Tag Archives: Nintendo Switch

FGC #633 Sonic CD

Truly, he must go fastThe future ain’t what it used to be.

Here in the present, we are looking at Sonic CD. Sonic CD is the chronological sequel to Sonic the Hedgehog that was released shortly after Sonic the Hedgehog 2. It started its existence as a port of Sonic 2 for the brand-new Sega CD hardware, but evolved during development into something wholly unique in the Sonic the Hedgehog canon. But, as a result of being tied to finnicky hardware and not being rereleased nearly as often as its contemporaries, Sonic CD has become something of the black sheep of the 2-D Sonic family. While some claim Sonic CD is the pinnacle of 16(ish)-bit platformers, many more shuffle Sonic CD into the “don’t bother” pile with the Master System games and Knuckles Chaotix. In short, a lot of professed Sonic fans will tell you not to waste your time.

And that is a shame, because Sonic CD is all about time. Superficially, Sonic CD’s plot and setting are based on a magical island where the past, present, and future are a little bit more accessible than elsewhere on Mobius, and this grants the hedgehog and his most hated scientist buddy the opportunity to wage war across different epochs. Most worlds start in a pleasant present, but Sonic can easily travel to the future to see a world where Robotnik has conquered the (little) planet, or zoom back to the past to repel the egg army before it ever got going. And how does one save the world from the past? Well, it requires searching over the whole of the current zone, and finding/destroying two of Eggman’s “traps” (the animal/plant containment unit is understandable, but a projector of Metal Sonic somehow changing the shape of destiny raises questions). And the important part of that? The searching. Whereas general “secrets” have always been a part of the Sonic formula, Sonic CD dedicatedly hides two “essential” secrets in two distinct locations in every zone. This is not a situation wherein you simply push against every wall to find a giant ring transporter or two, this is an open invitation to learn the maps of these zones, and devote yourself to finding their specific minutiae. This is a “gotta go fast” Sonic the Hedgehog title, but the player is also all but told they will be more successful if they take their time.

But all is not lost if you absolutely want to play a Sonic the Hedgehog game like a hyperactive omnivore. There are two routes to the good ending: you can either explore every level and find (/destroy) every collectible, or you can conquer the special stages at the end of each level, and obtain all the Time Stones. Apparently claiming the Time Stones guarantees that Eggman will never find these precious rocks, and this will create the same eternally happy ending for everyone on Little Planet. And regardless of method, how do you know you obtained said happy ending? Well, you will see a happy little message at the end of every zone like so…

GOOD END

And fun fact? I am pretty sure that message triggered some kind of PTSD in my soul.

Mainly because I finally put my library back together after a year (home improvements! Oh boy!), I have been reading some “classic” comics recently. It has been mostly stuff from the 90’s heyday of the immediate aftermath of the likes of Grant Morrison, Alan Moore, and Neil Gaiman setting the funny papers ablaze a few years earlier. And the amusing thing about reading comics from this nebulous 90’s-or-so era? There are always excuses to peek at the far-off future of a few decades down the line, and it is not uncommon for their future to be literally now. 2015 or 2020 seems to be the exact point that a lot of authors of the time settled on for “the future”, and, while it is always fun to mock a random writer’s attempts at guessing the trends of the future (where is my jetpack fuetcha, you monsters?!), there is another pervasive trend in predicting the future: it is bad. And that is okay! Because these are fictional works starring heroes and heroines trying to make the world a better place. It is only natural that they would witness a “bad future” so they can be reminded what they are fighting for and/or against. A good future is bad! It’s boring! A future where your girlfriend has been transformed into a snake monster, and your best friend is missing all the fun appendages gives you something to struggle against. Are these the shadows of the things that will be, or are they shadows of things that may be, only? Keep reading to find out!

Away we goBut there is a bit of an issue with the persistent use of the “bad future” trope. As someone currently living in the revolutionary future of 2022, I can confirm that we never saw half this “bad” coming. There is an international plague, and the biggest reason it spreads is the economy would be really inconvenienced if Sneezin’ Harold didn’t come in today to properly stock the Chex Mix. Our politicians are not necessarily overly corrupt ghouls, but they are almost universally old enough to base their decisions on opinions formed roughly around the fall of disco. And let’s not overlook the fact that an entire generation seems to have been brainwashed by online services initially created for the purpose of distributing silly cat pictures. Which generation am I talking about? Could be a few choices there! And the scary thing about all this? I wouldn’t even call this present-future bad. It’s not like we have to worry about dictators with alien, orange skin ascending to illegitimate power or something. Things can’t be all that bad! Nobody I know has cybernetic arms!

