwebz, though the game gives you some vague clues about this technique, which is harder than it sounds as the boss, at any time, can cast a colored Element of its choice, disrupting the pattern. Do that right, and you free Schala from Lavos (I think?), and then get to sit back and read a bunch of obtuse, archaic white text on a black screen before reuniting with Leena as she finds Serge passed out on the beach, implying it might all have been a (radical) dream. Back to more throwaway text, a pretty song, and a video clip that maybe shows Kid looking for Serge, even in modern times. It felt pretty unspectacular, but that might also stem from my inability to follow the story coherently. For those curious enough, you can watch the whole thing here.

Main plot aside, there are some small additional stories to learn about. Namely, you can gain some heavy insight into S.S. Invincible‘s captain Fargo’s family, the Arni elder Radius has a secret past, and Marcy, a creepy kid that has somehow risen to the top of the Acacia Dragoons. Granted, these side stories are not actually very in-depth, but they help flesh out the characters slightly more than others. Like Janice, the bunny-based girl that just wants to collect monsters, because she’s in a videogame.

Kind of like with Chrono Trigger, I don’t think the story is the strongest part of Chrono Cross. It is there because something has to be there, and it offers the player the power to move between dimensions and see how people and places change, but the how and why is quite convoluted. If only the game had been as simple as finding some komodo dragon scales for a pretty girl’s necklace, as simple as stopping Lynx, the bad guy, from doing the bad thing, and going home to Arni, a peaceful fishing village, to spend the rest of your days listening to the ocean and baking in the warm sun. Instead, it went deep, too deep to surface, and lost me halfway down.

Welcome to Grinding Down’s Chrono Cross week

chrono cross gd week copy

A few weeks ago, I beat Chrono Cross for the very first time. This was truly a momentous occasion, as I’ve played the first several hours of that game countless times over the last thirteen years since its release, always getting to a specific plot point and then unfortunately losing interest. I would then forget everything plot-wise and gameplay-wise by the time I got back to it and just start over, hopeful that that run would be the one to see me to the end. Alas, it never was, but I made a plea to myself this year that I’d beat five specific videogames, and Chrono Cross was the prime target. Well, mission accomplished.

The truth: I love this game. I know many don’t and consider it a failure of a sequel, and I can agree there that this is no follow-up to Chrono Trigger, but as a separate entity I think it is beyond fantastic, boils and bumps included. Yeah, it has its weird quirks and healthy share of problems, but there’s also a lot of neat stuff happening thanks to being able to travel between parallel dimensions and customizing Element slots for battle and gathering a large cast of characters to fight by your side. Plus, the tunes are so dang good. In fact, I believe there’s enough here to talk about to devote a whole week of Grinding Down blog posts to it. Hope you’re ready. Hope I’m ready, too.

Anyways, here are the Chrono Cross topics I’ll be covering over the next handful of days:

  • Story, or the thing the writers desperately want to believe is a cohesive story
  • Characters, or the craziest accents ever and look who is severely underdeveloped (spoiler: every character)
  • Battle and Elements, or learning how to slot properly
  • Music, or sounds made by lofty angels using heavenly instruments infused with the glory that is good
  • Miscellaneous, or how money doesn’t matter, or forging for that matter, and how I’m terrified of New Game+

Yeah, think that should cover it. If not, I can always add an extra day, because in my world, I make weeks as long–or as short–as I want. So equip your best armor, slot in a bunch of GravityBlows, and bathe in the beauty that is Chrono Cross as we figure out what I love, like, and hate in one of Squaresoft’s defining RPGs from the PlayStation 1 era.

GAMES I REGRET PARTING WITH: Brave Fencer Musashi

games I regret brave fencer musashi

In Brave Fencer Musashi, you could purchase action figures from a local store. They came in actual plastic packaging, and you could either leave them in the packaging or take them out and “play” with them, which basically resulted in watching them animate some stilted way. There were special action figures earned for rescuing all 35 palace members, opening every chest, or beating the game at a certain level, but there really wasn’t a point to the action figures. Just things to collect, look at, and store in your collection, boxed or unboxed. Something I clearly should have done with my copy of this game–keep it. Also, if I remember correctly, my copy came with a playable demo of Final Fantasy VII.

