Showing posts with label final fantasy crystal chronicles. Show all posts
Showing posts with label final fantasy crystal chronicles. Show all posts

Sunday, September 6, 2020

Final Fantasy Crystal Chronicles: Remastered Edition (NSW, PS4) Review

SuperPhillip Central starts off this new month of reviews with a recently released remaster of a Nintendo GameCube game from 2004. It's Final Fantasy Crystal Chronicles: Remastered Edition, and SPC has its in-depth review ready for you, looking at the home console versions of the game.

O keepers of the crystal...


I have fond memories of breaking out my indigo Nintendo GameCube, putting my copy of Final Fantasy Crystal Chronicles into the system's disc tray, hooking up four Game Boy Advances via link cables to my GameCube, and playing the game how it was meant to be played--with four players on one TV screen. Oh, wait a minute--no, I don't! Next to nobody I knew or had heard of had four friends with each of their own Game Boy Advances, with link cables, who also gave a Chocobo's feather about Final Fantasy, much less a spin-off. But, that's what Nintendo and Square Enix figured with Final Fantasy Crystal Chronicles in 2004.

Now, sixteen years later and some change, Final Fantasy Crystal Chronicles is back, but no longer is the multiplayer anywhere near as inaccessible as it was on the GameCube. With online play and a plethora of new features, Final Fantasy Crystal Chronicles: Remastered Edition brings the oft overlooked spin-off in the Final Fantasy series to more platforms and more people.

Random events such as this occasionally happen when wandering the world map
in Final Fantasy Crystal Chronicles: Remastered Edition.
The world of Final Fantasy Crystal Chronicles is blanketed in a cover of deadly miasma and creating a horde of monsters in its wake. The only protection from the hazardous mist is that of giant crystals at special settlements. It is there that crystal caravans set out, one for each respective village and town, and bravely enter danger and monster-filled dungeons to collect drops of myrrh to fill their chalices. A full chalice brings a year's safety to a settlement from the wrath of the miasma.

Settlements like these are safe from the miasma's ill effects...
AND they serve as great places to buy, sell, and craft new equipment.
Final Fantasy Crystal Chronicles puts you in the role of a custom created caravaner, given the duty of venturing into dungeons around the world and collecting drops of myrrh. Collecting three drops of myrrh results in the current year being complete and a resulting festival at your village being held. When a specific dungeon's myrrh is collected, it will be empty for two years, meaning that you can't just pillage the same dungeon to collect myrrh over and over again. Though you can return to a completed dungeon for treasure.

Dungeons in Final Fantasy Crystal Chronicles: Remastered Edition feature the aforementioned miasma blanketing the entirety of them. The sole sector of safety is the area around a crystal chalice that each caravan possesses and uses to fill with a drop of myrrh, earned from defeating a dungeon's boss. Go outside the field of protection that the crystal chalice provides from the miasma, and you'll find your character quickly succumbing to the harsh elements.

In solo play, Moogle generally serves as the carrier of the crystal chalice.
They will occasionally offer to help with spell fusions as well.
In solo mode, you get a partner Moogle to help carry the chalice, but obnoxiously, the Moogle will occasionally proclaim that they're tried from carrying it and move much more slowly. This results in either you taking on the role of carrying the chalice or taking a breather from moving around too much. Either way, it's a tedious aspect of the game. In multiplayer, depending on how many players are in the party--up to four--the role of the crystal chalice carrier can change often. When monsters appear, the chalice can easily be dropped so all players can engage with the enemy.

Speaking of combat, Final Fantasy Crystal Chronicles never had the most complex or deep battle system around, and this element stays true in the Remastered Edition. Some might call it slow, basic, and a bit plodding, but there's a slight level of charm and sophistication to it--and dare I say, simple satisfaction derived from it. Final Fantasy Crystal Chronicles: Remastered Edition utilizes a command ring, which you cycle commands via the shoulder buttons. There's a basic attack, and as you pick up Magicite from defeated monsters and from discovered treasure chests, magic spells that get added to your repertoire of commands. Attacking is as simple as hitting a button. Hitting it with the right timing can result in a three hit combo, which deals more damage than simply striking an enemy three times with a single blow.

That Goblin picked the wrong day to mess with my Clavat.
Stronger focus attacks and spells can be cast by holding the attack button, and moving an area of effect ring over to your desired position and then letting go of the button. While these obviously take more time to unleash (and can understandably leave your character vulnerable), they can dish out damage well and provide elemental-based pain too. In solo mode, you can fuse together magic on the command ring menu to create much more powerful and potent spells. Two Fire magic when fused will become the stronger Fira spell, for instance, while Raise and Thunder fused together make the undead wish they were just plain old dead with the Holy spell. Multiplayer requires teamwork and proper timing to fuse spells. When one player starts conjuring an area of effect spell, which causes a ring shape to appear on the ground, another player or series of players need to put rings on top of the first player's ring. With proper timing and a compatible spell, a spell fusion will take place.