And it kind of scares me that we could be living in the exact bad future we have been warned of by fiction going back the last hundred years… and we just… got used to it? Sonic CD has a clear bad future: it is the future where Dr. Robotnik has conquered the planet. But do the happy little animals that have not been robotocized in that “future” still go about their daily lives? Are they still doing the same things they have always done, just with a few more badniks around? Sonic can save Amy Rose and “beat the game” without ever once creating a good future. Does that mean Sonic is okay with all of this? Just so long as the people close to him are safe, Sonic is totally cool with whatever the future brings? That is very zen of you, you monster.

I played trumpetBah! I’m overanalyzing a game about a hedgehog trying to stop a robot hedgehog from kidnapping a pink hedgehog. To the best of anyone’s knowledge, Sonic CD was never intended as a social commentary on the world that would exist three decades after its release. These are just the musings of a writer that has experience an unusual amount of trauma in the last few years (and months and weeks and days). Things feel bad, and you are now reading these anxieties given written flesh and marginally viable metaphors. No badniks are currently littering the streets.

But there is something we can learn from Sonic CD. Sonic might not have to create good futures, but he can, and it just takes a little effort. Maybe it is through careful exploration, maybe through conquering special stages, but Sonic does have the ability to change the course of history. And we do, too. Are we living in a bad future? Maybe. But there is still more future ahead of us, and we can change that. Bad things have happened. Horrible decisions have been made. But it is not all over yet, and we can still put in the effort, and fish out whatever Time Stones are going to fix the mess.

You can make a good future (at least in zone 2).

FGC #633 Sonic CD

  • Here we go!System: Would you believe this was initially available on the Sega CD? It’s true! It seems there was also a standalone port on Playstation 3, Xbox 360, and PC around 2011, and it was part of the Sonic Gems Collection on Playstation 2 and Gamecube. It most recently was available as part of the Sonic Origins compilation on Playstation 4/5, Xbox X/S, and Nintendo Switch (no slash).
  • Number of players: If there is a two player racing mode or something here, we are not acknowledging it.
  • Port O Call: As you have likely guessed, most screenshots in this article are from the Sonic Origins version of Sonic CD. What has changed from the original release? I have no idea! I mean, it is widescreen, there is no such thing as “lives”, there is the “drop dash”, you can retry special stages repeatedly; we all know those changes are in there. But the little things? Other than the fact that they dropped Sonic’s “I’m out of here” voice, I have no clue about the little things that have been changed. Let’s assume the fact that I played this a lot more intently than the Sonic Gems version is a simple matter of the ergonomics of the Nintendo Switch, and not because they made sweeping changes.
  • Favorite Boss: The Egg Conveyer is a deadly treadmill meant to trap Sonic in an endless loop of running… but the weakness of the Egg Conveyer is the very treadmill Sonic will inevitably run upon. So, basically, Robotnik built a machine that is weak to its own purpose. This is why you always fail, Ivo.
  • Favorite Zone: Stardust Speedway joins Sonic the Hedgehog’s Star Light Zone as another star-themed zone that is my absolute favorite. And, hey, I dislike Tidal Tempest as much as Labyrinth Zone! This really should have been the “first” sequel to Sonic the Hedgehog!
  • Goggle Bob Fact: I played through Sonic CD once before, but apparently it did not stick in my mind, as I totally forgot Sonic Mania’s Metallic Madness first appeared as the final zone of Sonic CD. I thought the shrink ray and “tetris spikes” were original to Mania!
  • Watch it, Buddy: In honor of the release of Sonic Origins, BEAT was going to play Sonic 3 & Knuckles on the stream. But he get held up for a week, so I was forced to play Sonic the Hedgehog (2006) instead. I am not going to play that again for the FGC, so here is the stream:

    Please enjoy watching how long it takes for me to get a ball in a hole.
  • Did you know? Every bad future theme on the Japanese soundtrack has lyrics/singing except Tidal Tempest. I do not know why bad futures gets vocal tracks, and what Tidal Tempest did to avoid such a fate, but here we are.
  • Would I play again: Count me as someone who finds Sonic CD to be more of a forgotten gem than a stain on Sonic’s good name. That said, I would still probably play one of the Sega Genesis CD-less titles first. Maybe I will get to this one again on its inevitable next rerelease.

