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Chrono Trigger (DS)

Chrono Trigger was originally released in 1995, but has been re-released numerous times since.

One of the great hallmarks of the Japanese Role-Playing genre of video games is Chrono Trigger. The 1995 Super Nintendo game was crafted by a dream team of the era’s best RPG developers. Produced by Squaresoft, the title was a collaboration between Square and Yuji Horii, who at the time was best known as the creator of Dragon Quest. The designer for the title was Hironobu Sakaguchi who was credited as the father of Final Fantasy. For RPG fans in the 90s, Squaresoft working on an RPG that was essentially Dragon Quest + Final Fantasy was an RPG fan’s wet dream. How could it be get any better than that? Well, it did, because numerous other talented individuals worked on the title. Akira Toriyama handled (Dragon Quest, Dragon Ball) character designs and a young artist by the name of Tetsuya Takahashi was also part of the art department for the game. Composers Yasunori Mitsuda and Nobuo Uematsu were onboard to provide the music while a trio of Final Fantasy vets, Akihiko Matsui, Takashi Tokita, Yoshinori Kitase, handled the directing duties. A lesser name at the time, Masato Kato (Xenogears, Final Fantasy VII), contributed as a writer on the project and would come to be the main architect of the Chrono Trigger story.

Needless to say, this was a huge project for Squaresoft and the Super Nintendo in the mid-90s and was the spiritual merger of Square and Enix years before that merger would become a reality. Unfortunately though, the game was almost too big and too late arriving in the first quarter of 1995 after the Japanese launch of Sony’s PlayStation and roughly 6 months before that console’s US release. Another obstacle to the game’s success was its price. In the US, the retail price of a new copy of Chrono Trigger was $80, a pretty massive sum of money for a single game that wasn’t part of an established franchise. RPG gamers, particularly in Japan, had reason to be excited for Chrono Trigger and were likely willing to pay such a price, but the casual gamer had no idea what this was and the JRPG subgenre was still finding its footing in the west. All of that is to say, it’s not particularly surprising that, despite largely strong review scores in gaming mags, the game didn’t sell vast quantities when initially released. The production run was likely modest, and many people simply missed it.

It’s easy to see a little Dragon Ball in Toriyama’s designs for Chrono Trigger.

In 1995, I didn’t quite miss Chrono Trigger, but I also didn’t get the full experience. The title was a rental for me, and even though SNES JRPGs aren’t as long as modern ones, a single rental still wasn’t enough time to experience everything the game had to offer. I distinctly remember getting to the point where the character Frog leaves the party, and I don’t believe I made it much farther. The game somewhat quickly came to be regarded as a missed classic. I think this was largely due to the explosion in interest in the genre following the release of Final Fantasy VII, but even a mere 2 years after the SNES release, the game was already hard to come by. Prices on the after-market were routinely $100 or more, and even though we should have still been used to higher priced games, it was hard to justify that kind of expense when brand new PlayStation titles were $50.

For many, their first introduction to Chrono Trigger would come from emulation. Emulators for 8 and 16 bit consoles were becoming popular and many used them as an alternative to paying exorbitant after-market prices for rare games. I know I gave Chrono Trigger another shot on an emulator, but I don’t recall making it very far. For me, there was always a logic hump to get over when it came to playing console games on the PC. I also lost interest because not long after that Squaresoft announced a PlayStation port of Chrono Trigger. The title would be released alongside Final Fantasy IV as Final Fantasy Chronicles in 2001 (ironically, quite late in the lifecycle of the original PlayStation). I was a day one buyer of the bundle and it was in that form that I finally completed a playthrough of Chrono Trigger. Unfortunately, the PSX version of the game wasn’t the best way to experience it. In porting the SNES game to the disc-based PSX a new problem was unleashed: load times. The loading was a necessary evil to enjoying the game as simply going from gameplay to the menu included a load of approximately 5 seconds. It may read as inconsequential in text, but in playing the game it’s annoying and monotonous. Still, it wasn’t all bad for the PSX version as it did include some flashy new animated segments from Toriyama’s Bird Studio and animated by Toei, who also animated Toriyama’s most famous franchise Dragon Ball.

Aside from availability, the big selling point of the PSX release were the new cutscenes.

The PlayStation release was a flawed one, but not so flawed that it could sap all joy from Chrono Trigger. Still, I have wanted to replay the game for years now, but was reluctant to return to that PSX port even though I still own it. And ever since 2008, there really has been no need to as that is when Square-Enix released what many consider to be the definitive version of Chrono Trigger on the Nintendo DS. The DS version kept the good parts of the PSX port but returned the functionality of the SNES version. It also contained improvements in the form of a refined translation and display mode tailored to the DS which basically removed all visual clutter from the main screen and moved it to the bottom one. It also made the game portable, and really the only sacrifice one has to make is the loss of being able to easily play the game on a television. When the DS version came out it slipped under my radar. I was likely just too preoccupied with whatever I was playing at home to grab it. Only recently did I finally rectify that, though similar to the SNES version back in the late 90s, my procrastinating did hurt me in the wallet to some degree though not as badly as it would have in 2000.

