Category Archives: videogames

My serious complex with Shadow Complex

ocd shadow complex final achievement

We all have our neurotic moments, and one of mine took place over the weekend. See, I am still operating under the very same Xbox 360 that I pinched pennies for and bought way back in 2008/2009. That 360 came with an internal 20 GB hard drive, which, thanks to downloadable games and saves and countless patches, has been filling up over the passing years at a steady clip. It’s nearly full, and I’ve had to reformat an external hard drive I wasn’t using to be able to download some other stuff. That “Gaming With Gold” program has steadily provided me with a new free game every two weeks now, and some are big boys, ranging from 6 to 8 GBs. The point is this: there are several games in my collection that I am done with–or nearly done with or haven’t touched in years or don’t even remember or can confirm in my brain that they were a once and only once kind of experience–and to make space…well, it’s deleting time. See ya, Limbo, Bastion, and The Misadventures of P.B. Winterbottom; it’s been real.

And I was almost ready to remove Shadow Complex without blinking before I realized that I was just one Achievement away from having unlocked them all. According to the “Serious Complex” Achievement, all I had to do was level up to 50. Hmm. That sounds easy enough, and I wondered why I hadn’t, as, during Shadow Complex‘s time, I ate that game up. Pretty sure I completed it at least three times. After loading up my last save, I discovered I was sitting pretty at LV 45 and playing on Hardcore difficulty. That meant…well, only five more levels to go. Totally do-able. I could totally do that, I told myself rationally, and then I’d have all the Achievements and could erase the game from my 360 knowing fully that I experienced that game fully before it disappeared. Remember, I owned up to all this crazy at the start of this post: my neurosis.

It was not an easy climb to the top, surprisingly. But I guess it never really is. Shadow Complex‘s Hardcore difficulty means you lose a lot more health when shot by enemy soldiers and don’t gain back as much from health packs. I don’t have to worry about ammo as I have a lot of infinite perks already unlocked. It took me a while to get used to the controls again, as well as reacquaint myself with the sprawling, color-coded map. There was a lot of wandering to and fro, finding unneeded collectibles and some boss encounters and remembering how fun it is to run super fast from one side of the map to the other. I died a lot, and I gained a trivial amount of XP along the way. Like, pennies and nickels. That is, until I found an exploit, which helped me gain the final two levels in maybe 15 minutes or so.

At the top of the map, a little ways off from where you fight the final battle, you can gain a MAX BONUS for XP by punching seven or eight soldiers in a row and then exploding some kind of war-robot by launching a missile up its metallic butt. This nets you a really good size chunk of XP, and there’s a Save Room right near the area. So what I did was make my run, get the XP, save, reload my last save, and do the run again, save, reload, and so on and so on. It’s simple and boring and kind of has to be perfectly timed, but it worked and was a better XP guarantee than just plodding around, room to room, popping a soldier here and there and watching that XP turtle forward.

And then the Achievement popped, allowing me to add Shadow Complex to my list of green-starred names over there in sidebar county. I exhaled, checked a few things…and then deleted the game from my hard drive. It was fun going back for a bit to this modern Metroidvania, and the game still plays fantastically, but at this point, I’ve now seen nearly everything from the game. I beat it with 100% of the items and with 13% of the items. I beat it fast, I completed it slow, I unearthed everything. I played with the hook-shot and found ways around enemies, I kicked a lot of spiderbots, and I tried out all the golden weapons. This is just basically me justifying to myself that I did all that I could with the game, and that there was no reason to keep it on the system, when other games, like Clash of Heroes, needed the space.

I suspect this sort of OCD is going to come into play with a few more titles on my Xbox 360, such as Monkey Island 2: LeChuck’s Revenge and Torchlight, as they both only have one Achievement left to unlock, both attainable, but, just like with “Serious Complex,” might take some time. Some pre-planning. We’ll see when I turn neurotic next.

Los Santos, a virtual playground for Grand Theft Auto V’s motley crew

GTA-5-082313-8 early imps

Originally, I had no plans to get Grand Theft Auto V. I’ve not had a great track record with the franchise over the years, though I always enjoy the scope of the games, especially Vice City and Chinatown Wars. The mission structures and high level of difficulty have always worked against me, and thus I’ve never completed any GTA games. More or less, I play them for a bit, do what few missions I can, and then explore randomly, taking in the radio and sights and all the wee details that Rockstar throw in to make up one living, breathing city, the kind that can feel downright sentient in some spots.