What’s next? Random ROB has chosen… Martial Champion! Never heard of it? I’m not surprised! Come back next week, and learn something new! Please look forward to it!

Look out!

FGC #632 Pac-Land

This is a Pac that is in timeThis article is going to require a little background.

In 1980, Pac-Man was released. By 1984, Pac-Man had spread as Pac-Fever, and the whole of the world (or at least the part of the world that had quarters) was obsessed with the little yellow dude (and his wife, if we are legally allowed to mention her this week). So, for the first time in four years, Pac-Man decided to branch out. After multiple Pac titles that attempted to capitalize on the familiar Pac-Man gameplay (and a seemingly infinite number of “maze likes” that copied Pac-Man’s gameplay wholesale), Pac-Land sauntered onto the scene to try something different. No more would Pac-Man wander around nondescript mazes in an attempt to gobble up dots. No! This puck-man had legs! And a hat! And he was venturing far from home to return a lost fairy to Fairyland (as you do), and gaining flying boots (good thing he has feet now!) for his troubles. No more was Pac-Man obsessed with endless consumption, and the “four” ghosts that had plagued him in the past were now an army with planes, chains, and automobiles. About the only thing here that was 100% pac-gameplay was the beloved power pellet, and even that wound up being more of an “end of the level” bonus than the nigh-always accessible “spinach” of previous pac-titles. Pac-Land was and continues to be a whole new dimension for Pac-Man.

Look at him goBut it was not simply Pac-Man that was revolutionized by Pac-Land. Pac-Land, right there in 1984, practically invented the concept of the endless runner. Where once ol’ Pac-Man could only be credited for normalizing the maze-based gameplay that was the focus of his early adventures, Pac-Land created something that would come to define “mobile titles” for a generation of hardware. The arcade cabinet for Pac-Land had no joystick: there was a jump button, and directional run buttons. You cannot “steer” Pac-Man, you simply control how fast he is going (by repeatedly tapping the run button to go faster), and when Pac-Man jumps. And that’s it! There is little backtracking, there is no permanently turning from danger: there is simply running. Endless running. Once every few stages, you gain an infinite jump, but that is the only real “change” that ever occurs in Pac-Land. This is an endless runner with extremely simple gameplay, and, considering it was released in 1984, it was eerily prescient on a possible future for gaming that would come two decades later.

But creating a genre was not enough for Pac-Land to leave an indelible mark on gaming forever. Shigeru Miyamoto reportedly stated that Pac-Land was an influence on Nintendo games going forward. Do a little research, and you’ll find that Miyamoto was very specific about what Pac-Land influenced. For at least one legendary games designer, Pac-Land was all about this…

This is normal Pac-Land

Or… to be clear…

Now do you get it?

The big thing that influenced Shigeru Miyamoto? The sky of Pac’s Land is blue. In a 1998 interview, Shigeru Miyamoto admitted that he saw Pac-Land as stiff competition for his already successful (but undoubtedly waning) Donkey Kong. And he had a 2-D side scroller already in mind for Jump Man, but Pac-Land had something he had not considered: a world.

Right from the initial release, Pac-Land’s blue skies separated it from the land. When Pac-Land was transported overseas to America, it gained additional details that tied it to the (then new) Pac-Man animated series. But, regardless of version, Pac-Land always had a clear sense of geography and space. Pac-Man starts at his home. Pac-Man ventures through a town, whether that be a pristine village with houses and fire hydrants, or a jumbled mass of seaside walls and water. There is a forest. There is a mountainside. It genuinely feels like there is a lot of land for Pac-Man to cover on his way to Fairyland. And Fairyland looks completely separate from Pac-Man’s world! And then, immediately after visiting this magical grove, Pac-Man ventures back over familiar territory, but with a new, unstoppable super power. The world is the same, Pac-Man is changed, and a simple narrative begins to take shape. And it all traces back to something as simple as the sky being blue.