The story in Brave Fencer Musashi follows a young, cocky swordsman named Musashi who is summmoned to a parallel world to defend Allucaneet Kingdom from the Thirstquencher Empire and rescue Princess Fillet. His journey is primarily focused on obtaining the Five Scrolls, which enhance the powers hidden within his sword Lumina, as well as interacting with people from Allucanet and a nearby village. It’s a light-hearted coming-of-age tale brimming with puns, most based around food, and so I loved it as a wee one and miss it dearly as an adult regretting all the games he traded in. I mean, really, name me two other videogames rocking this many food-based puns, and I’ll give you the world.

It’s an action RPG, with combat happening in real time. The in-game world also plays about in real time, too, with a day/night cycle in place, which affects the time when stores in the village are open for business. In combat, Musashi has the ability to steal the special attacks from enemies and use them as his own, which is a fun rabbit hole to go down in that I remember going around to every enemy I could find, just to see how he’d use their powers. Naturally, some are better than others. Without those special moves, you are just using simple combos with your sword and the occasional special sword after gaining some of the Five Scrolls. It’s not a terribly difficult game, though I do recall some of the boss fights frustrating to the point of controller-shaking.

For some reason, I remember the village the most. I was so used to stores in my RPGs just always being open, ready to sell me stuff and buy my junk. Not quite so simple in the Allucaneet Kingdom, as the stores are operated by men and women, and they all live lives. They sleep and go for walks and open shop at specific hours, which one will quickly need to learn to stay alive. Such as the Breadshop/Bakery, open from 7 am to 7 pm and closed on Thursday. Or that the Toy Shop is open from 12 pm to 8 pm and closed on Wednesdays. It really felt like, to me, a real, operating village instead of something static and the same every time you visited like in Wild ARMs or Suikoden. As a kid that only barely understood schedules from school, this aspect blew my mind.

Recently, at Tampa Bay Comic Con, a man was selling a bunch of old videogames, and I saw Brave Fencer Musashi on his table for about $40, sitting next to a high-priced copy of Suikoden II. I looked on with a smile, but only that–I couldn’t do the deed. Maybe one day it’ll come to PSN as a digital download, but $40 is probably a bit too steep for me. Until then, I guess. Oh, and don’t bother with Musashi: Samurai Legend; it’s not the follow-up you are looking for.

GAMES I REGRET PARTING WITH is a regular feature here at Grinding Down where I reminisce about videogames I either sold or traded in when I was young and dumb. To read up on other games I parted with, follow the tag.

Dragon Fantasy (Book 1) grinds just like the old days

Dragon Fantasy Book 1 impressions

The open honest truth is I never really played much of the old Dragon Quest games. Or even the early Final Fantasies, for that matter. Well, not until pretty recently. It does not–and did not–stem from genre disinterest, but rather wrong place and time; as a young gamer-boy living in the historic towne of Smithville, New Jersey, I was not bathing in countless games as I am now as an adult in this seemingly supersaturated industry. Please note that I’m not actually bathing at this very moment–I’m typing a blog post.

Anyways, this meant that when I got my single and sole cartridge for The Legend of Zelda: A Link to the Past, I played it for hours on end, over and over, and I missed out on Final Fantasy VI and Chrono Trigger and so on. There was only so much I could digest, and there are actually days where I yearn for being in that kind of protective, limiting bubble. But that doesn’t mean I’m completely knowledge-less about the JRPGs of yesteryear and can’t appreciate them for what they did then and there. I mean, c’mon. Have some faith. I write on a blog called Grinding Down for goodness sake.

Dragon Fantasy (Book 1) is a new JRPG designed by The Muteki Corporation in the style of those old RPGs for the NES, like Dragon Quest. It has simple graphics, random encounters, turn-based battles, and a straightforward plot involving a Dark Knight, castles, and a general evilness about. It’s split into three chapters and an intermission thingy, but so far, I’m still on chapter one, which focuses on Ogden,  a washed-up former hero getting back into the business of saving the world. Pretty typical stuff, but that’s the point here. Heck, you can even forgo slightly enhanced graphics and music for an 8-bit wash, which I checked out, but I actually prefer the former even if it doesn’t up the scales all that much.