Magic can be used by itself or fused together with devastating results.
Of course, enemies won't just stand there and take the world full of pain you wish to give them. They wish to reciprocate on their end. While you can defend against their strikes, I found it more useful just to run out of the way, as there is no designated "Defend" button. Instead, you have to cycle over in the command ring to the "Defend" action, which is highly inconvenient and cumbersome as all get out.

Enemies use their own attacks and myriad magical spells--some which can temporarily freeze, paralyze, or otherwise make you unable to move for a temporary period of time. My "Game Overs" were generally a result of me getting stunned over and over again, and taking damage in the process with no ability to move, even with shaking the analog stick furiously to more quickly come out of my character's stupor. Frustrating. Otherwise, my deaths simply resulted from being overwhelmed by too many monsters at once. Fortunately, the Remastered Edition of Crystal Chronicles features an auto-save function and makes "Game Overs" hardly end of the world-inducing. You simply can continue from the area of the dungeon you perished in, and pick up from there without much in the way of punishment.

Monsters don't fight fairly, so keep an eye on your health!
Dungeons in Final Fantasy Crystal Chronicles: Remastered Edition take place in a wide array of locations: from a forest of mushrooms and a cozy riverbed path, to a lived-in monster-sized mansion and a dried-up sluice. There are plenty of opportunities to go off the beaten path most of the time, and this will result in unique discoveries in the form of treasure chests containing items of value. At the end of each of the dozen or so dungeons in the game is a boss which stands between you and your much prized drop of myrrh for your chalice. These bosses aren't too strategic in their encounters--as you can usually just pummel them a bunch, then after you've taken enough damage, retreat to safety and heal--but they serve as a nice way to cap off all the exploration and battling of smaller monsters you do in the dungeons leading up to them.

Familiar Final Fantasy foes big and small stand in your party's path to collect drops of myrrh.
You don't level up or gain experience points from defeated bosses or monsters in Final Fantasy Crystal Chronicles: Remastered Edition like you would in a traditional action RPG. Instead, you acquire artifacts from treasure chests and from beaten bosses, which bestow effects like increased strength, defense and magic, as well as added health and slots to your command ring. While the artifacts you pick up in a playthrough of a dungeon count towards your stats, it's only temporary and for that dungeon. Once you actually beat the dungeon, you only get to choose one of your collected artifacts to keep for a permanent stat boost. You need to replay dungeons to collect more and more artifacts for your character to get stronger and stronger in the game. In addition to artifacts, you can acquire materials to craft equipment in the form of weapons and armor to further strengthen your characters. This is paramount for completing harder dungeons, such as the final dungeon, as well as beating more challenging versions of dungeons, including the all-new post-game dungeons. The latter features new enemy types, new boss variants, new artifacts to collect, new materials to build new equipment, and different aesthetics altogether.

Multiplayer is of course a major component to Final Fantasy Crystal Chronicles. It was in the original, and it is now in the Remastered Edition. The original was incredibly inconceivable to realistically find four players with four Game Boy Advances and four link cables to have a full party with, so with the advent of online play in this remastered version of the game, it's much easier. Though, to be honest, it's not as enjoyable as I would have liked. For one, there is no local multiplayer to speak of, which is quite disappointing. The only option for multiplayer is online with players being able to host their own rooms, locked to only friends or with anyone, and where they can select which dungeon they wish to play. The other option is that they can join games via lobby or ones already in progress.

Online play features cross-play with owners of the Switch, PS4, and mobile versions of the game.
I do have gripes with how rooms work. For one, once a dungeon has been completed together, there is no option to change dungeons without disbanding the group. You can replay the dungeon, but you can't select a new dungeon to play. Secondly, there is no voice chat to "speak" of (see what I did there?), instead you have to use pre-made text inputs. You're also at the mercy of your party and the chalice holder in online games. If the person with the chalice wants to just storm to the finish of the level, they will do so, leaving you without much opportunity to scour and explore the dungeon for treasure and other goods. Additionally there are the issues of not being able to skip boss introductions online, Moogle mail segments, or myrrh tree ceremonies. The latter only allows the host to collect the drop of myrrh.

This particular screenshot shows all four character classes available in Final Fantasy
Crystal Chronicles: Remastered Edition, each with their own benefits and disadvantages.
With all of these issues, it might seem like Final Fantasy Crystal Chronicles: Remastered Edition's online play isn't that enjoyable. For me, it actually couldn't be anymore the opposite. There's something to be said about having an easier time running through dungeons as a group instead of the occasional tedium of slogging through them solo with nothing but a whiny Moogle. Furthermore, it's more fun to collect artifacts with other players, though you are essentially competing against each other, despite Crystal Chronicles being a co-operative game overall. There are bonus points that each player earns from doing a challenge specifically assigned to them. Many are easy like inflicting or taking damage, collecting items or money, etc., but some require defeating enemies a certain way. The player with the most bonus points at the end of a dungeon gets the first selection from the list of artifacts earned from the dungeon, followed by the player in second place, third place, and finally fourth place.