But then, out of nowhere, I suddenly wanted to be in on all the GTA discussion spreading across the Interwebz, and so I went out and bought a copy for the PlayStation 3, which I think speaks oodles for how much I care about my Xbox 360 these days. You could also blame it on the mandatory 8 GB install one needed to perform to play the game on either system, and I have a ton of more free space on the PlayStation 3 than on my dwindling 360’s internal 20 GB, which is nearly full. Another bonus to getting the game on the PS3 is that I can fly some blimp, but I’ve not yet punched in the code to unlock it.

You could normally sum up a GTA game like so: the life of a criminal. Except in this case, it’s the lives of three criminals–Franklin, Michael, and Trevor. At the start of the game, you come to learn about Franklin and Michael a bit, eventually seeing how they become amiable with one another. Franklin has some gang history problems, and Michael is a retired bank-robber with a difficult family. They are difficult in that his wife, his daughter, and his son are all extremely shitty people. Michael also has a history with Trevor, a wild-eyed man that is the very definition of unstable. Eventually, through a series of crimes and plot twists, the three come together to…well, I still don’t actually know. Pull off more crimes? Bury the hatchet? Stick it to the Man? I guess I’ll find out in a few more missions, as I’m just before the second heist, which seems like a doozy, the sort that goes bad from the first breath. But we’ll see. I don’t expect Grand Theft Auto V‘s story to go anywhere astounding; I’m more interested if they resolve a lot of the sub-plots they keep hinting at (Michael’s troubles with his family, Franklin’s love not feeling the love, Trevor’s drug problems).

At only just over 25% completion, I actually think it is safe to say that Grand Theft Auto V might be the first GTA game I will ever complete. This is due to a better checkpoint system, as well as auto-aiming when firing weapons, which helps me immensely. The missions vary from chasing after someone in a vehicle, to sneaking through a building, to flying planes, to performing mundane tasks like towing cars and using a crane to lift cargo crates, and so on. Some missions are more fun than others. There’s also side missions, which venture into stranger territory, as well as random events. You can totally just not do anything specifically, too, and I’ve speak some good time just walking around, looking at graffiti and store signs and so on. Golf, tennis, barber shops, TV, movies, yoga, the Internet, strip clubs–there are a lot of non-mission distractions to spice up your mindless exploring. The heists are neat as a concept, but from the sound of it, there aren’t many in the game, which is a shame, as positioning everyone and setting up the perfect plan is surprisingly enjoyable.

At some point, I will also talk about Grand Theft Auto V and how it portrays women, but today is not the day.

And as for Grand Theft Auto Online, well…there really isn’t much to say. For two days now, I’ve tried connecting and getting online to play, but I kept hitting black screens of death or endless loading animations that eventually just give up and dump me back into the story mode. More frustrating than that is that I can’t even get the game to save the character I create for online play, so I’ve had to recreate her–yes, I said her–each time, and each time I just put less and less care into the matter. Pretty sure by the time I do get to create a character and have it save, I’ll just hit the “randomize” button and go with whatever first pops up. Truthfully, I doubt I’ll do much with the multiplayer stuff, but I am curious to see how it plays out; I can get into my own fun in the main game just fine, thank you very much.

UPDATE: I was able to get online last night, and it looks like the game saved the second character I created, which is a woman named Paula with fiery red hair and no reservation about tossing up the birds. I did the first mission, which was a car race against Lamar and no other players. I beat Lamar, got a bunch of experience for things like RP and JP, ranked up, and then found myself sitting on a loading screen that never went away. My only option after five or six minutes was to quit the game entirely and reload into story mode. I’ve not tried hopping back online since though.

Nintendo 3DS and the final two months of 2013

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The next two months are looking to be pretty fantastic for the Nintendo 3DS, with a lot of big name games coming out for the holiday season. However, there’s also a number of smaller, indie-esque titles that look just as interesting, so many that I felt the need to make this post to keep everything clear and tidy and all in one place, as well as a good reminder to myself to spend that cash money for digital entertainment when all of these things drop.

Now, I’m not covering every game coming out for the Nintendo 3DS over the following sixty days (a rough estimate), just the ones that I’m genuinely interested in. Sorry, Phoenix Wright: Ace Attorney – Dual Destinies. Let’s take a look then at those vying for my attention.

Pokémon X/Pokémon Y (October 12)

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Ever since Pokémon HeartGold, the unwritten rule in my life now is that I will buy every new Pokémon game that comes out, no hesitation. And then I’ll play it for a bit, get stuck at a certain gym, and put it down for some time until I get that itch to go back. The newest iteration looks really neat, and I love that the battles will now be more animated. Plus, sounds like you can ride some Pokemon around town. That take, bicycle. From early reviews, it sounds like not a whole lot has changed gameplay-wise, but I’m okay with that. I just now have to figure out which one to get, X or Y, and I guess that really depends on what version Garbador is in, as that hunk of junk is my absolute favorite. Guess I gotta do some light research later on…

Hometown Story (October 22)

HomeTown-Story-Trailer

Having almost nearly given up all hope on a North American release for Fantasy Life, it looks like Hometown Story will have to fill my “take on a non-traditional role in an RPG” gaming void. It’s a life simulation game created by Harvest Moon creator Yasuhiro Wada wherein you run the small shop you inherited from your grandmother. You can interact with customers and watch both your shop and town grow in response. That’s all I know so far, but it looks cute and charming and I never did get around to trying out Recettear: An Item Shop’s Tale, so this will be my first taste of this niche genre.