I’m quite enjoying Dragon Fantasy (Book 1) so far, only a couple of hours into the first chapter. It’s got charm out the wazoo and some pretty amusing writing, coupled with a Wedge/Biggs reference from the word go. Heck, even grinding isn’t so bad, and yes, you’ll have to grind to progress, mostly because Ogden is alone for the battles in his chapter, needing to play both roles of fighter and healer. Basically, the pattern so far has been like this: grind a level or two, buy all the available weapons and armor, move on to the next town/cave area, and repeat. I do wish you could see how much XP you needed to earn for the next level increase, but alas, no. You can enhance the game’s movement speed up by like four or six times (I’m no mathematician) by pushing the Select button, which helps with the button-mashing grinding aspect, but is a bit too zippy when in a town or dungeon. However, I urge everyone to slow down when it comes to fighting a new monster type, as the writing for each monster is different and gleefully written, like in Dragon Quest IX and EarthBound. Not many puns so far, but I definitely chuckled at all of Mrs. Rock Monster’s descriptions.

Oh, and looks like Dragon Fantasy (Book 2) comes out…tomorrow! What timing. We’ll see how long it takes me to get through the first game though. These types of JRPG can go on for a bit, and no matter how endearing and fast-paced the battles are, one can only grind for so long before it begins to feel unrewarding, especially if there isn’t anything to spend that gold on after robbing every store clean for its goods.

2013 Game Review Haiku, #30 – Chrono Cross

2013 games beat chrono-cross-island

A boy must travel
Between worlds, fight the Darkness
What a vague ending

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

Getting lost in a digital Tokyo brimming with demons

Shin Megami Tensei IV Tokyo lost

If the Minotaur boss didn’t put you off on Shin Megami Tensei: IV, then getting to Tokyo for the first time surely will. I have to imagine it’s a stopping point for many. To be honest, I put the game down a couple weeks ago after first arriving in the largest metropolitan area in the world, unsure of where to go and with little desire to look up specific step-by-step directions. That’s not how I play. Unfortunately, the game does a very poor job of indicating where you are to go next while at the same time giving you dozens of doors to open and places to enter and explore and demons to fight to keep you busy for long enough that you don’t even realize you’re technically going nowhere.

Some soft story spoilers in this paragraph, folks. When you first arrive in Tokyo, you are hot pursuit of the Black Samurai, who everyone believes did some bad things back in the Kiccigiorgi Forest countryside. I am with everyone, though I bet there’s going to be a twist as to who the Black Samurai actually is. Previously, all overworld exploration was done via menu selection, such as Castle Entrance or Lake. You then explore the dungeons in a traditional third-person perspective. However, all of this changes with Tokyo, where you now explore using a zoomed-out overhead map; other sub-areas on the map, just like dungeons, are explored traditionally. On the overworld map, demons are represented as pixelated squares that still make a beeline for you when spotted, and you can interact with exclamation marks to enter buildings or other areas. Right away, you are given a lot more freedom to explore–and places to explore–than ever before, and that can be a bit daunting. Your first goal is the underground section below Ueno Station, which is your new hub for Tokyo, providing a shop, a bar, and lots of unclean people to chat up. From there, your next main quest is to find the military base, which I can’t seem to do by naturally stumbling across it.

So far, I’ve done a sidequest about killing a demon at Shinobazu Pond, as well as unlocked another fast travel terminal after another tough demon boss that can quickly wipe your entire team out in a single turn if you don’t pay attention to the Press Turn system. I’m mainly running around the Ueno District though, picking up respawning relics, selling them off for sweet, precious Macca, and leveling up my odd assortment demons. It’s progress, but a different kind. On occasion, I fuse, but that’s still a pretty scary process.

One neat thing I got to recently try out was the StreetPassing functionality for Shin Megami Tensei IV. Thanks to that new relay system that just went live and a few trips to Walmart, I’ve gotten a couple of StreetPasses from others playing this difficult JRPG. Anyways, you get a collectible card from other players and, if they choose, a free demon attack during a battle. I was able to call on three StreetPassers during the boss fight to free the fast travel terminal, and it helped a lot. Hope to pass more players this upcoming weekend at Tampa Bay Comic Con!

But I don’t know where to go next, Shin Megami Tensei IV. Wandering aimlessly is okay for a bit, but not forever. Please help.