Like the "Remastered" part in Final Fantasy Crystal Chronicles: Remastered Edition would lead you to believe, this GameCube cult classic has received some upgrades since we last saw it almost two decades ago. Higher resolution characters and environments are featured, as is brand-new voice acting, mostly used in the absolutely pace-breaking caravan scenes that occur randomly and "more often than I wish to see" throughout the game. Some new and rearranged music tracks have been included, added to an already superb worldly and rustic soundtrack. Seriously, I can't say enough good things about Kumi Tanioka's compositions with the original Crystal Chronicles. All isn't well in this remaster, though, as I do regularly suffer through slow-down when I emerge from loading screens into different areas of dungeons. Other than that, performance is pretty solid.

A humongous giant versus a small Clavat. I'm liking the Clavat's chances here.
Final Fantasy Crystal Chronicles: Remastered Edition is a better version of the 2004 GameCube original, though that didn't take TOO terribly much to accomplish. Multiplayer, while immensely imperfect (and perhaps that's putting it a bit nicely), is much easier to organize and find a party of four players to enjoy the game with. Even in solo play, there's a fine level of fun to be found. For action RPG veterans, the combat on display in Final Fantasy Crystal Chronicles will most likely be a bit too basic and boring, and for those new to the game, the structure might be too confusing to understand without some outside help. Still, for fans of the GameCube's only Final Fantasy game, there's a lot to like about Final Fantasy Crystal Chronicles: Remastered Edition. Just don't expect it to totally live up to your decade-old nostalgia.

[SPC Says: B-]

Monday, January 30, 2017

SuperPhillip Central's Favorite VGMs - "Ace in the Whole Sky" Edition

SuperPhillip Central's Favorite VGMs provides a weekly dose of great video game music goodness, and this week is no different. This week's edition is named after the Ace Combat series, which saw a new trailer for its upcoming seventh entry release last week. However, there's more than just that series featured this week.

Starting off, of course, with Ace Combat 5: The Unsung War, we go even more retro with a character theme from Battle Arena Toshinden 2. Then, Final Fantasy Crystal Chronicles changes things up with a more subdued tone before things pick up again in rockin' fashion with a tune from F-Zero X. Finally, No More Heroes delivers a delightful theme for one of its more popular bosses.

As always, just click on the VGM volume name to hear its song, and be sure to check out the VGM Database for all past VGM volumes represented on this long-running series of articles. Now, let's get on to the music!

v1321. Ace Combat 5: The Unsung War (PS2) - The Unsung War


We begin this edition of SuperPhillip Central's Favorite VGMs with a majestic and sometimes forceful choir and orchestral piece from Ace Combat 5: The Unsung War. This PlayStation 2 exclusive remains the top seller in the Ace Combat franchise, sporting over one million sales in North America alone. I figured we'd take a listen to a song from the series with the latest trailer from Ace Combat 7 popping up last week.

v1322. Battle Arena Toshinden 2 (ARC, PS1, PC) - Theme of Tracy


Time for something completely different. Between your Street Fighters and Tekkens, there have been a great deal of fighting game franchises that didn't last as long as the more popular Japanese fighters. Battle Arena Toshinden is one of those. This weapon-based fighter packed a serious punch in arcades and then later on the PlayStation One and PC. Let's pour one out (a bottle of Dr. Pepper, so no one below drinking age gets any ideas) for this franchise with a rockin' '90s character theme from the second game in the franchise.

v1323. Final Fantasy Crystal Chronicles (GCN) - Eternal Oath


Final Fantasy Crystal Chronicles's story has various caravans from each village in the game going out to dangerous dungeons to get crystal energy to protect their homelands from the deadly miasma mist in the air. A lot of villages and their caravans are success stories, but some, like the village turned dungeon where this somber and sullen theme is heard, fail. Composer Kumi Tanioka brought a rustic, earthen sound to the Crystal Chronicles soundtrack's marvelous melodies, something that makes it one of my favorite Final Fantasy soundtracks to date.

v1324. F-Zero X (N64) - Drivin' Through on Max


Both F-Zero X and F-Zero GX fight in many F-Zero fans' minds for best game in the franchise. Where do you stand? Musically, while I do like the techno and electronica music heard in GX, the hard rock and heavy metal of F-Zero X beats GX for me. It's amazing that such sound was possible from the Nintendo 64's hardware, and composers Taro Bando and Hajime Wakai delivered a delightfully peppy and energizing soundtrack.

v1325. No More Heroes (Wii) - Season of the Samurai


A chill start breaking into a guitar-driven romp caps off this edition of SuperPhillip Central's Favorite VGMs, Season of the Samurai from No More Heroes is the theme song to female samurai Shinobu. Her battle is one of the first true challenges of No More Heroes where the difficulty most certainly picks up. Be careful and watchful for her one-hit kill attack which will cut Travis Touchdown down to size in a jiffy.

Friday, June 26, 2015

The Top 50 Game Soundtracks of All Time - #20-11

Welcome to week four of the Top 50 Game Soundtracks of All Time, as chosen by yours truly. There are but two rules for games to be listed here: 1) They have to be from games I've played, and 2) They can't be made up of licensed music.