Batman Arkham Origins Blackgate (October 25)

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I don’t know much about the Batman games as of late, though I did eventually purchase Batman: Arkham Asylum for five bones during a PSN summer sale, but haven’t played it yet. Hopefully before the year’s out. Anyways, this Blackgate Metroidvania romp through a 2.5D prison space looks a lot like Shadow Complex–which I actually dipped back into recently and continue to enjoy–more my thing, and I’m real curious to see how faithful to its genre it stays or sways. I’m not a huge Batman fan, and not even LEGO Batman could sway me, but if this what I think it is and the billionaire’s array of expensive and effective gadgets are innovative enough to use, I’m in.

The Legend of Zelda: A Link Between Worlds (November 22)

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My love for A Link to the Past demands I get this and see what Nintendo has construed in this so-called sequel to one of the best SNES games of all time. I am worrisome in that it looks kind of…lazily designed, and by that I mean that the world looks like a simple update of graphics, but I guess there will be all new dungeons. I also don’t yet grok the whole “turn into a piece of wall art” element, but I want to give this a fair shake. It might be riding a bit too freely on nostalgia’s back though, if you get what I’m saying, and that would be a dang shame, but a new Zelda game is few and far between these days, so this is a must-buy regardless.

Grinsia (Release date TBD)

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This Grinsia looks like some straight-up, old-school JRPGing, and I’m a-okay with that, especially since it’ll be a downloadable title from the eShop. Sounds like some treasure hunters looking for special relics or something like that. Isn’t that the plot in Wild Arms? No matter! Give me, give me, give me.

Treasurenauts (Release date TBD)

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In Treasurenauts, which comes from the same team that made the delightfully challenging Mutant Mudds, your goal is to collect enough treasure to pay for an escape from a perilous, uncharted island. It is an action platformer, and when you get hit, your treasure explodes from your body like those gold rings when Sonic would land on spikes, and then you have to maddeningly hurry to collect all your jews. Here’s an early tip then: don’t get hit. It looks like quite a lot of fun despite the simple premise, and hopefully there is more to the gameplay than what I’ve seen in trailers so far.

And that’s all I can list for now, otherwise my wallet will just up itself from my pocket, flip me the bird, and run off into the Pennsylvania woods, to see if it is better off without me. Chances are it probably is.

Everything is still coming up scary in Silent Hill 2

sh2 early impressions ooh

I like horror movies, but I keep my distance–as much as I can–from horror videogames. I don’t even think I can count on one hand how many horror-based games I’ve really truly played over the many years of my button-pressing time. Sure, a few Resident Evil titles here and there, and you yourself can decide if a game like BioShock is more scare than shooter–personally, I found it completely unnerving to get through, unlike the tamer BioShock Infinite. I gave both Penumbra Overture and Amnesia: Dark Descent a quick try, but immediately got the frak out of there, as it seemed too genuinely terrifying for me to experience. I would also argue that some quests in Elder Scrolls V: Skyrim could certainly be considered horrific and had me creeping around cave corners at a snail’s pace.

All that said: Silent Hill 2. It’s a game that’s been in my collection for seemingly forever, and I’ve taken a stab at it maybe three or four times, getting roughly a few hours in before walking away for a number of reasons. Mostly in that I always screw myself and end up saving before a hallway full of monsters with no bullets left and no more first aid kits. That, more or less, equals death or starting completely over. I’ve always liked the Silent Hill series–yes, even that first movie, which nailed the setting and crazy monsters–though I’ve really only played the first and second game out of all them, but I appreciate what they aim to achieve: a realized, fictitious setting filled with the most insane-looking demonic creatures and a constant sense of uncertainty.

Despite being a twelve-year-old game (released in 2001, yowza), I am finding Silent Hill 2 to still be effectively frightening. Though that statement generally only applies to when you’re inside a building. The story centers around James Sunderland, who enters the titular town after receiving a letter written by his deceased wife, saying she is waiting for him in their “special place”–which he believes is a park they used to frequent. Joined by Maria, who strongly resembles his dead wife, he searches for her through fog and freaks to discover the truth about her death. Wandering mostly alone through a creepy town occupied by monsters and less-than-trustworthy folk is not an easy trek, especially when backed by the wonderfully unhinging soundtrack and creature cackles.

