Tag Archives: one player

FGC #635 Rocket Knight

Let's rocket alongThe Rocket Knight franchise is a great collection of games starring a possum with a jetpack. Did you see the way he dangles on his little tail? Totally adorbs. Unfortunately, these four games contain one of the most confusing naming schemes in the history of gaming. So let us take a quick break to review the games starring Sparkster, and delineate which games appeared when and where. This will simultaneously be informative and note how many games contain giant robots (it’s all of them).

Rocket Knight Adventures
1993
Sega Genesis
The Original

This is so coolIf there is a reason there is a “Rocket Knight” franchise in any tangible way, it is because of this game. And not just because this is the one that started it all! Rocket Knight Adventures is clearly a labor of love by a team that not only was interested in what was next for gaming in 1993, but also Konami’s illuminous past.

As an obvious example of Sparkster showcasing what was contemporary in gaming, we have how this awesome possum moves. This little dude is all about speed, and, complete with a jetpack perpetually tied to his back, Sparky is ready to literally fly through levels. But, while much of the level design is built around seeing how far you can get this rocket knight to ricochet around the world, it is not all simply spin-dashing to a brighter future. This knight and his projectile-blade recalls the combat of Mega Man X, and giant, mechanical bosses would be right at home in any Maverick lineup.

Oh, and there’s a minecart stage. You do not get anymore 16-bit than a minecart stage.

But there are also homages to the past of gaming littered across this (then) modern title. For one thing, one of the shoot ‘em up stages straight up includes a pig piloting a Gradius big core. It isn’t remotely subtle! And there are some some more understated “old school” bits tossed around Sparkster’s world, too. It is clear that this game was created by people that were beholden to the glorious arcade past of Konami (or they, ya know, worked there. Could go either way).

Regardless of the reason, Rocket Knight Adventures perfectly balances the contemporary (animal mascot platformers that gotta go fast) with the (oftentimes difficult) past of Rocket Knight’s ancestors. And, couple this with a few amazing gimmick levels (did I mention the giant robot rocking and socking boss?), and Rocket Knight Adventures is a sight to behold.

Sparkster
1994
Super Nintendo
The Port

Play the hitsIn America, the only Rocket Knight title to ever launch on a Nintendo console is simply “Sparkster”. In Japan, it goes by the longer title, “Sparkster: Rocket Knight Adventures 2”. So which is it? A parallel game on an entirely difference videogame system, or a sequel that hopped between platforms? The answer is… confusing.

In a lot of ways, this game feels like an example of the 16-bit mainstay of a game appearing in two totally different versions across two systems. Much like Teenage Mutant Ninja Turtles: The Hyperstone Heist and Teenage Mutant Ninja Turtles: Turtles in Time, this initially looks like two Konami games both playing to their system’s respective strengths. Sparkster seems to showcase a more expressive rodent that moves at a faster clip (yes, Virginia, the SNES was capable of its own kind of blast processing), but entirely drops “hardware tricks” like the Genesis reflection lava cave. The graphics are entirely different, and seem to be deliberately adapted for the different color palette and more integrated HUD. And the plot is much the same (for a 16-bit game), with wolves in place of pigs, and Axel Gear still on the side of the devils.

But then there are bits that seem to paint this as a deliberate sequel. The shoot ‘em up sections have now changed from Gradius-style 2-D horizontal shupping to a top-down, 1942-esque vertical affair. We have lost our giant robot boss fight, but replaced it with a stage full of ridable giant robot ostriches. This satisfies our robot quotient and supplicates the need for a minecart. And, if you really need some giant robots, plenty are offered as all-new, all-different bosses. Sparkster does feel like an improvement over its predecessor in a lot of ways, but not all of those upgrades cannot simply be attributed to moving between systems.

Regardless of how it was created, Sparkster is still an amazing experience. It does not feel quite as artisanal as its prequel/portmate, but it is still one of the best platforming games on the Super Nintendo. And that’s pretty amazing, considering this is the same system that hosted Home Improvement: Power Tool Pursuit!