But no spiniesAnd let’s not underestimate how a “blue sky” led to the success of Super Mario Bros. SMB has amazing gameplay, memorable characters, and a “loop” that lends itself perfectly to gaming in 1985. But that blue sky is what keeps you going. Mario’s first adventure was in a nondescript construction site that could be easily mistaken for a pie factory. Mario’s second journey was through a sewer that was identified by prominent pipes. But Super Mario Bros.? That is an adventure through a world. Mario is saving the Mushroom Kingdom, and everything from bricks to castles to deep oceans tell the player that Mario is making progress through this land. This is a place, this is a country, and it has been conquered by an invading force of turtles and chestnuts. You will venture through every underground area, every cloud-filled sky, to save this place. We’re sorry, Mario, but our princess is in another castle, and that means you are going to the next, separate castle. So there are more castles, Toad?! Aren’t we excited to see more of this world?

Over time, backgrounds became standard in games that did not ever need a sense of place. The whole of the fighting game genre is replete with titles that made the choice between “they are fighting in a large, grassy field” or “they are fighting specifically in front of a busy Chinese street where some dude is selling caged chickens”. While the distinction is not universal, it seems the games that made the latter choice are more likely to be successes. Similarly, JRPGs have come to be defined by their worlds, with “generic dungeons” always paling in comparison to skulking through volcanos, sky fortresses, or ice caverns. Could the likes of Cloud or This sucks so badThe Luminary be content with caves that have nothing more to them than black backgrounds and an assortment of monsters? Theoretically yes, but wouldn’t you rather venture through a dilapidated train yard? The tiniest bit of background adds… background to the proceedings, and that can make all the difference in a narrative that is meant to drive the player and disguise how so many games are simply about making numbers go up.

So, like Shigeru Miyamoto, let us thank the inspirational Pac-Land. With the simple addition of backgrounds, Pac-Man was given a world. And from that world, whole universes have formed.

FGC #632 Pac-Land

  • System: I am not comfortable with all the ways you can play Pac-Land. There was the NES port. The Commodore 64 or Atari ST ports. The TurboGrafx-16 port. It had a Lynx port. And then it wound up on the Playstation, Xbox 360, and Playstation 3 as parts of various collections. It was available ala carte on the WiiU. And now it is available on all modern systems thanks to yet another Pac-collection. It… wasn’t on the Super Nintendo, I guess.
  • Number of players: Technically two, put it is alternating.
  • Port-o-Call: Depending on your version or region, you may find a lot of differences between the various Pac-Lands. Does the “rest stop” church have a cross? Is the music playing the same ditty from the Pac-Man animated series? Have Ms. Pac-Man and Baby Pac-Man been replaced by the nefarious imposters, Pac-Mom and Pac-Sis? Don’t for a moment imagine that time and copyright law have not impacted the gentle denizens of Pac-Land.
  • The keys suckFavorite Level: Anything that does not involve the “broken” ground of the water stages is my favorite. I guess the mountain stages win, then? I like the idea that Pac-Man is going on a happy little hike, and the ghosts just happen to be an omnipresent threat that haunts Pac’s life because of all those crimes he did in the 60’s.
  • For the Sequel: The obvious, direct sequel to Pac-Land is Pac-Man 2: The New Adventures. That was another attempt to invent an entirely new genre of pac-gameplay, and… well… Cell phones or not, the whole “marginally control a cartoon character” thing never really caught on. More’s the pity, as Pac-Man 2 is definitely the more revolutionary title, if only because making Pac-Man mad at cows is a gameplay echelon The Last of Us could only ever hope to achieve.
  • Did you know? A lot of Pac-Man’s move set in Smash Bros. is partially or wholly based on actions/obstacles found in Pac-Land. So if you are wondering where he got that jump, MS Paint scrolling background, or the fire hydrant, look no further than Pac-Land. Or don’t, because literally every other Pac-Man game is probably a better choice.
  • Would I play again: This is yet another important title in gaming history that I do not need to play ever again. And I won’t miss it, either! Ms. Pac-Man is right there! Assuming I’m legally allowed to play it this week!