Tara’s helping me play and making sure I don’t quit, as I could easily walk away at any moment, but there is a part of me, which is fairly miniscule, that does want to see what happens in Silent Hill 2 after the first four hours or so. I’ve only ever gotten up to the Brookhaven Hospital in all my tries. Currently, that’s where I am, so now comes the true test, to see if I can keep going. One thing I will fully admit to is looking up puzzle solutions via an online guide, as I have always found them to be too cryptic for their own good; that’s at least one roadblock diminished, and the main hurdles for me are the combat and not breaking my controller over how bad the camera angles are. Dynamic my booty.

Strangely, the game also presents a lot of opportunities for laughter, such as when James was running down Nathan Avenue and monsters were being unsuspectingly catapulted at him like flaming boulders from the blindness of the fog; I have to imagine that’s a glitch, but can’t seem to find anything online to back that claim up. When James and Maria run together, their footsteps sound like a horse in full trot. Also, the voice acting is atrocious, but thankfully there isn’t much of it, and the story can tell itself mostly with scenery and straightforward text.

I feel like, if I can beat Silent Hill 2, I can do anything. Like tackle Dead Space or Silent Hill 3 or Slender. Nah, I’m just kidding. I’m going to immediately return to sunny, colorful Japanese roleplaying games, and you can’t stop me. But you never know what the future holds.

The Half-hour Hitbox: September 2013

half-hour hitbox sept 2013

And we’re back, for the second edition of Half-hour Hitbox. This is a new feature I debuted last month on Grinding Down wherein I touch shortly upon the videogames that I’ve touched shortly upon over the last month. See, it’s full circle and thematic and what-have-you. Sometimes I don’t get to write about every game I play or try out or give three seconds of my precious time, which stinks, as I’ve been enjoying writing about games lately. But now I have a place, a special place once every thirty to thirty-one days, where I can scribble down at least a couple of sentences and thoughts about some of these titles before they are lost to time, like tears in the rain. Don’t sue me, Ridley Scott.

And away we go…

Tekken 5

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I actually ended up playing quite a bit of Tekken 5, which makes its appearance on this month’s Half-hour Hitbox a bit misleading, but whatever. When I began putting this post together, all I had done at that point was play a few rounds and marvel at the fact that you can experience the arcade versions of previous Tekken games by emulating from the main menu. But now, I’ve unlocked everyone possible via beating the Arcade mode over and over, as well as tried the “Devil Within” side story game, which is not as fun as I remember from the Tekken 3 days. You’re have a limited move list, fight the same goons one after the other, and the map and dungeon layout is so boring to the point of confusing. Wish this had volleyball or bowling…

Six-Guns

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This free-to-play game for my Windows 8 phone kind of came out of nowhere. And at first glance, it’s quite surprisingly. Like a mobile Red Dead Redemption, which, mind you, I’ve still not played despite it appearing on my annual sad-woe-is-me lists come the end of the year. You travel around the Wild West, shooting evil critters and creatures, riding horses, finding maps, collecting stuff, and doing missions for kind folks. Quite a lot here from the early look, but I’ve not yet sat down and actually played much of it to know if it is worth the effort.

World Series of Poker: Full House Pro

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I’m not a big poker player, and if anything, I’m more likely to go a few rounds with Blackjack over at my landlord’s house using pretend money and enjoying a mixed drink with friends. I understand how poker works just fine, but I’m a terrible gambler. I never fold, just keep checking, because I like playing and being involved, and folding means you’re all by your lonesome, sitting there to watch others experience the hot action.

There’s a lot more here in WSOP: Full House Pro than just poker, but it all seems cosmetic stuff that you can really only get by playing a whole bunch of poker. Basically, you can unlock stuff for your Avatar to wear, new table and chair designs, chip tricks, and so on, to make this digital experience all the more your own. I was able to beat a pro in the single player campaign thanks to a really lucky hand of two Queens, but otherwise, I’ve had piss-poor luck and probably won’t play much more.

Halo: Spartan Assault (Lite)

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I don’t even remember this. I guess I played, like, a demo for Halo: Spartan Assault. Must have been during a fugue state or something though. It’s still on my phone. I don’t know what to tell y’all.

Ascend: Hand of Kul

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Hmm. I actually quite like a lot about Ascend: Hand of Kul, and not just the part that it is free to play. At first, it seemed a bit generic, just another hack-and-slash action title that couldn’t get out of God of War‘s massive shadow, with a few spells to cast when not beating enemies over the head with clubs and stone axes. But then you begin to have human worshippers climb up on your god-size body, and you can eat them for health or throw them at bad dudes or let them shoot arrows from your shoulders. And other players can challenge your terroritory, and you have to fight them off or lose those that see you as their one true god. But, by far, my favorite thing about Ascend: Hand of Kul is its tiny text, which is impossible to read, and how it randomly freezes, forcing me to perform a hard shutdown on my Xbox 360.