After the conclusion of this week of game soundtracks, we have but one more to go through-- numbers 10-1! Everything so far has led up to next week! Let's not get ahead of ourselves, though-- let's get to this week's selection of soundtracks!

Check out entries #50-41 here.
Check out entries #40-31 here.
Check out entries #30-21 here.

20) The Legend of Zelda: Skyward Sword (Wii)


Like last week, we start this week's list of ten game soundtracks with some Legend of Zelda! In this case it's the newest non-remake/remaster console installment, The Legend of Zelda: Skyward Sword. The game utilized a mostly orchestral score, and it sounds just heavenly, whether it's for the more tender, emotional moments of the game or action-packed battles that pack this Legend of Zelda game.


19) The Legend of Zelda: Ocarina of Time (N64)


It's only my favorite video game of all time, so it makes sense that I would have it somewhere in my list of top 50 game soundtracks of all time. The themes that Koji Kondo composed for the game will forever be etched in my memory as an important companion through the first fully 3D version of Hyrule. It's a game that means so much to me as a gamer, a game creator, and a game blogger.


18) Donkey Kong Country (SNES)


While I enjoyed the music from Donkey Kong Country: Tropical Freeze, it's not my favorite soundtrack of the series. I still very much enjoy listening to the old school SNES trilogy. Well, that isn't wholly true, as the third game, Dixie Kong's Double Trouble, will not be making an appearance on this list at all. Still, it amazes me what Dave Wise and the Rare composition team were able to get out of the Super Nintendo's sound card. It's just astonishing how good these songs still sound.


17) Jet Force Gemini (N64)


Speaking of astonishingly good-sounding songs, Jet Force Gemini is without question my favorite Nintendo 64 soundtrack. Again, Rare's team of composers got an exceptional amount of quality of the Nintendo 64's sound capabilities, creating majestic themes, pulse-pounding rhythms and beats, and unforgettable melodies that play as you, Juno, Vela, and Lupus shoot and blast Mizar's alien insect menace from the galaxy.


16) Mario Kart 8 (Wii U)


A more modern entry on my list of 50 favorite game soundtracks, Mario Kart 8 sports a jazzy, big band soundtrack, much like Super Mario 3D World in some very similar regards. Right when you pop in the disc and the initial loading screen finishes, your ears are also ready to go on a wild ride rather than just your kart and bike and choice of character. This is one soundtrack that I continuously listen to, as it seldom fails to put a great, big, old smile on my face.


15) Super Mario Galaxy 2 (Wii)


Taking the Mario series to new heights and into outer space, Super Mario Galaxy 2 features a mostly fully symphonic soundtrack with some tunes containing synth instruments for a wackier approach to the music. However, most of Super Mario Galaxy 2's soundtrack is big, bold orchestral themes that heighten and accentuate the platforming action that Mario performs across the stars in this great platforming epic.


14) Chrono Cross (PS1)


Chrono Trigger probably would have a place on this list, but the only caveat is that I haven't actually played it yet. (Remember rule #1.) That said, Chrono Cross contains some of the PlayStation's best themes. The soundtrack itself is so worldly, offering a myriad of musical styles with a variety of interesting instruments, rhythms, and melodies. Yasunori Mitsuda did a marvelous job with the Chrono Cross soundtrack.


13) Bravely Default (3DS)


Another more modern game to hit this list of 50 games is Bravely Default. Composed by Japanese progressive rock artist Revo, Bravely Default's music has definite roots to Revo's favorite genre to make music in. The music is part times rock, part times orchestral, and all the time awesome. It even makes going through the infamous parts of the game less of a pain in the neck to do when you have fantastic music to go along with it.


12) Xenogears (PS1)


Another Yasunori Mitsuda soundtrack, Xenogears is a game that Squaresoft didn't think would sell well in the West. However, when demand outperformed supply, Squaresoft wised up to its mistake. There's no mistaking that Xenogears soundtrack that creates a wide range of emotions in the listener and player is anything short of phenomenal. It makes you wonder why Yasunori Mitsuda isn't given more games to compose soundtracks to nowadays!


11) Final Fantasy Crystal Chronicles (GCN)


One of my favorite Final Fantasy soundtracks doesn't even come from the mainline series. Instead, it comes from Final Fantasy Crystal Chronicles, Square's return to Nintendo home consoles. Kumi Tanioka composed the music for the game, and it uses worldly instruments to create a lovely, rustic sound to the entire soundtrack. There isn't a theme in this soundtrack that I don't enjoy, and that's somewhat of a rarity when you have two compact discs-worth of songs!

Monday, April 20, 2015

SuperPhillip Central's Favorite VGMs - Bookended by Final Fantasy Edition

Hello everyone! It's your blogger friend Phil here with five more themes from the world of video games! It's of course time for SuperPhillip Central's Favorite VGMs, dishing out even more superb sounds for all to enjoy.