What’s next? Random ROB has chosen… Sonic CD! It’s like regular Sonic the Hedgehog, but with all the power of CD technology! Wow! Please look forward to it!

Goodbye forever!
Happier times…

FGC #630 Record of Lodoss War: Deedlit in Wonder Labyrinth

Warning: This article contains spoilers for Record of Lodoss War: Deedlit in Wonder Labyrinth, a game released within the last year. It is not really a plot-based game, but if you would like to go into the experience completely untainted by knowing the final (incredibly telegraphed) twist of the adventure, do not read this article. If this does not bother you, go ahead and read on…

Not Wonder LandThere is no other way to say this, so I’m just going to be out with it from the start: Record of Lodoss War: Deedlit in Wonder Labyrinth, which is maybe the 3,000th indie Metroidvania released in 2021, nearly made me cry.

I am going to talk about why.

Bah… I guess I should talk about the game for a hot second before getting into the details of my own anime-based psychological problems. RoLW:DiWL is, as previously stated, a Metroidvania. It specifically is a Metroidvania in the style of Castlevania: Symphony of the Night, and by “in the style of” I mean “Konami might need to hire a few more lawyers, but not too many lawyers, because man is it obvious what is happening here”. To say this game feels like Symphony of the Night is an understatement, and the minute-to-minute seems more like that seminal title than some later games made by the exact same guy who made Symphony of the Night in the first place (and, yes, I am talking about Bloodstained here). And, to be clear, this isn’t a bad thing for any franchises that may currently exist, as IGA already made Symphony of the Night, he did not have to do it again. Meanwhile, Team Ladybug clearly wanted to make a game that was “Symphony of the Night, but with an immortal elf instead of an immortal dhampir”, and then they went ahead and did it. And they did it well! RoLLW:DiWL is a phenomenal Metroidvania all on its own, and, if Symphony of the Night inspired much of it (right down to the protagonist’s persistant and unnecessary/radical shadow), then it is simply a testament to how SotN had amazing bones to begin with, and any fleshy homunculus built around it would be astounding.

Is it hot in here?But this is not to say that Record of Lodoss War: Deedlit in Wonder Labyrinth does not have its own identity. For one thing, there is a surprisingly complex “color system” that influences every piece of gameplay. Deedlit has the ability to switch between wind and fire spirits through nearly the entirety of her adventure. When in wind mode, Deedlit can hover and boost a jump or too, and fire allows her to perform an invincible, flaming slide. This means you are frequently presented with rooms, monsters, and bosses that necessitate using one element or another. Or perhaps you will find that a certain “pattern” is tremendously more surmountable if you stop trying to jump with wind and start sliding with fire. Additionally, as one would expect in this kind of situation, different monsters are vulnerable to different elements, so if that fire dragon is withstanding a dozen fiery slashes, switch over to the windy side and blow that beast away. And everything from basic mooks to giant bosses seems to use at least one attack that is elementally themed, so turning on your fire element when facing down a blaze means you’ll take zero damage and absorb some extra mana to boot. We have seen “switching” mechanics in games before, in everything from Silhouette Mirage to Devil May Cry, but RoLW:DiWL makes it a gameplay feature both welcome and wonderful. And the simple way it is implemented without frequent menu finagling feels a lot better than at least one of its Metroidvania sisters.

So if you are looking for a great Metroidvania, look no further than Record of Lodoss War: Deedlit in Wonder Labyrinth. If you enjoyed Symphony of the Night, you will enjoy this. If you want to see some marginal improvement on the formula, you will enjoy the switching system involved. If you want most anything else new, you will not find much (the arrows work in fascinating ways… but do feel kind of like a vestigial gimmick, and the “magic spells” are absolutely vestigial), but what is there is solid gold. It is hard to imagine any reason anyone else would be tempted to play this Record of Lodoss War game.

Oh, wait, right. The whole “Record of Lodoss War” thing. That’s where things get… sentimental.