The Sims FreePlay

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Played The Sims FreePlay–side note, that is a horrible name–for a grand total of five minutes, just to see if it worked on my Windows 8 phone. It does, just fine. Also unlocked an Achievement for having my dog dig up something in the backyard. Woo!

Silent Hill 2

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Now that I have finished Chrono Cross and put it behind me, I can move on to another game from my list of must-beats for 2013. I’m tackling Silent Hill 2 next, as the cooling weather and looming month of October are simply perfect for exploring a mysterious, fog-heavy town full of demonic monsters that are undeniably the stuff of nightmares. Last time I gave this a go was back in 2008 during an unbearable New Jersian summer and…well. Started over from scratch and played for about an hour and a half so far, which puts James in that first creepy apartment complex full of rooms I don’t want to go in. Solved the clock puzzle and saved my game. More tonight, I’m sure.

The Half-hour Hitbox is a new monthly feature for Grinding Down, covering a handful of videogames that I’ve only gotten to play for less than an hour so far. My hopes in doing this is to remind myself that I played a wee bit of these games at one time or another, and I should hop back into them, if I liked that first bite.

2013 Game Review Haiku, #31 – Dragon Fantasy (Book 1)

2013 games completed dragon-fantasy-book 1

Old-school roleplaying
With a button to speed up
That vital grinding

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.

Grinding Down’s Chrono Cross week – Miscellaneous

gd chrono cross week misc roundup copy

Well, here we are, at the end of Grinding Down‘s Chrono Cross week. Hope you’ve enjoyed my wee analytical posts so far, and I definitely have other videogames I’d love to examine piece by piece like so somewhere down the line. Maybe Suikoden II, perhaps? Super Metroid? Unlimited SaGa?! That last one was a joke, for those scratching their noggins.

Anyways, I’ve now covered what I consider to be the big four topics when talking about this classic Squaresoft RPG: story, characters, the battle system, and music. This final blog post is meant to be a grab-all in terms of smaller topics to cover, as I still–surprise, surprise–have things to talk about when it comes to all the parts that make up the unconventional puzzle that is Chrono Cross. Hopefully I’ll touch upon everything I want to here, as I’d like to move away from the game for a bit, let it quiet down in my skull, and start tackling the next game on my list of “must beat in 2013,” which is probably going to be Silent Hill 2.

That said, on with the further musings.

Window Frames

I remember fondly changing the color of the window frame in Final Fantasy VII from that default blue to a soft green to a zany gradient-inspired explosion of rainbow colors and loving it for the remainder of Cloud’s journey to take down Sephiroth. I wish more games allowed for fun, optimal customization like this. Now, in Chrono Cross, you can’t change the color of your dialogue box, but you can find special frames to replace the standard one. Personally, most of them are ugly as heck, but I did try out the My Favorite Martian and Shellfish frames for a tiny bit, but eventually switched back to something less eye-busting. It’s more fun finding the frames than using them, but it’s nice to the have option nonetheless.

Money

For the most part, money is useless in Chrono Cross. You acquire it with every battle, but you barely spend any of it, and I suspect that, even if you tried, you’d find difficulty in emptying your pockets completely. I wish I had written down how much I had by the end of the game, but it was probably in the 120,000 to 150,000 range, and when you consider that most Elements cost less than 500, with the highest going for maybe around 3,000, well…you have plenty of money to splurge on other things. If only other things existed or were worth it. Which leads me to our next topic of discussion…

Forging/Disassembling

In certain towns, you can speak to blacksmiths who can help forge weapons, armor, and accessories for Serge and his companions. Later on, you also get an item to allow you to do this out on the overworld map. To forge something, you need some a paltry sum of money (see above) and the correct components, and then boom, you have a new thing. Some components are harder to come by, like mythril and rainbow shell, but for the most part, you can make a lot of stuff just using items won from battle. The long and short of this all though is that these weapons and armor are not worth going the extra mile, and some are actually found in various dungeons. There are a few good accessories to make though. Disassembling breaks down weapons, armor, and accessories you’re not using into components, but you’re better off saving them for when you need to equip a new character you haven’t used yet with gear.