2013 Game Review Haiku, #24 – Fable III

2013 games completed fable 3 boo

Fable II better
Just play Fable II, really
Bring back Fable II

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

Harle, wilt thou leave me thus?

chrono cross harle leaves the party

RPG party members–they come, and they go. Quite frequently, actually. That’s just how some tales twist, after all. Very recently, I lost Harle in Chrono Cross (sorry, uh…spoilers?), and the whole happening was quietly handled in such an undermining manner that I couldn’t believe she was no longer selectable as a part of my team, despite being there only minutes before a cutscene occurred. But I checked, and she was magically replaced in my merry band by Viper, and no one even asked me if that was okay. Grrr.

Now, to be more specific on Harle’s vanishing act, about three-fourths through the game, she asks FauxLynx a Serious™ question. I thought I picked the answer that would most please her, but she said I was lying, and the next scene is her crying on Fargo’s S.S. Zelbess, watching as the gang sets off to fight some dragon-god bosses. Starky tries to figure out what’s wrong, but Harle won’t give up the details…and then, that’s it. She’s no longer there, no longer in your party, no longer accessible. And I’m the only one that notices. I am holding out hope that she reappears down the line–don’t tell me!–maybe before the final battle, but I really liked having her in my party as a potent healer and damage-disher. She was all about zee moons.

Harle’s suddenly vanishing act reminded me a bit of when Gremio bites the flesh-eating spores bullet in Suikoden, as well as when Sephiroth decided to poke Aerith a bit too hard in Final Fantasy VII. It kind of comes out of nowhere, and suddenly you are short one constant face and voice. Worst of all…you don’t get any of your stuff back. Whatever items, armor, and elements you had equipped goes buys the farm along with its bearer. So long, multiple counts of HellBound, Gravitonne, RecoverAll. You will be missed. Not that I can’t afford to buy more, as money in Chrono Cross is and never will be an issue, but it hurts seeing your hard-earned stuff taken away.

I’m now in the home stretch, but it is a little daunting. Basically, you have to go fight six element-themed dragons to get them on your side or gain a thingy from them. If I have this right, you can fight them in just about any order you want. Think the White Dragon has to be last though. Regardless: the world(s) are your oyster(s). I took on the Water Dragon first, beating it relatively easily, but now I don’t know where I want to go next. This type of openness can be a real danger to me, as without any guidance I could just wander around on the overworld map for all eternity, basking in the game’s beautiful soundtrack. I also don’t know who I am going to replace Harle with, as Viper is just okay. Maybe Zappa or Zoah? I don’t know.

Time marches on, and I creep closer to finally completing Chrono Cross. Can’t let these dragons and their “come at me, bro, in any order” mentality deter me. I will save the world(s). I will. For Harle.

SMT IV’s Minotaur boss is one loud wake up call

SMT IV minotaur boss fight

After dying four times during the tutorial section of Shin Megami Tensei IV, I’ve succumb to the blurry darkness a bunch more since then. Probably too many times to keep counting, actually. For a few of those deaths, I revived myself by paying Charon a hefty sum of Macca; other instances saw me just reload to an old save, losing a bit of progress, but keeping me out of downward spiral of debt. I now have the option to use Play Coins to return to the land of the living, but asking for nine is a bit too steep for my shoes, especially when I need to conserve them for Animal Crossing: New Leaf and Find Mii II. So yeah, life as a Samurai is hard, which I should have expected from my earlier time with Devil Summoner Overclocked, but I didn’t realize just how fast and cruel the Press Turn system can be, despite how enjoyable it is when it operates in my favor.

It all becomes clear when you reach the Minotaur boss fight, a few levels deep in Naraku. He’s weak to ice spells like Bufu, and you can get quite a few hits in before it is his turn to attack, but once he does…well, he wipes out my team in a single sweep thanks to the Press Turn system and smirking. I’m not sure exactly if I’m doing anything wrong specifically or chuck it up to bad luck, but it’s been a roadblock for sure. I’d say I’ve taken him on maybe five or six times now, just reloading an old save instead of going into debt with Charon. Boo and grrr and I’ll get you yet, you disturbing piece of Dali-esque artwork.