No EarthSo, for those of you that are unaware (which is anyone who is not a giant nerd very specifically between the ages of 35 and 50), Record of Lodoss War was a novel series and Japanese manga published between 1988 and 1993. It was also had an OVA (original video animation: essentially the “limited series event” of anime) that was finished in 1991, and a 27-episode anime in 1998. In its time, it was very popular. But, unfortunately, “its time” was before anime really made a foothold in the West (I personally blame Pokémon for that), and Record of Lodoss War was already looking pretty long in the tooth before Cowboy Bebop and G Gundam offered their stylish alternatives. And, while it is a shame that Record of Lodoss War seems to be forgotten by the nerd populace at large for anything more than being the anime that makes you say “well, you’d probably like Slayers more”, it is not a surprising end. Ultimately, Record of Lodoss War is incredibly dry by practically any epoch’s standards. It is the typical tale of swords and sorcery in a Dungeons and Dragons setting, and very little gives it that essential “twist” that separates it from the myriad of books, comics, and cartoons that have dominated the “fantasy genre” since Tolkien first decided to put hobbit to paper. It is a story of knights, wizards, elves, and dwarves, and if you have seen even one dragon slaying, you have heard it all before.

The good kind of bouncyBut it is hard not to have affection for these knights, wizard, elves, and dwarves. Record of Lodoss War is a banal story, but there is familiarity in the mundane. Parn is every young adventurer who grows to become a gallant knight over the course of his escapades. Etoh is the noble priest and Parn’s steady friend. Slayn the sensible wizard is similarly reliable and often a makeshift mentor figure. Ghim the dwarf is everything you expect from a dwarf willing to die to save another. Woodchuck the rogue is just as trustworthy as his archetype will allow (which isn’t very much). And Deedlit (the titular star of the game that I am pretty sure this article is still about) is the high elf that wants to learn about the “human” world outside of the insular community of elves she has always known. Put it all together, and we are looking at every tabletop roleplaying gang ever played. Yes, you might have had more unique players in your own Dungeons & Dragons or Shadowrun (look, an elf is an elf, dammit) games, but the wizened wizard or the reliable cleric is a trope for a reason: it just works. And if you are into that nonsense, it is hard not to see Slayn being similar to your friend Steve, or Woodchuck bearing more than a passing resemblance to your buddy Fruitbat (example nicknames will not be explained).

And that puts a little bit of a different spin on this adventure when you find out that Deedlit…

FGC #629 Radical Dreamers (Complete Edition)

So let’s talk about getting into fights.

Today’s game is Radical Dreamers, the quasi-sequel to one of my favorite games of all time, Chrono Trigger. Radical Dreamers is a 2 hour (or so) itty bitty side story to the titanic Chrono Trigger, and was released exclusively on the Japanese SatellaView back in 1996. Unfortunately, despite the global success of Chrono Trigger (arguably right up there with Final Fantasy 7 as one of the most praised and influential JRPGs of all time), Radical Dreamers never saw localization outside of Japan. Why? Well, being stuck on unique hardware aside (which is a pretty big aside), Radical Dreamers is a text-based game, and much of the gameplay makes this more of a visual novel than a traditional JRPG. And combine that with the fact that “visual novels” have never been as popular in the West as Japan, and, oh yeah, an entirely text-based game having to be translated into another language would have been a tall order back when one guy named Ted was the entire translation department for a company… well… It is hard to blame anyone for the lack of Radical Dreamers in our lives. And this was the status quo through the years, as even when we saw rerelease after rerelease of Chrono Trigger, Square (and later, Square Enix) decided time and time again that we would not have Radical Dreamers on the Playstation or Nintendo DS. And besides, Chrono Cross was supposed to be a complete “perfect reimagining” of Radical Dreamers, so why would we need the text-based prototype? Radical Dreamers didn’t contain a single Lucky Dan!

But some kind soul at Square Enix finally believed we were ready, so Radical Dreamers was released in the United States in 2022 as part of the appropriately named Chrono Cross: Radical Dreamers collection. And now, after over two decades, this Chrono Trigger superfan finally got to play the “lost chapter” in his favorite franchise (that consists of like three games).

And you know what news I managed to miss over all the years of merely reading about Radical Dreamers? This mother fudger has random battles!

