Tag Archives: Crimson Shroud

Sadly, Crimson Shroud’s too difficult to grok and master

crimson shroud gd finished with the game

At long last, after years of grinding, following along with a spoiler-heavy walkthrough, then switching to a spoiler-free walkthrough, and grinding some more to defeat the final boss, I rolled a critical hit on Crimson Shroud. It is a complicated victory, one that I basically had to force myself to see because I am my father’s son and do not like to waste things, especially things I’ve bought with hard-earned digital cash, without experiencing them fully–or, to this point, mostly fully–but I am glad to have the large, 1,965 blocks-big application removed from my Nintendo 3DS. For many reasons, which I’ll get into later.

Allow me, one more time, to tell the tale of Crimson Shroud, as best as I can remember it because, for me, the last third of my progress on this game has been nothing but turn-based battle against goblins, one after the other. There was a short scene before the finally boss fight that was probably supposed to be revealing and satisfactory, but I had lost the narrative thread long before then for it to matter. Anyways, you control a party of three people as they make their way through the palace of Rahab. Giauque is a money-driven mercenary hired to retrieve the Crimson Shroud, the game’s titular McGuffin. He is joined by Frea, a Qish-descended mage, and Lippi, a stellar archer despite only having one eye. You might as well forget their names and know them by their classes: Tank, Healer, and Range.

It’s perhaps telling that I’ve actually never played any of Crimson Shroud‘s writer and director Yasumi Matsuno’s work, namely Ogre Battle 64, Final Fantasy Tactics, and Vagrant Story. After Crimson Shroud, I’m not sure if I would or will like them. The systems in this one really do sound great, on paper, such as creating combos through similar spells or rolling to clear away some accuracy-reducing fog, but I found their implementation confusing and clunky. For instance, you want to find gear you like and then grind out for more of those same items, feeding them into the one you have equipped so it can grow stronger. Fine, fine. I’m all about feeding. However, finding those same items is–excuse me for the saying–a roll of the dice, because the loot is random, and the fights take a very long time to get through, even when you seemingly have the upper hand. The way stats are shown is also difficult to decipher, and I eventually gave up trying to compare weapons and armor and stuck with what seemed okay, leveling it up as much as possible.

Crimson Shroud has been described as a bite-sized RPG. Perhaps it is too small. Not in scale, but in screen. All the combat action takes place on the top screen of the Nintendo 3DS, with menu selection and dice rolling on the bottom, where touching matters. Still, cramming all the fight details and characters in just the one screen above with a lot of text on top made it extremely difficult to follow who was doing what and the turn order. I often simply waited until the enemy finished attacking to see who was next in line for commands and went from there. I also never really understood why, if you killed all the enemies before they got a turn, the fight would be over, but if you didn’t then replacement goons would show up, making the whole ordeal last even longer.

Yes, the combat is strategic, but it is also immensely slow, as well as occasionally random. There’s also an unseen element of luck–obviously not just when rolling dice to use spells–that gives off the feeling that you are never truly in control of things. By the end of it all, I still did not have a strong grasp on what weapons and skills and spells worked against what type of enemy, or how new spells and skills were getting added to each character despite there being no XP won after each fight. Instead, you pick through a list of loot to take back to your inventory, but are limited in what you can take by some number cap.

After taking down the final boss and watching the credits do their thing, I was prompted to start everything all over again in New Game+. Curious, I tried to look up if anything greatly changed on a second playthrough, and enemies seemed tougher. No thanks. Anyways, I really do hope this is the last time I have to search for a usable screenshot of Crimson Shroud that can be manipulated to meet Grinding Down‘s strict standards because it is slim pickings out there, if you ask me.

With Crimson Shroud removed, I was finally able to download updates for Pokémon Shuffle, Nintendo Badge Arcade, and Mii Plaza, as well as the freemium Pokémon Picross puzzler, so there’s a plus in all of this. I even have room to spare for more stuff. See you never again, big, blocky game that, I guess, in the end, I really didn’t like all that much. I’ll think of you the next time I roll some dice.

2016 Game Review Haiku, #54 – Crimson Shroud

2016-gd-games-completed-crimson-shroud-3ds

Grind for better gear
In this cramped, crowded dungeon
Table-top tribute

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

Drowning in random drops in Crimson Shroud’s Gerseym Waterway

crimson shroud waterway random drop gd bs

I have a problem. Well, more specifically, my Nintendo 3DS has a problem. See, there are updates to both Pokémon Shuffle and Nintendo Badge Arcade that I desperately want to install, but I can’t download them. I also have a code for Retro City Rampage: DX thanks to the latest Humble Friends of Nintendo Bundle that I can’t do anything with yet. Why? Well, of course, after many years of downloading things like games, DLC, themes, and StreetPass data, the system’s memory is just about full.

Upon reviewing everything that is installed, I noticed that Crimson Shroud is extremely large, coming in at 1,965 blocks. Yowza-bo-bowza. However, me being me, I can’t simply just delete this outright, and so I’ve gone back in to this magical land of figurines and digital dice, to figure out how to progress in hopes that I can complete the game and then feel justified in removing from my handheld. I did this with Attack of the Friday Monsters! A Tokyo Tale, though there is a part of me that wants to revisit that game relatively soon down the road, especially with summer creeping on in.

See, last I played Crimson Shroud, which I sheepishly admit was back in January 2013, I had just defeated the Zombie Minotaur boss and was looking forward to exploring the area more. Unfortunately, to progress forward, you have to work through one of the most obscure puzzles I’ve come across in all my years gaming. Which is over twenty-five. Anyways, after dealing with the Zombie Minotaur, our trio of adventuring table-top figurines–Giauque, Lippi, and Frea–make their way to the Gerseym Waterway. There, you need to recall something Frea previously said:

“If you’re going to continue to search this way, you’ll need something to dispel the darkness–a gift. Anything with a gift like that would be an enemy to any mage. More of a curse than a gift, really.”

