Let the epic, begin |
So it's the 100th article of
the blog and I thought I'd go and look at what I feel is on the best RPGs of
all time and nay, best games of all time. Yes, I believe this game should be in
anyone's Top20 list, likely in my own Top5. The problem with such lists is that
they always swing and sway but I'd place Chrono Trigger there any day. Here's
why.
Looks lovely and happy, that never is going to last long is it... |
Let's get the basics out of
the way first. You play as Chrono and his band of friends that he picks up from
around time and space, sort of like a kid Doctor Who and you find out that when
you try to use a teleporter at the local fair, some girl's pendant sets off a
temporal flux and you're flung back in time 400 years to where you realise that
some asshat has bollocksed up the timeline by mistakenly assuming that the girl
who has gone with you, is the queen of that time period. This causes a huge
bullshit session of the girl you're with being unwritten from time as the queen
of that time is your friend's ancestor.
We don't really know Flea's gender, we don't care either, kill it. |
All this is carefully
explained with monsters and images by the way in such a way most kids could get
this, really playing to the mass audience with aspects of consequence and
causality. To which you and another friend and a man-sized frog (keep with me)
go and rescue the real queen to set the timeline right again. This is just the
first hour or so of the game.
Batter up, it bashing time. |
Eventually your rag-time
friends from across time spanning back to the age of man vs. dinosaurs (don't
think too hard on this) to the future where the apocalypse has had an
apocalypse (Yes, Blood Dragon, well done), you're left to hop back and forth
through time, fixing the problems as you go and solving things in a sort of Dr
Who meets Back to the Future in order to try and stop the world ending in 1999
(You start in 1000), while the future in 2300 is bleak and shitty.
Looks nice and friendly. |
Each time period represents
issues within our own history. 65 mil BC is our dino era with mankind learning
basic language skills and fighting T-Rex's as often as one lights up a
cigarette in a sort of "evolution represented by one big punch up"
race between dinos and apes. 23,000bc has the segregation system in place of
the underlings represented by non-magical users and the uber-class of magical
users which also seem to cause most of the problems in this game. 600ad is your
usual might and magic era, expect knights, maidens, talking frogs and an out of
place magic user. 1000 ad is pseudo steam punk pleasant modern day, 1999 is
just one event, the end of the world and the game's final boss and 2300ad is
the bleak future of starvation, dying, disease and lots of robots and mutants.
There's also the end of time populated by one old dude, a god of war and a
streetlamp straight from some old 1960s film-noir.
5v3, no contest. |
It's varied, it's memorable
and it approaches the time travel aspect in a rather interesting way. Initially
you'll be hopping through gates from one time period to another until you get
to a point where you get the "Fly around the main map and time hop when I
want" but until then it's fairly rail-roaded. The more interesting aspect
taken into account is that nearly EVERYTHING you do has an impact later in the
game. Even the first area, where you're walking around with the new girl, all
of your actions can bite you in the arse 4-5 hours after they've happened.
Summarised in such a way that you realise that 'yes, doing that in game would
make me look like a total prick' in one of the biggest parodies of the genre
before accepting it wholeheartedly in the next breath.
Large zombie skeleton things, not quite what you expect to see in 600AD |
As you progress through the
game you'll end up solving quests and puzzles that require thinking in time
zones. Need a forest now? Go build it back a few hundred years ago. Mum's a
cripple? Go back and save her from the accident she had.
The Epoch, a time machine unless you named it something else. I called it Dave. |
Aside from this, the game has
over 10 endings and variations all depending upon when and how you fight the
final boss. The variations depend on whether you completed the big missions to
improve things while the actual endings are all about at what point in the game
you decide to destroy the giant flea from space that screws up time, Lavos.
Some endings are done purely for laughs, while others take a serious
"Here's the consequences of your actions deal".
Either everyone got tired, or you screwed up. |
As a game, it's an RPG so
you've your chars and their experience, stats automatically are designated on
levelling up but you can also boost them with items if you can find them.
You'll get a weapon, helmet, armour and accessory for each character (some
can't be adjusted, but usually you can) with greater armours and weapons
throughout the game and some coming from some very convoluted missions. So a
lot of the personalisation with the characters is gone as you can't focus their
talents and are just told "You levelled up, here's a spell that makes an
enemy's arse explode" while fighting in a zone of monsters with no
buttocks, or something similar...
This only goes to show how BADLY you messed the game up. |
Combat takes the guise of
mostly scripted events, even the location and placing of characters is
pre-determined while some of the attacks and techniques you can use are 'area
of effect' or 'line of sight' and characters are kept stationary except when
attacking. There is no "random" battle, monsters you fight in a
zone/area will be there each time you go through that zone/area, giving you a
chance to be ambushed just the first time you go through (or if you forget)
while other fights are entirely of the "walk into them and kick arse"
type. You can often prepare for a fight with the right items and checking
health/mana levels.