Until I’m strong enough or lucky enough to beat the Minotaur, I’m grinding and doing side stuff. Like collecting gryphon tails. And downloading free items from the store. No, wait. I’m actually downloading the quests that will allow me to gain these items, but they still require work/items, like 10 or so Life Stones. Every now and then I pop into the Cathedral of Shadows to see what I can do with fusion, but that place is scary and I’m always worried that I’m going to waste a good demon unit to create a subpar one. Right now, I’m rocking…you know, I can’t remember their names specifically and don’t have my 3DS open to check. Hmm, one is the weird connected horses beast. The other looks like a boar. I’m sorry, I just don’t have space in my brain to remember what these crazy critters are called, not when that information is fighting against Game of Thrones theory details and all 108 Stars of Destiny. Also trying to save up all my App points so I can buy the “recover MP while walking” one, quickly followed by “recover HP while walking” right after it–those seem like must-haves.

I’ll be back soon, Minotaur, to try again. If you have any handy tips on how to knock him out fast, please share. I don’t want this to be a permanent roadblock.

Died four times during Shin Megami Tensei IV’s first hour

smt iv death at first boss

So, yesterday, I picked up Shin Megami Tensei IV. At first, I couldn’t find it on the shelf at my local GameStop, not realizing that SMT IV got the special Atlus love, seeing it packaged it with a nice art/strategy book and soundtrack CD, placing it in a larger-than-norm 3DS box. Regardless, I got my copy and was able to play around an hour or so last night before I passed out before I could even enjoy the absurdity that is the Feedback Booth on Antiques Roadshow. Anyways, Atlus’ new role-playing adventure is cool, but I died four times and am not even out of the training tutorial thingy yet. Looks like it’s gonna be Devil Summoner Overclocked all over again.

SMT IV begins with a booming voice telling you that your choices will not just affect yourself. Yeah, that’s obvious. We call that living. And then, suddenly, your first choice is upon you: name the protagonist. I deleted Flynn and typed in Pauly. What happens next is unclear, but has you running around a destroyed landscape speaking with some folks that say cryptic things. It’s probably a dream. When you speak to a young girl who asks you to revive her, you are transported elsewhere, to the Eastern Kingdom of Mikado. Your buddy Isshachar introduces himself and tells you a bit about the Gauntlet Rite, which allows people to become Samurai.

To cut to the chase, Pauly is successful in becoming a Samurai. Afterwards, he meets some other graduates: Walter, Jonathan, Navarre, and Isabeau. Under the stern guidance of a man ironically named Hope, we five must endure some training exercises in Naraku, the Hall of Flame. These are basically tutorial stuff, which help you learn the basics of moving around an environment, how your chit-chatty menu device Burroughs works, and various aspects of combat (press turn, recruiting, leveling up). I was able to get through the first few quests just fine, but the last one–well, I assume it is the last one–which involves finding a specific item for Hope has consequently kicked my butt four times in a row. That’s because there’s a boss guarding the item, and it’s able to wipe out Pauly and company in two turns. We’re either underpowered, it’s either overpowered, or the game is just ridiculously hard from the get-go.

Now, when you die in SMT IV, you are transported to the Underworld. The Nether Realm. The Deadlands. I dunno. It’s a place of lost souls, and a man named Charon there will offer to revive you to the point just before where you died…for a price. Basically, some of your Macca, maybe about 75%. If you don’t have enough, he’ll still revive you, but put your bill on a tab, which you’ll have to pay later. I think I saw a forum thread somewhere mentioning that you can eventually use Play Coins too. The second time I died I was taken elsewhere, since Charon was busy sucking souls or something, and offered the ability to now change the difficulty level. Two more deaths after that have just resulted in a large tab.

I’m really looking forward to more demon recruiting though, as that aspect seems completely zany and random and wonderful. That’s where the real quirk shows up so far, followed by Burroughs calling me, “Hot stuff.” Recruiting is a multiple choice guessing game, wherein you might gain a friend, make an enemy, or just cause a demon to run away. I’ve not had much luck, getting only a…you know, I don’t really know the names of these demons. One is two centaurs joined, another is a gooey zombie, and the other is some kind of creepy doll. Have not opened up the ability to fuse and stuff, but I’m sure that’ll be soon enough.

A rough start, but I’m not deterred. Tonight I will do some more grinding and running back to the barracks to rest up and heal for free before I try to take on the item-guarding boss again. Ideally, I’d like Pauly to be around level 6, as well as my team of demons. That said, I need to recruit a few more, especially one with some healing magic. Don’t know if those thrive in Naraku or not. We’ll see, SMT IV. Pray for my soul.