Right. Evidently, from that, you’re suppose to know that in order to move forward and not perpetually explore the limited number of spaces over and over and over again you need to obtain a single item called Obsidian Daphne. However, you won’t find this in a treasure chest or somewhere on the map. It needs to drop from a battle encounter, one specifically involving a Skeleton Mage. Your best bet for finding Skeleton Mages to battle against them in the Gerseym Waterway, but it’s not as simple as just getting into a battle, taking them down, and walking away with their sweet, puzzle-solving loot, and this is probably why I eventually put Crimson Shroud down despite loving rolling digital dice to regain MP.

Okay, every time you move away from and back to the space for the Gerseym Waterway, you get some muddled text and the chance to fight some monsters. A choice, really. Here’s the rub. There are four types of encounters you can…well, encounter. Not all of them contain Skeleton Mages as enemies, and the only way to know is to first take out an enemy and see what it gets replaced by. I think there’s a higher chance of a Skeleton Mage showing up if you destroy the Skeleton Archers first, but that’s just me guessing. Regardless, if you get the wrong encounter, you’re out of luck, but must still finish the fight, which takes several minutes as the enemies have a lot of HP and do not go down swiftly. Then you have to rinse and repeat your actions from before and pray to the skies above that you walked into the correct encounter. Remember, each of the four types of encounters have the same initial set of forces, so it’s all a crap-shoot from the get-go. For me, this took about an hour to do, and I almost missed grabbing the Obsidian Daphne at the end from the list of available loot. Eek.

Alas, that’s all the progress I’ve made so far in Crimson Shroud. Granted, it’s big, and hopefully there isn’t another section just like it up ahead, but I found the whole thing unnecessarily frustrating. I’m only on chapter two and already looking up online walkthroughs. Also, I’m beginning to remember another major issue I had with Crimson Shroud, and that comes down to screen real estate. With three party members and upwards of four enemies on the top screen, plus other information, it can be a bit hard to see what is even going on. I’m all about portable RPGs, but this one might make the case for being on one of those fancier Nintendo 3DS systems with the larger screens.

Oh, and once you find the Obsidian Daphne, it is used up immediately to further the story along. I didn’t even get a chance to hug and kiss it–after all that.

Roll dice to read text in Crimson Shroud

crimson shroud roundup impressions

The obvious truth is I play a lot of games, but not all for an extensive time. I actually end up trying more games than you could probably guess, but only just that–for a dabble. An hour at most, or just seeing if it runs on my computer and messing around with it for a few minutes. I thought about maybe doing a roundup post, where I could talk a bit about each game I’ve dabbled in recently, but to constantly have a stream of content here on Grinding Down, I’ll just continue to give them a post each until I run out of things to say. For those curious, here are a few games I’ve played at varying lengths over the last couple weeks: Darksiders, Offspring Fling, Torchlight 2, Snapshot, Titan Quest, Vessel, and Wario Land 4. Sure there’s more, but can’t seem to remember any at the moment, a problem you get when you only try a game out briefly and then move on.

Now, I have been playing one game I bought back in late December a little more, and that lucky prize is called Crimson Shroud. It’s for the Nintendo 3DS and was the last part of the Guild 01 collection, a project from Level-5 that collected four very different games under one heading. I didn’t pick up the other titles, as they didn’t interest me, but bringing pen-and-paper dungeon-crawling to the portable system sounded like a fine idea. I mean, for one thing, I never have to worry about dice rolling off the table or doing any math to make sure I added them up correctly. That, my friends, is well worth the entry fee.

So, plot-wise, Crimson Shroud takes place in a realm where magic was discovered during the Dark Ages after war broke out, which changed lives dramatically. Giauque and his band of Chasers–people who hunt down gods and deities–are searching for a relic that will bestow upon them “The Original Gift”, which is said to be inside the Sun-Gilt Palace of the Rahab. Now, truth be told, I got all that from looking up a description online; I’m positive this is conveyed within the game’s text at some point(s), but it’s rather hard to see the forest for the trees. Text is presented in huge chunks over top of your characters on the top screen, as well as told in second person, much like a DM might do, with all the dramatic flair you would expect. That said, a lot of it is boring to read, and really bogs down the pacing. It also doesn’t help that the characters are literally game figurines, meaning they don’t move or emote in any way, other than you being told that they do. I rushed through most exposition, as it is more exciting to battle and explore the ruined castle than listen to someone describe how old those walls look or the screechy sounds heard on the other side.

To me, the plot is this: explore dungeon floors, kill goblins, gain loot, and move on. Which is enough. Like I said, it’s more fun battling than reading the somewhat unclear narrative, even if the battle system appears a bit basic at first. There are many ways you can customize your three characters–Giauque, Frea, and Lippi–with different gear or special abilities, and you can also add to attacks or effects by rolling combinations of 20-sided, 10-sided, 6-sided, 8-sided, and 4-sided die. It’s surprisingly more fun than it sounds, rolling die on your 3DS. You can attack with your weapon, use magic, use a special skill gained from gear, or use an item, and depending on how well you did, you gain some MP to spend next turn or continue saving up. In the end, you are given a list of gear to pick from, but you only have so many Barter Points to spend, so you have to select carefully. Characters don’t gain levels, so getting better gear is vital to surviving tougher fights.

Just finished off the Zombie Minotaur last night and looking forward to what the next floor holds. Not in terms of story, but rather encounters and lootable treasure chests. Frea needs some kind of offensive magic spell like woah.