Sparkster: Rocket Knight Adventures 2
1994
Sega Genesis
The Real Sequel

I do not care for sandOkay, maybe the Super Nintendo game is supposed to be a port of this Sparkster title. Whatever! Sparky is back on the Sega Genesis here, and we have another game that is immediately evidently unique and different from the previous two. Much of the same gameplay is carried forward (rocketing around, spinning when allowed, firing endless sword beams), but there are a number of innovations across the title. Not all of them are strictly upgrades, though…

Look, your mileage may vary on whether or not you see an improvement here, but Sparkster: Rocket Knight Adventures 2 gets pretty close to going full collectathon. Whereas previous Rocket Knight titles locked their best endings behind difficulty levels (old school!), now you are going to have to find a hidden sword in each stage (and never skip the intro level) if you want to see “Golden Sparkster” conquer this latest threat. And, while the powered up yellow possum is highly reminiscent of Super Sonic, this is a much less useful hyper mode, as it is impossible to obtain before the absolute final battle. Couple this with some sprawling stages that require a lot more exploration than previous titles (and, by “exploration”, we mean “it is entirely possible you will get lost going up and down the same stupid pipes in that same stupid airship stage”), and it seems like the directors of Sparkster: Rocket Knight Adventures 2 wanted more than another straightforward action game. Unfortunately, when “straightforward action game” is the reason you’re playing the game in the first place…

But this is still a great game! The final boss fight includes one of the greatest gimmicks that has ever existed in an action game (you and the main villain “swap brains”), and, while it may not immediately lend itself to other climaxes, it is surprising and a curious way to play the game. Similarly, the giant robot boss fight of the first Sparkster has now been expanded to a giant robot level, and I cannot be the only person that was begging for such a thing after getting a taste of it in the first title. And, again, this is still a Sparkster game, so even when you are stuck trying to find the right way out of a pyramid, it is fun to play. Sparkster still sparks around… just he might be better suited to his earlier adventures.

Rocket Knight
2010
Xbox 360 / Playstation 3
The Modern Remake

Do not touchAfter a little over fifteen years, Sparkster returned to us via a downloadable title created by Konami fans that were now firmly established on Konami’s payroll. Rocket Knight is a very different animal from its forebears (well, still a possum), as the “charging” system for causing this knight to rocket around has been dramatically altered. The ABC rule of “always be charging” has now been forsaken for something slightly less active, and it does create a slightly more leisurely feel. However, once you get past that change, this is definitely Rocket Knight like you remember it, with enough ricocheting to make a Hanna-Barbera rabbit blush. And new innovations like projectile reflection or drilling add just enough new gameplay variety to make your average wolf/pig encounter more remarkable than in the 16-bit days.

Unfortunately, some of those innovations just make you long for what may have been. Rocket Knight feels like the definition of a 2010 videogame download title (“Xbox Live Arcade Title”). It is amazing! But it is quick! There are basically four worlds here, and a whole quarter of that count is given over to a few stages that are very much glorified tutorials. By the time we are hitting the interesting stuff (like an icy world that freezes your jetpack or a thrilling escape from an exploding factory), we are already practically done. While Rocket Knight seems to be about the same length as its predecessors, it still feels like it ends just when it was getting exciting.

Oh, and there are plenty of giant robots to fight, but not a single one that you get to ride. I could take that giant pig-bot out for a spin, but noooooo…

But one way or another, this is the end of the Rocket Knight franchise. Will we ever see that possum ever again? Maybe! But at least he flew away on a high note that left us wanting more.

Even if we still need a guide to determine which game was which..

