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SGA's Chrono Cross (PS)
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[February 9, 2008 02:00:03 AM]
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Gameplay:
I completed the task that Leena sent me on, for a relatively simple game it is surprisingly difficult to accomplish the tasks. This is because the game doesn't give you any guidelines of what buttons do what. The story progressed somewhat , it did not proceed a great deal but enough to keep me interested. I collected three scales for a neckless.
The story between Leena and Serge is very interesting. I kept picking the mushy answers to the sections where you were given a choice in how you want the conversation to turn out. A love story began to unfold, but a strange incident occurred and the moment was ruined. Next thing that you know is that you are alone and asleep on the beach. A person comes to tell you not to sleep on the beach and where to find Leena.
Design:
The game world is not very expansive from what I have seen. This could also be due to the time period it was made in. Seeing as the game was made for the Playstation 1, this was probably the major component of why the designers made the game into the style that they did. The fights are all set in the same location even if the places where the fights are activated are not near each other. This was created this way so that the memory necessary to story the game was not ridiculous.
The cutscenes develop the story in a unique style. The game's story-line was probably created in this way to create a sense of curiosity around the game, in other words- to keep the player intrigued and playing the game. I can only assume that the character's story's come into play later on in the story, so that the designers can keep a strong hold on how much the player is aloud to know.
Seeing as the graphic components of the game are not that great, older games must have a different type of engagement. This game has its main plot-line but also has a very unique style in which the main character engages bi-standards. The bi-standards themselves have engaging stories and aspirations for their own lives and even contemplate alternative pathways that they could have taken.
This game is most certainly a game of progression. There are not very many alternative activities that you can engage in besides the main plot. This was also due to the limitations of the first Playstation console. So this game has far less emergent behaviors then modern RPG's, but I think the developing story more then makes up for this. This a game for its time is also very impressive.
The reward system in this game is much like in any other game, you get rewards that are just found, you also get rewards for accomplishing tasks, and for defeating bosses. This game has many aspects of a modern RPG and uses all of the things that make those games great in its own gameplay experience. (It reminds me a lot of a Final Fantasy game)
I look forward to seeing what happens next.
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[February 8, 2008 11:32:43 PM]
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Summary:
Chrono Cross is a very early style RPG with a turned based attack system. The game fallows the story of a young boy named Serge. You begin in a strange castle with two friends and you trigger a fight by colliding with your opponent. Then you take turns attacking the enemies with either Elements or the weapon in hand.
Gameplay:
Ok, the first thing to say is what the heck. I appear in a strange castle without so much as a story behind the reasoning. I get no training in fighting, unless you count training as the actual fights. I guess you learn by doing. I was confused as all get out, I was wondering whether I had started the game wrong or something. I distinctly remember hitting the start a new game button, but here I was without so much as a hint as to what I was suppose to do. It took me a sec to figure out the correct buttons to move the main character. I wondered around and triggered some beam of light to turn off, and beat up some creatures by hitting random buttons.
I have no idea about the story-line . After I was beamed to some place in the sky, a cut scene is triggered and you watch the main character stand over a girl with a bloody knife. A slightly creepy smile starts to cross his face then you apparently wake up. You end up in a little village and if you talk to people you learn about there aspirations and about the past. This was really cool, a guy told me about something happening ten years before and it made me curious to find out more.
You can pretty much activate a conversation with any bi-standard. The characters themselves are still strange to me, I know very little about them. So far the main characters, that I have met are Serge and his girlfriend Leena. She was incredibly bossy, I really felt like being rude to her when it allowed you to choose between two responses.
I am interested where the game proceeds from where I currently am. Even though the game gives no backstory, the vague aspect gives the game an air of discovery. (Curiosity killed the cat, but I can't help it)
Besides the confusing beginning the only negative aspect I ran into was the fact that you could not quite distinguish the end of a cut scene, I was never really sure whether I had control of my character until a few seconds had gone past.
This entry has been edited 1 time. It was last edited on Feb 8th, 2008 at 23:50:57.
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SGA's Chrono Cross (PS)
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Current Status: Finished playing
GameLog started on: Friday 8 February, 2008
GameLog closed on: Wednesday 5 March, 2008 |
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