Here we goThis should not have been a surprise. Chrono Trigger did not have distinctly “random” fights, but it did have battles across many different time periods, and several of those fights were triggered by something as “random” as walking on the wrong floor tile. Similarly, Chrono Cross had its share of fights that were generally only triggered by smacking into a spot on the map, though with the caveat that a shockingly high number of areas outright required combat (go ahead and try to wake up the Black Dragon without fighting a town full of identical fishmen). With its creation sandwiched between its two more famous brothers, it seems completely natural that Radical Dreamers would be another game wherein a three-person band must repel the occasional ghost or demon. And, while sneaking around Viper Manor is something that could be “the same every time”, it is hard to see how random battles could not spice things up. Serge, your POV character, has health points. You have a reason to keep him alive, and now there are threats that could potentially deplete his life force. It is not just about bumping from room to room, it is about surviving this dangerous situation, and what could be more dangerous than fighting undead guards?

Look awayExcept… well… Battles are a little different in the world of a text adventure. Fight? Magic? Item? All normal things to see in a JRPG, but Radical Dreamers can be distinct. The nature of the beast here allows the narration to employ some fun tricks that would never fly in a traditional JRPG. One thing that flies, for instance, is Serge, as Magil defeats a ghost by enchanting Serge, and tossing the hapless teen at the ectoplasmic problem. Another example is a battle wherein a skeleton is described as assuming a position that is ”highly suggestive”, but the magic of text-based gameplay leaves the actual position to the imagination of the player. In short, whereas Radical Dreamers could have converted its simple “do you want to go left, right, or up the stairs” to “do you want to fight, run, or defend”, the writers did go the extra mile and craft a situation that feels wholly different from the traditional JRPG of the era.

But different does not always mean good. The first battle with a perverted skeleton is funny, but not so much on the third encounter that is exactly the same. This is a text-based game, and the downside of text-based games has always been that making the same choices will lead to the exact same outcomes. And, while that should simply be a problem when replaying the whole adventure, it is an issue that crops up over and over again in even a perfect playthrough of Radical Dreamers. It is possible in RD to continue to make progress and never see the same thing twice as you take your party through this mysterious mansion… except for the battles. There appear to be four different opponents (skeleton, ghost, demon, and goblin guard), and there are really good odds you will see the same fights repeatedly before you reach Lynx down in the basement. And if you do not know where you are going? If you get “lost” in this mansion and putter around the same hallways trying to remember just where the heck you found Radius’s dungeon the first time? You are certainly going to see the same fights continually. Nobody likes to do the same thing repeatedly, but, when your character has “real” HP, why would you risk not doing what worked earlier? Take the same path you did the last time you fought a demon. It means you will survive.

I think I know those guysAnd the even greater sin of boring the player is that it makes your party look stupid. Or maybe there is some level of collective Alzheimer’s going on? A ghost attacks! Serge ducks behind Magil! But Serge is shocked when Magil tosses the boy at the ghost! No one is hurt, but Serge sure has some questions. Just like last time. Exactly like last time. And there is only the (large) chance that you will fight the same monster repeatedly across one adventure, but it is definite that you will fight five goblins in a row when you raid the treasure chamber. And it is entirely possible those five goblin fights will all go exactly the same way, one after the other, with the characters all reacting exactly the same. In my own playthrough of this area, no less than three goblins died muttering to Magil, “where did you learn that spell? What kind of human are you?” It was creepy and interesting the first time! Not so much when it was repeated three times in a row. In short, not only are these “random battles” seemingly wholly pointless (there are no levels or experience to gain, but there is the slightest chance of gaining a dropped jewel after a battle, which increases Kid’s affection), they also actively detract from the characterization happening. These random battles remind the player that they are not involved in an epic story, they are playing a videogame.

But how is this different from the “random” battles in any “real” JRPG? How many times did Crono and friends have to fight goblins that followed the exact same patterns as the last thousand times they fought? How many times did Serge in the Chrono Cross universe fight skeletons that charmed his party members, slightly delaying a victory as he paused to pull out a healing element? How many other JRPGs feature battles that, over and over again, are exactly the same? You make progress in the dungeon, you eventually find your way to the big boss of the area, but your little dudes and dudettes are repeatedly fried by the same lesser dragons using the exact same fire breath attack? Really? They couldn’t figure out how to dodge the same assault they saw 80 times already? What is wrong with you idiots?