Component trading

Um…I have never even attempted to figure this out. Basically, you trade a certain number of Element levels for things like eyeballs, feathers, and scales. Again, just doesn’t seem worth the effort, and trading in useful Elements for components you can earn in battle which are only used for forging items, which I just mentioned are not needed…well, I…wait. What was I saying again? Um, just skip this.  There are two of these trader types, anyways, so they are easy to miss. The first appears in both Guldove and Termina (Another), and the other is in Zappa’s house in Termina (Home).

New Game+

I don’t do many New Game+, mostly because nowadays I just don’t have the time. Though some games like Borderlands 2 really make it worth the effort, offering more things to see and do and become. Chrono Trigger has New Game+, but I’ve not gone back since I beat it last year, and I doubt I will try the New Game+ in Chrono Cross.

I love this RPG, truly I do–it’s just I don’t see what the point is other than viewing alternate endings. Sure, now is a great time to go back and get all the characters you missed out on during your first run because you picked Kid over Leena or Nikki over Guile, but as I lamented earlier this week, those side characters are pretty thin personality-wise. The game will play out the same way–until the ending, depending on when you fight the TimeDevourer–so that’s not very exciting to see all over, though you can speed up the gameplay to fast-forward cutscenes and so on. Let me take that one step further and fast forward us over to YouTube to watch all the different endings and save us hours upon hours.

I suspect I will return to Chrono Cross some time down the line, but not for a long while. Couple of years, at least. And when I do, I’ll probably just play it again from the beginning on a blank save slot–because that’s how I roll. I’m thrilled to have finally experienced it as fully as I could, but now I need to move on and let this experience reside quietly in my brain until something stirs it from its slumber. When that time comes, someone please remind me to ditch Kid early on and see what world-traveling life with fishing girl-next-door Leena is like. Okay, okay…I’ll give Poshul a fair chance, too.

Grinding Down’s Chrono Cross week – Music

gd chrono cross week music and tunes

The Chrono Cross soundtrack is simply legendary. I’ve been listening to it for years and have certainly spent more time nodding along and tapping my foot to tracks like “Termina – Another World” and “Fragment of a Dream” than actually playing the game, which, for those curious, took me just under 40 hours to see to completion. That’s saying a lot because, to drop some truth bombs here, I dislike a lot of videogame music, especially a lot of 8-bit and 16-bit stuff. It all sounds too–and forgive the phrase here–videogamey for my tastes. When I want music, I want music–strings and soaring climaxes and tempo changes and so on–and composer Yasunori Mitsuda delivers the goods seemingly effortlessly, drawing on old world cultural influences and alternating between bright and dark themes.

I’ve actually touched upon the game’s soundtrack before, back when I did a 30 Days of Gaming meme thingy. Remember that? Of course you do, ya loyal, devoted reader who I haven’t yet scared away with all my Chrono Cross jabbering this week. Anyways, here’s a link for the lazy. I will now try to think of some other things to talk about.

Over the many years of my preponderant existence, I’ve come to appreciation a couple other videogame soundtracks, but not many. Dark Cloud 2 has some solid tracks and ranges from dark, unsettling and nearly off-putting carnival-like songs to slower, prettier pieces like “Starlight Temple” and “Veniccio Coast”. Radiant Historia came with a bonus CD, as did Shin Megami Tensei IV, which I burned onto my computer and listened to a few times. And then there is Fez and Bastion, the two most recent examples of game soundtracks I’ve found myself listening to and enjoying separate from the time I spent finding cubes and shards, respectively. Supposedly Journey has a great one too, but I’ve yet to play it (though I do own it now thanks to a recently stellar sale on PSN). Other than that, a lot of music in games these days is kind of forgettable; certainly it does the job of setting the mood and blocking out background silence, but it only exists for then and there, never meant to be listened to again, unless you play that part over again.

I love that, for every town and place you visit, there are two themes: one for Home World, one for Another World. Some vary quite differently from one another, while others are strikingly similar. Take, for instance, Arni, the first town–well, it’s a fishing village if you want to get specific–that players will experience in Chrono Cross. In the Home World version, you can almost hear the waves crashing against the docks, feel the sea-carrying wind against your face, and be quite content with the day, as the song is both pretty and peaceful, perfect for running around and talking with your neighbors. In the Another World version, a piano riff takes center stage, playing nearly the same guitar part found in the Home World version, but this time it is slower, softer, maybe even a little unsure–which reflects perfectly on Serge because, at this point, he has now traveled to a different realm where he no longer exists and is looked upon as a stranger. The music pairs up like this in a couple other spots, but this is my favorite.

Thankfully, the battle music never really grows old after hearing it a couple of hundred times. I can name some other games where I’m sick of hearing the same battle theme minute after minute after minute: Ni no Kuni, Dragon Fantasy – Book 1, and Kingdom Hearts. Sometimes, a few battles are fought using drastically different songs, but for the most part it’s the adrenaline-pumping, button-pushing beat of a truly epic battle theme. Granted, it pales in comparison to Chrono Trigger‘s battle theme, but that kind of isn’t a fair fight.