This week I have selected tracks from five more games. We will start off with an awesomely orchestrated classic theme from Final Fantasy VIII, and then we'll move on to some Spanish flavor with music from the indie hit Guacamelee! Moving on from there, we dive into two unique platformers, Billy Hatcher and the Giant Egg and Puppeteer. Finally, we wrap up this edition of the old VGMs like we started, with a track from a Final Fantasy game, this time Final Fantasy: Crystal Chronicles!

If you're just joining the site or want to listen to past songs selected by yours truly, check out the SuperPhillip Central Favorite VGM Database for all the great video game tracks I love and cherish!

v856. Final Fantasy VIII (PS1) - The Man With the Machine Gun (Orchestrated)


We start this edition of SuperPhillip Central's Favorite VGMs with one of my favorite orchestrated pieces in Final Fantasy history, The Man With the Machine Gun. This peppy and empowered piece goes from techno and electronic to bold and daring with its big brass and sensational strings. It makes for a cherished orchestral version of a classic Final Fantasy VIII tune.

v857. Guacamelee! (Multi) - Temple of War ~ Rain


Guacamelee! is a Metroidvania game, and that genre of 2D platformer is no stranger to the indie scene. However, this game is one of my favorites in the genre with its great level design, awesome use of moves in not just to reach new areas but also to defeat foes in combat, and luchador styling. Temple of War ~ Rain gives listeners a Spanish flavor with its guitar while also delivering a nice mix of electronica into the fold as well.

v858. Billy Hatcher and the Giant Egg (GCN) - Volcanic Orchestra


Tomoya Ohtani was the main composer behind Billy Hatcher and the Giant Egg, and his name should be quite familiar to those who have listened to more modern Sonic the Hedgehog games, such as Sonic Unleashed, Sonic Colors, and Sonic: Lost World. Ohtani and his merry band of composers including Mariko Namba did a great job creating a colorful soundtrack to accompany the colorful world of Billy Hatcher.

v859. Puppeteer (PS3) - Danger


Patrick Doyle composed the music for Sony's Puppeteer, a cute and quaint 2.5D platformer that stunned in its presentation and did rather well in its gameplay as well. Perhaps my greatest complaint with the game is its constant interruption of the gameplay with its presentation and storytelling. A little story goes a long way in a platformer, kids!

v860. Final Fantasy: Crystal Chronicles (GCN) - When the Northern Sky Is Clear


The theme of Rebena Te Ra, one of the final areas in Final Fantasy: Crystal Chronicles on the Nintendo GameCube, When the Northern Sky Is Clear is accentuated by backing vocals and a xylophone ostinato. The level itself is a confusing maze filled with powerful monsters that only the brave and bold can conquer.

Monday, March 3, 2014

Review Round-Up - February 2014

The Kong crew is on top of the review
mountain this month with Tropical Freeze.
Even though there were only 28 days for February, SuperPhillip Central managed to put together a fair amount of reviews in such a limited period of time. We kicked off our eight review month with a retro review of Final Fantasy Crystal Chronicles, whose caravan was worthy of an 8.0. How we dream of a return to the dungeon crawling gameplay of the series... Following that was a look at two different Nintendo 3DS titles, Shinobi (7.5) and Cave Story 3D (7.0). We let the good times roll with Pac n' Roll, which bowled us over for a 7.0. Then, we continued with Ratchet & Clank: Into the Nexus. While not their greatest adventure together, Ratchet and Clank's latest scored a great 8.0. Kung Fu Rabbit stealthily slipped into this month of reviews, hopping and wall climbing to a 7.0. Finally, we capped off the month with two Wii U games, Wii Party U (8.0) and our game of the month, Donkey Kong Country: Tropical Freeze (9.5).

Final Fantasy Crystal Chronicles (GCN) - 8.0
Shinobi (3DS) - 7.5
Cave Story 3D (3DS) - 7.0
Pac 'n Roll (DS) - 7.0
Ratchet & Clank: Into the Nexus (PS3) - 8.0
Kung Fu Rabbit (Wii U, 3DS, Vita) - 7.0
Wii Party U (Wii U) - 8.0
Donkey Kong Country: Tropical Freeze (Wii U) - 9.5

Another platforming icon traveled far
and wide to earn a really nice score.

Wednesday, February 12, 2014

Sequels, Please! - New Installments We'd Love to See

Similar to other segments such as Localizations, Please! and Remakes, Please!, Sequels, Please! is another segment at SuperPhillip Central where we more often than not fruitlessly beg for games that we desire. Although we do not get what we want most of the time, we've gotten what we begged for several times, such as a new Donkey Kong Country or localization of games like Bravely Default, Theatrhythm Final Fantasy, and Tales of Xillia. Obviously we had nothing to do with these games being released, but we'll take what we can get.

Sequels, Please! delves into individual games or franchises that we would absolutely love to see new installments for. From a Smash Bros. inspired fighting game to an intense stroll through the zombie apocalypse, these games are ones we'd greatly enjoy seeing sequels for. After you've read our picks (we have plenty more in mind, but we gotta make this a series of segments somehow!), please let us know what sequels you've always been dreaming of. The wilder, the better!