Kind of a cat?Well, at least not every game is the same. For an easy example, Final Fantasy 5 features four characters that eventually accumulate 22 jobs. That means there are thousands of different combinations of jobs and abilities within a Final Fantasy 5 party. And you could try them all! You could make every inconsequential battle a different opportunity to try something new. And you and your characters are never bored. But then you play something like… say… Wild Arms 3, and you have the exact same party with the exact same skills and (depending on the location) fight the exact same monsters continually for fifteen floors of the same dungeon. And, gee, I wonder which game was reviewed poorly for having “too many random encounters”. It was never about the number! It was always about the lack of variety! Bravely Default can support an endless dungeon of distinctive challenges. Xenosaga… not so much.

So is violence the answer? Well, it looks like the answer is extremely situational. If there are choices, if there are real options the player can choose, that makes all the difference. Then combat can be fun no matter the narrative situation. But when options are limited? When all you have are a few text boxes that lead to a handful of results? Then it is pointless. Just ignore it. Just run away. There is no reason to get in a fight if the rewards are only going to be thinking less of your own party.

And as far as the Radical Dreamers? Well, they better stay out of any and all fights. Don’t even think about lifting that swallow, Serge, it is never going to do you any good. We went a solid 20 years without this incarnation of Serge throwing hands, and it would be best if that continued.

FGC #629 Radical Dreamers (Complete Edition)

  • Looks like Marle...System: Super Nintendo kinda sorta but not really for anybody. Then, like a million years later, it was available as part of Chrono Cross: The Radical Dreamers Edition for PC, Switch, Playstation 4, and Xbox One. So now you can play it.
  • Number of players: It was very hard to make visual novels multiplayer in 1996, so this is single player.
  • A shape of things to come: The main path of Radical Dreamers is arguably somber, complete with a finale that all but guarantees someone will die (though they get better). That said, the alternate paths involve a whole lot of whacky mischief, including an inexplicable giant mech battle, so you can see how the likes of silly characters Funguy or Skelly wound up palling around with the rest of the dour Chrono Cross cast.
  • Returning Favorites: Radius (eventually of Chrono Cross) is locked up in a dungeon, and is lamenting the death of every other Acacia Dragoon (though they all have different names from CC’s luminaries). Riddel is Lynx’s adopted daughter, but now she is a blonde that is significantly more princess-y. The leader of the Porre forces is not Norris, but a creepy old lady named Vera that seems to naturally attract bats. And Lynx… might be a cat? It is hard to tell if he is supposed to be distinctly feline, or just has weird facial hair. Also, there is what is best described as “the nerd goblin”, and it is implied that he is Chrono Cross’s Dario… or at least someone that fills the same role as Riddel’s former lover.
  • Do I know you?So, is Magus back? Despite reports I have been hearing for years, Magil is never overtly confirmed to be Magus over the course of the adventure. That said, he knows a heck of a lot about the Masamune, the Lost Kingdom of Zeal, dark magic, and, oh yeah, he looks exactly like Magus from the first second of the game. The only evidence that appears that Magil is not Magus is that Magil seems more jovial than Magus ever was… but that isn’t hard to do. There are some turnips that are more jovial than Magus (and, no, I am not talking about that Turnip).
  • Did you know? Serge has a radically different design for Radical Dreamers. He is dressed like a complete moron. Or maybe the hero of Dragon Quest 7. Who was also a complete moron. It cannot be emphasized enough how Serge got a glow up for Chrono Cross.
  • Would I play again: Unlikely. This is an important artifact of gaming, particularly for someone who so thoroughly enjoys the Chrono Trigger franchise. That said, I am not a guy who enjoys visual novels past an initial playthrough, and if I want to read a novel about Chrono Trigger characters, I’ll just hit some fanfic. Fans got me through waiting for Chrono Cross to be released, and they can do it again.

What’s next? Random ROB has chosen… Record of Lodoss War: Deedlit in Wonder Labyrinth! Time for an elf to take some time off her shelf. Please look forward to it!

So serene
Kind of looks like a preview for next week