It’s difficult to find something to truly dislike about Chrono Cross‘ original soundtrack; the entire compilation isn’t perfect, as some songs are too dreary to handle, but it is brimming with a sense of hopeful continuity, and that reminds me greatly of a large bedroom, once my sister’s, where I’d sit on the floor in my pajamas on a gloriously sunny Saturday afternoon, just a foot away from my television, slotting Elements and listening to this strange, colorful world, feeling somehow right at home. It stirred me then, it stirs me now, and it will continue to be an important part of my life, no matter which realm I end up in.

Grinding Down’s Chrono Cross week – Battle and Elements

gd chrono cross week battle and elements

It’s a pretty close fight between music and the battle system for my favorite thing about Chrono Cross. It’s like deciding which is my favorite sushi roll, when really I’ll eat and enjoy just about anything rolled in rice. That said, I am partial to asparagus rolls as of late. Anyways, I’m not sure which has the sharper edge in Chrono Cross, but let’s muse about how the fights go for the time being. Tomorrow can be all about the tunes.

Battles are turn-based, unlike the previous Chrono Trigger, which was kind of turn-based, but also depended highly on a time counter to determine who could attack first or next. Think that was called the Active Time Battle. That made those fights tense and a fight for control, but things are much more lax in Chrono Cross. You can totally stay on a single menu screen for as long as you like, planning and plotting your next move until you actually do it. I’ve read this system shares some similarities to Xenogears, but I’ve never played that.

Basically, at the start of battle, every character begins with 7.0 Stamina points, which are used for attacking, defending, and using slotted Elements. There are three types of attacks–hard, medium, and light–and each attack costs 3.0, 2.0 and 1.0 points, respectively. You basically have to make the choice of using up more points for hard-hitting attacks with a smaller chance to hit versus weaker attacks that will definitely land more often than not. Making choices like these also builds up your Element meter, which determines what level spell you can cast. It’s a fantastic balance of strategy and risk/reward.

One of my favorite aspects of the combat system is that, after each battle is over, you can use any or all healing Elements to restore your team’s HP so long as you have enough stamina points left at the end of the fight. This made progressing a faster process as one did not always have to go into the menu after every fight and use a bunch of potions–Tablets, here–to get everyone back up to snuff.

Each Element spell comes with a number, like 1 plus or minus 7. Each vertical bar in a character’s Element grid represents one level of magic, with the column on the far left being Level 1. The number before the plus and minus sign is the preferred level for the spell to be equipped, and the number after the plus and minus sign is the range that spell can be equipped. If you end up equipping a  spell higher than the preferred Level, that spell will be more effective, doing more damage–and vice versa. A character can equip any color Element spell, even though each character focuses on a single Innate color. This only means that spells of the same color as the character will be more effective and others less so. That might have all sounded like crazy-speak, but it is quite easier to grasp once you begin slotting certain Elements on the grid and playing around with what to put where.

However, not every part of Chrono Cross‘ battle system is amazing. Their summon Elements, which brings forth a giant monster to do big damage to your opponent, which was all the rage in other RPGs at that time, like Final Fantasy VII and Legend of Dragoon, are not worth the effort. First, to be able to cast them, you have turn the whole field one single color and then still have enough time and points available to cast the summon Element, which usually is only slot-able in level 7 or 8, before an opponent casts a different color Element to squander your plans. I think I used FrogPrince once, and never bothered with any other summon Elements, as you really are better off just casting normal Elements. Another part of the battle system I could not grok was Traps, which are Elements that capture an enemy’s Element. However, this process was never a guarantee, and again, just like with summons, you are actually fine without them.

Evidently, there are combination attacks in Chrono Cross, but I never had one happen in all my hours battling PortalGheist and ShadowCats. Which is a shame as I enjoyed these greatly in Chrono Trigger. To do a combination attack, both–or maybe even all three–characters must have the required Element level, as well as at least one Stamina point available. After the attack, both techniques which make up the attack will be exhausted, though I don’t know what that actually means. Looking at a list, most of these combo attacks require LV 5 and special  LV 7 Elements, which is often late-game stuff and kind of a waste to even go after. Think this aspect could have been way better televised, but obviously these attacks are not vital in completing the game.

It’s a combat system of choices, most of which don’t matter when fighting the general enemies scattered across the map, but many boss fights require you to be heavily aware of what Elements you have slotted, their color, what types of attacks you should be doing, and when you need to conserve your levels for healing, reviving, or building up for a high-powered GravityBlow. It makes the longer battles more certainly interesting and remains one of my favorite combat systems in an RPG ever. I think Final Fantasy XII‘s is a close second, but that’s about it.