PlayStation All-Stars Battle Royale


We start off with a game that we cannot believe didn't do as well as we (and Sony) were hoping. PlayStation All-Stars Battle Royale was without any question the PlayStation brand's answer to Nintendo's Super Smash Bros. series. While the games did have their obvious similarities, PlayStation All-Stars altered how points were made. We realize that this caused much criticism, but we can't help but be thankful that SuperBot Entertainment tried something different to distinguish this party fighter from its point of inspiration. With some fine-tuning of the formula and better roster choices, we'd love to see Sony return to this series with a title and cast that definitely are worthy of the PlayStation name.

LEGO City Undercover


Here comes a game that we had no problems declaring it as the best LEGO game yet. It's not even a close race. LEGO City Undercover introduced Wii U owners to a sprawling city with myriad activities to take part in, things to collect, and tasks to complete. While the Nintendo 3DS saw a prequel to its Wii U bigger brother, that game was a technological mess and did not possess even half the charm and wit of the Wii U game. We would absolutely love to see Tt Games return to Chase McCain's world and deliver yet another hilarious and addicting LEGO City game for Wii U. Heck, it doesn't even have to take place in LEGO City!

The Wonderful 101


Give thanks to Nintendo's horrible handling of this game commercially, which funnily enough is a prime reason why the Wii U is a sales disgrace, as to why The Wonderful 101 did not do gangbusters at stores. Quite the opposite actually. The demo, with its lack of a real tutorial, infuriated and turned off many players. However, those of us who have played the final version of the game experienced an increasingly escalating game that continued to dial up the crazy from start to finish. Oh, that ending sequence! On his Twitter (if you don't know the handle, ask your mom), Hideki Kamiya has expressed interest in a possible Wonderful 102, but that's up to Nintendo. Seeing how risk-adverse and safe they have been with their game announcements lately, we're less than hopeful. Still, we'd love for our pessimism to be unfounded.

3D Dot Game Heroes


For a series that is so popular, The Legend of Zelda series has seen very few imitators, much less ones that can hold a candle to any installment. However, the PlayStation 3's 3D Dot Game Heroes is an homage to the classic game, The Legend of Zelda proper, offering an abundance of NES-related game references and a nostalgic take on the action/adventure genre. The game used blocks for characters, enemies, and settings, delivering a world that was as fun to look at as it was to explore. While 3D Dot Game Heroes sold poorly in Japan (less than 20,000 its first week), U.S. sales were more than admirable, exceeding Atlus USA's (the publisher) expectations by six times. We'd be grateful for another trip down memory lane in an adventure that blends old and new with another 3D Dot Game Heroes.

Final Fantasy Crystal Chronicles


In our review yesterday, we gave a relatively glowing review of the GameCube's Final Fantasy Crystal Chronicles. Since the original 2003 release, the Crystal Chronicles sub-series has spawned new iterations, two similar dungeons crawlers on the Nintendo DS, a duo of city-building games on Nintendo's WiiWare service, and a completely different take on the series with the Wii's Crystal Bearers. However, we'd be most interested in seeing Square Enix return the Crystal Chronicles line of games back to basics with the enjoyable dungeon crawling, treasure finding, monster defeating, boss beating, multiplayer action that games like the original GameCube Crystal Chronicles and the DS games contained. We don't care if it's on Wii U or Nintendo 3DS-- we just want our dungeon crawling thirst quenched! Plus, it would take the bad taste out of our mouths from the Final Fantasy XIII trilogy. Couldn't hurt, right?

ZombiU


The Wii U launch title, ZombiU, sold poorly. As a result, Ubisoft opted to delay Rayman Legends and port it to multiple platforms. That's a shame, not just the Rayman game being sent to die in September, but because ZombiU is still one of those Wii U games that makes the greatest use of the GamePad, something that Nintendo can hardly design creative ideas for. It's safe to say that without the GamePad ZombiU wouldn't be the same, wouldn't be as scary, and wouldn't be as much of an experience. Using the GamePad in real time to check your backpack's inventory while making you vulnerable to zombie attacks made things all the tenser. Solving puzzles with the controller and doing so much more made ZombiU more than just another shooter. Add in permanent death, and you have an original and criminally overlooked Wii U exclusive that should have gotten more attention. The hope of a followup is pretty low, but even if Ubisoft needs to make a sequel multiplatform, we'll take it. We need our zombie fix!

Puppeteer


Severely overlooked by PlayStation 3 audiences, the insanely charming and whimsical platforming adventure known as Puppeteer was a game that released to no pomp, no circumstance, not even a little "hey!" Instead, Puppeteer was relegated to bargain bin status quite quickly. We are of the minds that Kutaro and the rest of the gang deserve another chance; this time for redemption. Whether it be on PlayStation 4 or PlayStation Vita as a retail or downloadable title, we don't want to see the immensely interesting world of Puppeteer vanish when there's so much potential to it.