Oddly enough, you see this in all points in time, can fight it all points too. |
Each fight gives you the
choice to attack with the weapon, use a technique or combo technique if
multiple compatible characters have the right moves available i.e. Froggy and
Chrono can perform an X-attack, while Froggy and Marle do a different attack
with different results and impacts, some techs can be done by all 3 working
together. However later in the game, individual chars tend to be able to just
hit high on their own anyway. Chars can also use an item instead and at the
start of the game these will likely be essential to recover health and such.
Magic and technology, looks friendly with that blue-hue trim over the planet. |
Enemies run the variation of
being standard, high-def low-magic, high-magic low-def, switchers and puzzles
where you have to do one thing, then another, then another to kill them. Bosses
are almost all puzzles, particularly the final boss when you realise just what
actually IS the real core of the boss. Other bosses need to be destroyed in
order of parts, or have weaknesses initiated by magical impacts. Magus being a
key one as he'll fight with magic and changes immunities every other turn or
so. Puzzles of such degree that even when playing through in the New Game+
modes, you'll STILL have to be careful. Yes you can hit harder than GOD and
already killed monsters and enemies that transcend time and space, but that
robot dragon will only die when you hit it in the RIGHT ORDER.
Yep, riding dinos. How else do you get around? |
There's a lot to do in this
game, puzzles, quests, missions, so many things one can miss and WILL miss even
after many years of playing (I've still not seen ALL the possible endings, most
of them however), questions to ask yourself such as "Do I take the item
now, or wait 400 years and take it later?" "Do I give it for free or
make him pay? What's the knock-on implications for this?" "Do I
really want to save a crippled mother's legs?" Some very hard questions
one has to ask oneself.
The game has some truly inspired graphics and interior decor. |
As a story, the pacing is
fairly solid up until the final session when the last few dungeons are just a
long slog of "Oh this guy again, ok let's hit him with attack A C B... and
again a few rooms later... and again... here's his powered up form so let's...
just... do... the same thing again..." While the missions and questions to
improve the world before you fight the final boss add a little extra element of
thought and impact rarely seen in games at that time. It gets complicated after
a while but never so much that it becomes unfathomable and new elements are
introduced gradually rather than being tossed in.
This enemy cannot die. You can re-fight it again and again and again. Why didn't they send this into battle instead? |
Some parts of the game are
poorly thought out however, one in particular is where your band is kidnapped
and held hostage and while attempting a daring escape, need to recover their
weapons, items, armour and gold, of which some can be left behind and lost
forever. Also, if all three of your party fight with weapons, you'll HAVE to
stealth it around the level and getting caught puts you right back where you
started making it a sort of Spy By Trial And Improvement type of deal. Other
parts include mandatory repetitive battles that serve no real purpose other
than to pad the gameplay out, of which there's a lot of it already while other
parts of the game.
Nope, not dead yet, in fact it's only just begun. |
The music within the game
really adds to the atmosphere and ambience created in tandem with the artwork
and graphics. Every piece of music is not only distinguishably different, but
either increases a sombre mood, enhances an adrenaline rush of a boss fight, or
more epic boss fight, or highlights the joviality of a scene punctuated by the
more light-hearted and flittery scores of music composed for use in this game.
The final boss, but which part is the REAL thing? Hint: Not the big thing. |
With regards to the graphics,
everything looks stunning, from the spell effects to the time travel warps, to
the characters themselves and the detail and attention on the backgrounds is mind-blowing
to see from the logs of wood on houses to the slates and cobbles in the
streets. Even the smallest time zone, the end of time, is lavished upon in detail
and gloom adding a real impact that this is all that's left once time itself
has finished. An old man by some cobbled streets with a single lamppost almost
out of Victorian era industrial revolution times.
Grim, bleak, mortifying. Detroit never looked so good. |
Does it have replay factor,
yes by the bucket-load. With each completion players can run through again on
New Game+ giving them the chance to play in a different manner, try different
things and gain items they couldn't have done the first time through because of
the "This OR That" choices that had to be made. Try to win the trial
by jury, complete or fail to complete specific quests, save people or condemn
them and see what the impacts are upon the game's world. With also over 10
different endings including the "I beat the game by myself as one character
because I took the second teleporter right at the start" which, while
difficult, isn't impossible and certainly feels great when fighting the last
boss through time and space SOLO. (Yes... yes I have, thank you for asking).
Well he IS the God of War. |
It's bright, it's bold, it's
different and done very well and remains a game I'd recommend to anyone who
hasn't played it before and especially in this day and age where it can be
found on handhelds and mobile devices. Pick it up, have a taste of how it
should be done right and realise that few games will compare even closely to
this one.