FGC #635 Rocket Knight

  • A bit chilly hereSystem: Xbox 360 to start, with Playstation 3 and PC following shortly thereafter. Full disclosure: this whole article was inspired by purchasing an Xbox Series X, and discovering to my delight that Rocket Knight was fully backwards compatible and waiting for me on the new system.
  • Number of players: One of these days that princess is going to have to suit up and be player two. Until then, we are sticking with one rocket knight.
  • Favorite Level: I cannot emphasize enough how the gimmick of the ice level freezing Sparkster’s rocket pack makes for simultaneously new/exciting gameplay and makes perfect, in-plot sense. A miraculous combination of gameplay and setting. Really makes me beg for a universe where this title had a little room to stretch its legs.
  • Favorite Boss: I generally do not like the final boss, as it spends way too much of its existence in something of an invincible/unhittable state. That said, he is a giant, golden pig robot… so I kind of have a hard time getting mad at the guy.
  • Shoot ‘em Up: Rocket Knight returns to the 2-D, horizontal scrolling shoot ‘em up levels of the original adventure. However, it would not be incorrect to state that these levels are much more robust than anything that appeared back in the 90’s, and flying around with this possum leads to some of the best experiences in the game. So what I’m saying is can we finally get a modern Gradius from the same team? Please?
  • Pow powGotta Collect ‘Em All: Rocket Knight now has collectathon elements, as a ranking on each level is based on finding every last gem and doodad throughout the level. A number of these items are “normal”, and would be found easily through traditional level traversal. Unfortunately, there seem to be a couple in every stage that require some dedicated searching or jump-blast coordination, and… Can we not? Can we just have fun zooming around, and not worrying if a 1-Up is hidden in that little alcove over there? This was the worst part of Rocket Knight Adventures 2…
  • Goggle Bob Fact: Like Mega Man 9, this is one of the first titles I bought as “digital only”, and did not simply wait for a physical release like I had for every other title. It seems appropriate that it used to require “modern update on retro franchise” to get me to go outside my comfort zone.
  • Did you know? Rocket Knight was a free “games with gold” title for Xbox in November of 2021, eleven years after its release. So if you were waiting for a “sale” for over a decade, have I got a deal for you! That expired!
  • Would I play again: Probably… albeit in another few years. Even with all the baubles to collect, there isn’t much to this game. It is there, it is fun, and then it ends. I have no great drive to immediately return… but I know it will happen eventually. Thus is the magnetic pull of such an excellent possum.

What’s next? Random ROB has chosen… Conker’s Bad Fur Day for the Nintendo 64! We’re going from the squeaky clean knight to the belligerent squirrel. Please look forward to it!

Zzzzzap

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

FGC #622 Infernax

This article may contain spoilers for Infernax, a title released within the last few months. Mind you, it isn’t exactly a “plot driven” adventure, but, if you’d like to go into this new game fairly clean, please keep it in mind. Additionally, speaking of “clean”, some of the images in today’s article may be on the bloody side. It’s that kind of game. Just letting everyone know!

Here is a fun worldInfernax is a “retro” action platforming title released in 2022. It started as an Adobe Flash game back in the elder days of the internet, and has now been upgraded to the crispest pixels available on Switch, Steam, and other advanced systems. But while the production of Infernax technically traces back twelve years, its origins go even further back than that. Infernax is heavily influenced by two prominent NES titles from 1987: Castlevania 2: Simon’s Quest and The Legend of Zelda 2: The Adventure of Link. And that is fascinating to this blogger, because Infernax is my favorite game of 2022 so far, and those two “biggest influences” on the game absolutely suck ass.

What the infernax happened here? What marks the difference between a-bear-to-play actual retro games and surprisingly fun faux retro titles? Well, a significant factor here seems to be…

Infernax has direct documentation

Now I get itPop quiz, hot shot: what do all the spells in The Legend of Zelda 2: The Adventure of Link actually do? You likely remember how Shield could cut damage, or Reflect is necessary for bouncing magic spells back and forth, but what about the fire spell? Does it simply hurl fireballs from Link’s sword, or do you actually need it somewhere? The Thunder spell is very similar: is it just a screen-clear, or something you need for defeating an appropriately named bird boss? And the Spell spell? Get the hell out of here, no one has ever remembered how and where that works without a FAQ. And, since we are looking at two games with very similar, confusing systems, go ahead and look up all the dead ends that require garlic in Castlevania 2. Do it, I’ll wait and get the article going again as soon as I hear the screaming stop.

But you know what Infernax has? Spell descriptions. Answers as to what exactly happens when you level up. Clean, immediate justifications as to what happens when you agree to make a choice that could either be deemed “good” or “evil” (the usual indicator is whether or not someone is bleeding/twitching on the floor). Yes, it diminishes the fun of discovering “secrets” for yourself, but should “what does the shield spell even do” be a secret in the first place? You want to play a game where you have to sus out the answers to difficult mysteries, you can play Phoenix Wright; I am playing a game where I hit monsters in the face with a blunt object, and I want to keep doing that without worry that I am doing something wrong.

And it is not just about plain English explanations for what stuff does…