Tuesday, February 11, 2014

Final Fantasy Crystal Chronicles (GCN) Retro Review

Lightning Returns: Final Fantasy XIII released today in North America. While you can read through the middling reviews of the game no one really asked for, why not take a respite from that and read up on a Final Fantasy game that is worth your time? It's Final Fantasy Crystal Chronicles for the Nintendo GameCube, and it's our first retro review of February.

In order to dungeon walk, first you 
must learn how to dungeon crawl.


The Final Fantasy series is not shy of creating spin-offs within the franchise. We've seen it done to great success with Final Fantasy Tactics, for instance. Final Fantasy Crystal Chronicles marked the first time in a decade that a Final Fantasy game hit one of Nintendo's home consoles. The last game before Nintendo and Square's falling out was Final Fantasy III for the Super Nintendo (aka Final Fantasy VI). Since this GameCube release, the Crystal Chronicles spin-off series has seen multiple sequels in numerous genres. However, there's no arguing with me that the best form of the Final Fantasy Crystal Chronicles games are the ones that are dungeon crawlers. While not perfect, Final Fantasy Crystal Chronicles is a type of fun that is as clear as crystal.

A meteor has hit the once peaceful and carefree world of Final Fantasy Crystal Chronicles. Now, a thick Miasma mist covers the world, and the only reprieve comes from large crystals that shine so brightly that they cut through the Miasma. Each town has its own crystal. However, in order to stay shining bright, they need a supply of Myrrh, dropped by trees spread across the world. You are part of a caravan for your village. Like many caravans for other towns, your duty is to collect enough Myrrh for one season, through traveling outside the safety of your village. If you fail in this mission, that means the hopes of your friends, family, and fellow villagers will succumb to the Miasma as their town's crystal no longer shines.

These crystals protect from the Miasma.
However, their power only lasts for a bit
before needing to be recharged with Myrrh.
You start off Final Fantasy Crystal Chronicles through creating your own character. This isn't some fancy, in-depth MMO-like deal. You simply choose one of four tribes-- the well-rounded Clavats, the offensive powerhouses the Lilties, the magic-loving Yukes, and the focus attack-preferring Selkies. You then choose from one of eight character models, four of which are male, and four that are female. Finally, you select what trade your family lives off of, whether it's being blacksmiths, being merchants, being millers, farming, fishing, tailoring, ranching, and alchemy.

Crystal Chronicles is split up between years. As stated, your caravan's goal is to collect enough Myrrh inside your caravan's chalice to protect your town from the Miasma for another season. However, collecting Myrrh is no simple task. Only the strongest and bravest are able to collect droplets of Myrrh, as each tree containing the life-saving liquid is protected by only the most powerful creatures in the land. Each time a droplet is received, the tree exhausts its supply and becomes dry. It only gets nourished with more Myrrh in two years game time. Also, a droplet gained makes a third of the game year go by. Once three droplets have been gathered in your caravan's chalice, you return to your village victorious... at least until a new year begins and the song and dance continues all over again.

Only if you give me your
"village savior" special.
Miasma streams separate the land, each requiring your chalice to be made up of one of four elements: fire, earth, wind, or water. If your chalice is not the correct element, you cannot pass through the stream. You can change elements by moving to previously completed levels on the world map and selecting the element you need, pending it's available in that level. As you progress through the years, new areas of the land open up to you, eventually allowing you to reach the final dungeon of the game to witness the conclusion of Crystal Chronicles' story.

Travel aboard your caravan across
this Miasma mist-covered land.
Final Fantasy Crystal Chronicles is a pure hack-and-slash dungeon crawler through and through. The main aim here is to go through dungeons and other monster-infested areas, defeating enemies, solving simplistic puzzles, and finally encountering the boss of the area in order to defeat him/her/it to obtain a drop of Myrrh.

Action takes place in real time. You shuffle through commands-- things like attacking, casting a spell, or using an item-- with the shoulder buttons. Attacking is your best line of offense, allowing you, with precise timing, to perform a three-hit combo. There's some semblance of strategy involved in this, as monsters have a windup animation before they attack, but the best way to engage most monsters is to simply hit once, run to their side as they attack, hit again, run to their side, hit again, rinse and repeat. When you're surrounded by monsters, though, this trick won't work so well. There's also a defense command, but I never used it. Playing as a Clavat, guarding is practically useless, as you can still get hit from behind. It's easier to just stick and move. Yukes and Selkies have an advantage when defending, as they become immune to all offense-- physical and magical.

Magic works quite differently when compared to mainline Final Fantasy games. You don't keep magic you acquire. Instead, occasionally a defeated enemy or opened treasure chest will reveal a piece of Magicite. Picking it up will allow you to set it to one of your command slots and then use it as much as you like-- there's no MP to worry about. Summoning a spell is as simple as dragging the casting ring on top of a monster and unleashing it. Of course, you're vulnerable to attack when you do this. More complicated spells, such as Fira, Blizzara, Thundaga, and Cura, are created by setting two of the same spell next to each other on the command list and then merging them. In multiplayer, you and your teammate(s) can each drag your casting rings so they're on top of each other and cast your spells at the same time.