Grinding Down’s Chrono Cross week – Characters

gd chrono cross week characters

In Chrono Cross, you can recruit up to 45 different characters to Serge’s cause. Next to games like Suikoden and Suikoden II, this is a trifle number, but pretty impressive when you consider that there were only seven playable characters in Chrono Trigger–Crono, Marle, Lucca, Robo, Ayla, Frog, and Magus. It’s like the developers saw how much people enjoyed building a dream-team and took that concept to the max. Unfortunately, more does not always equal better, and while your options for team variety are certainly enhanced, they are not enhanced wildly.

Basically, when it comes to playable characters, you are selecting an Innate color. This is a color that each character has, which dictates what type of special Elements they use, as well as what their strengths and weaknesses are. The colors go as follows: black, white, green, yellow, blue, and red. I found myself trying to keep my party of three all mixed, each their own unique color, and when Lynx was in control, I desperately needed someone with an Innate color of white/green to keep the healing and reviving up. Every character can also equip armor, three accessories, and a weapon tied to their personality, such as Korcha using a fishing pole, a pick for Nikki’s electric guitar, and a magic rod for Razzly.

Clearly, the stand-out stars in Chrono Cross are Serge, Kid, Lynx, and Harle. They are the most recognizable and play vital parts in the main plot, despite how little sense it actually makes. Everyone else is, and I’m sorry to say this, dismissible. They are blank canvasses–kind of just like our leading lad, the voiceless Serge–for you to create a connection with in your own special way. I only grew attached to Fargo and Nikki and Karsh because I made the effort, enhancing the small bits of scene they actually got by doing voices and making jokes and pretending they felt emotions. Otherwise, they speak their one-liners that always added nothing to the conversation and do their part in battle.

Speaking of conversation, let’s talk about talking. It is bonkers, from Home World to Alternate World. Everyone has an accent of some kind, and some are truly zanier than others. A breakdown:

  • “Normal”: Plain old English, with correct spelling and grammar.
  • “Proper English”: This uses no contractions and tends to use longer words.
  • “Casual English”: Plain old English, but more laidback, with words like “ain’t” and “gonna”. Kid fancies this.
  • “Pidgin English”: Not very well-spoken English; for example, tends to forget articles like “the” and “a”.
  • “Guldovian”: Casual English, but every time someone says “you” (like “I’m gonna get you”) they turn it into a “CHA” (“I’m gonna getCHA!”).
  • “French”: Harle speaks with an exaggerated French accent, using “ze” instead of “the” and so on.
  • “ALL CAPS”: SOME CHARACTERS LIKE KARSH ENJOYING SHOUTING EVERYTHING AT YOU.
  • “Weird”: Starky likes to add extra vowels to words, Poshul, the talking purple dog, has a lisp, Peppor and Solt speak in condiment-themed puns, and…the Beebas.

For extra enjoyment, try reading most of anyone’s dialogue in a bad Scottish accent. You won’t feel out of place at all, I swear.

And now, some more on Solt and Peppor, the tutorial twins. These two bumbling Acacia Dragoons accompany Karsh early on in Chrono Cross, but it’s obvious from the get-go that they have no idea what they’re doing. In the other world,  they have amnesia and joined Sneff’s family show. When you first encounter them (and a few more times thereafter), they basically teach you a bit about the battle system, how to use Elements, and so on. It’s quite fun, especially because they are so hapless and rely a lot on puns. Alas, that’s all they do, and then you never really get to interact with them later on or see what happens to them. As a younger gamer, I always dreamed of a team made up of Serge, Solt, and Peppor–but it could never be.

For the most part, I used Serge, Kid, and Greco, and when the time came to switch to Lynx, I mained Fargo and Harle. Never got into Sprigg’s special ability of turning into monsters. After Serge is born anew, I focused solely on a team made up of him, Fargo, and Riddel until the final boss fell. Captain Fargo has some wicked blue attacks, as well as the ability to steal items from enemies, and Riddel, the Lady of Viper Manor, turned out to be quite the potent healer during the final few boss fights. In truth, I could have used a different Innate blue and white character in their place and would have been just fine, experiencing the last third of the game no differently.

It certainly is a strange bunch of colorful hooligans, with a few memorable standouts, but I think Squaresoft just wanted something to brag about, and 45 playable characters in an upcoming RPG sure fills that slot, but it’s a shame that most of them don’t really matter. I’d have rather seen more development with Serge, Kid, and Harle, or fleshed out a select few from the additional cast members, but we could totally lose the talking turnip, the clown skeleton, and the mushroom man and be a better Chrono Cross for it.