Fire in the hole!
Throughout each level, there are an abundance of treasure chests. These contain things like Magicite, food, scrolls, and treasures. Each of the four tribes have their own preference for food and what they like best. Eating foods that your character's tribe enjoys most will have great effects on the battlefield. Taking scrolls to blacksmiths in the game's handful of towns allows them to craft new weapons, armor, and accessories, pending you have the money and materials needed. I'll return to treasures in a bit.

At the end of each level is a boss of some sort. It's a creature far larger and far more dangerous than any you've encountered in the level. You would expect such, too, seeing as each boss is the final obstacle between you and your droplet of Myrrh prize. Boss fights are generally thrilling battles, offering a tense atmosphere. Each has their own tells to help you expect which of their many moves they will be ready to unleash. From electric crabs to more traditional Final Fantasy foes like Marboros and Iron Giants, the range of bosses is large. It's always fun to see who or what you're going to face next. Perhaps the only gripe with the boss battles is that each boss summons two lesser enemies to contend with each fight. These can be eliminated, but they return eventually. They just make the fights a touch more tedious than they need to be.

Such bad breath. Seriously,
would some Scope kill you?
There are three cycles of each level. The differences between cycles are that each version introduces new enemies, new moves for bosses, and better rewards for gear and treasures. It's prudent to not only replay levels to advance the years, thus advancing the story line, but it's also to gain some great gear and treasures. Each cycle begins when the Myrrh Tree replenishes its supply of Myrrh.

After a drop of Myrrh has been collected from a level's Myrrh Tree, you get a letter from the local Mail Moogle. Once you've read your latest letter, usually always from your ever-worrying family, you get a screen showing all of the treasures you've collected in that level's run. There are four that you get from uncovering them in treasure chests, and four that are dropped by the boss. As there are no levels to gain through experience, you upgrade your strength, defense, and magic through selecting treasures. Each treasure ups one stat by up to three points, but you can only select treasure each run. This means you'll need to replay levels once the Myrrh Tree in them has been replenished in order to obtain all of the treasures and upcoming stat boosts-- and in some cases, added command slots or extra health.

However, even if you collect all eight treasures in a given level, you're not guaranteed the ability to choose any one of them. Final Fantasy Crystal Chronicles has a bonus point system that rewards players points for satisfying a random condition. Such conditions can be taking damage, defeating enemies with magic, picking up treasure, not getting hit, etc. At the end of the level, your total bonus points are added up. Pending on the range your final tally for the level winds up in, you can have either slim pickings of treasure or a bumper crop.

Regardless, there is one stipulation that makes bonus point conditions and trying to get treasure incredibly frustrating. That is that you need a Game Boy Advance hooked up to your GameCube to serve as the controller, as the GBA screen shows the bonus condition on it. If you don't have this, you're out of luck and better hope you are somehow satisfying the bonus point condition.

The Game Boy Advance is also used for multiplayer. In fact, it's the only way to play multiplayer. Do you have four GameCube controllers that are itching for some multiplayer mayhem? Too bad. You and your friends all need their own Game Boy Advances and link cables in order to play. If you can somehow get this expensive setup organized, you'll find a very fun multiplayer experience. It's enjoyable to take down a boss together, split up duties, and sync up to cast a powerful spell on an enemy. If you're only playing with two players, the fun is of lesser quality. One player must always carry the chalice, which shields players that are close by it from the poisonous Miasma mist. In single player, your Moogle carries the chalice, but for some reason the developers decided to allow your furry friend to get tired. This means it complains and wants you to carry it for a little while. Otherwise you're stuck with a much slowed down Moogle.

When you're all working together, things
go so much more smoothly than when not.
The world of Crystal Chronicles still impresses to this day. The levels and cities are heavily detailed, each exuding immense amounts of ambiance and personality. Character and enemy models are visually stunning as well, boasting nice little accents all over. In terms of sound, Kumi Tanioka delivers a remarkable rustic soundtrack, using Renaissance and Medieval era instruments to create an earthen sound. From the melancholy "Into the Gloomy Darkness" to the jaunty and rosy "Amidatti, And Eleonor Too", the music of Final Fantasy Crystal Chronicles makes for one fantastic soundtrack-- one of my personal faves.

Final Fantasy Crystal Chronicles can be described as a simple hack-and-slash, but with interesting dungeon design, superb presentation, and rewarding gameplay, the game is at the higher end of its genre. The ability to play with friends-- however costly-- only adds to the fun, creating a whole new dimension of craziness of dungeon exploring hijinks. Overall though, I would say that the requirement of having a Game Boy Advance for each player in order to try the multiplayer features, and the need for one to see what bonus point condition you have in a given level brings down the game a little. However, what Final Fantasy Crystal Chronicles has is something that should quench the thirst of any gamer with a desire for a highly competent hack-and-slash dungeon crawler.

[SPC Says: 8.0/10]