My desire to play Chrono Trigger in 2021 stems from the fact that most of my experience with the game was in an inferior form 20 years ago. Since then, the game’s reputation has only managed to grow and many now regard it as the greatest RPG of all-time. The RPG podcast Axe of the Blood God even did a March Madness style bracket for its listeners to vote on that resulted in Chrono Trigger besting the likes of Final Fantasy VII, Skyrim, and The Witcher 3 to be crowned the best ever. Now, one RPG podcast is hardly the final say on any single game, but I found it telling that a subscription-based userbase for an RPG podcast would still settle on Chrono Trigger as one would imagine anyone paying to listen to an RPG podcast is quite likely a diehard RPG enthusiast. And I personally had no real qualms with the result myself as I personally hold Chrono Trigger in very high regard and the end result made me realize that I just need to experience it again for myself.

The DS version really declutters the main screen by moving all of the informative graphics to the bottom screen.

If you’ve read this far and have no idea just what Chrono Trigger is allow me to explain. It’s a pretty traditional JRPG from the 90s. As the player, you control and manage a party of up to 3 characters with more in reserve as you go from town to town in the game talking to non-player characters to find information on where to go. Traveling from these towns to the next destination unfolds over a world map; a zoomed out view of the game’s world where characters can traverse miles in seconds. Upon entering hostile areas, the player will encounter enemies which triggers a battle sequence. Unlike its peers, Chrono Trigger’s transition from exploration to battle is entirely seamless. There’s no change to the art style, no loading of a new screen, the characters just simply pull out their weapons and commence fighting. In battle, characters can attack, use magic, use items, or flee when it’s their turn. Turns are determined by the character’s underlying speed score which affects how quickly their action meter fills. For RPG veterans, they know this as Square’s Active Time Battle System first implemented in Final Fantasy IV and Chrono Trigger makes no real changes to it. Where Chrono Trigger does distinguish itself from Final Fantasy is in the removal of random encounters on the map as enemies will now appear on screen before a battle begins. The other distinguishing trait is in the Tech system, which I’ll get to shortly. For the most part though, the game plays like any other JRPG. When the battle is over, character’s gain experience which contribute to them leveling-up and seeing their base stats improve. They also gain ability points which are applied automatically to their magic and skills and will eventually result in them learning a new ability. Characters can also be outfitted with a weapon and three forms of armor that enhance their native abilities and are gradually replaced overtime as better equipment becomes available.

What sets the wheels in motion is essentially a misunderstanding and an overzealous Chancellor.

That all is pretty conventional, but Chrono Trigger changes this up a bit with its emphasis on time and its Tech system. The word tech is essentially a synonym for magic in other games, though the game doesn’t consider all techs “magic.” They’re the abilities characters learn as they get stronger and the only way to learn a new tech is for a character to participate in combat, which is different from earning experience towards leveling up as inactive characters will still earn experience. Techs come in various forms, some are simply strong physical attacks, others are elemental spells like Water and Fire, and some are support abilities like healing and buffs. Each character has their own unique techs to learn and they basically shape how that character should be used. Some are naturally more physical fighters with the character Ayla in particular lacking a magic attack. Some are magic attackers, some are more of a support character, and a few try to blend both. That part is pretty standard, the part where Chrono Trigger introduces a new wrinkle is in the form of dual and triple techs. Each character will eventually learn a tech that’s compatible with another character. This starts off slowly, but by the end of the game basically every character has a tech that works with another. Learning them is simply a matter of the two characters participating in battle together when they both know the tech needed to create the dual tech. Like standard techs, they take on various forms and can be healing or attacking in nature. Some allow the non-magic users like the previously mentioned Ayla to add an elemental component to an attack, but mostly they’re just high impact moves as the damage output is greater than the sum of its parts. The same is true for triple techs which just incorporate all three active characters.

The Tech system is certainly flashy which helps cover up its lack of depth. Very little player input is required to learn them and it becomes more about balancing risk vs reward. Especially early in the game when the speed of the characters is both slower and more varied. Dual and triple techs are only usable when all of the characters involved have full action gauges so waiting on slower characters means there are moments when characters aren’t doing anything. Towards the end of the game it’s less of an issue as you will likely have access to multiple characters that have maxed out or near maxed out speed. The only added wrinkle is there is one, optional, character that has no dual techs and only a few, hidden, triple techs. Deciding whether or not to utilize that character can be tricky because you’re losing the ability to combine attacks. That character is also entirely offensive in nature which means someone else is going to have to be the healer in the party and usually that character is weaker and not the best choice for dual-teching. By the end of the game though, it’s again rendered somewhat moot as there is at least one character capable of healing that also can dish out plenty of damage.

I know they don’t make any sense, but I do miss the World Map that was prevalent in every JRPG in the 90s.

The main focus of the game’s plot and design revolves around the ability to travel through time. The game begins with the main character, default name Crono, encountering a runaway which leads to the main character getting into a rather sticky situation. It’s not particularly unique for the genre, but it will result in the player getting sent 400 years into the past. As you progress through the game more periods become available. They’re accessible via permanent warps in certain areas and they’ll take you to the future and even further into the past. A key component of advancing the plot involves traveling to the future to obtain something only available there and then going back in time to change something in a later period. Even though you’re essentially playing with the time stream the whole game, it’s still a linear experience for the vast majority of the game. Only towards the end does it open up a bit, as do many of its peers, when the player gains access to a vehicle that both flies and functions as a time machine removing the need to backtrack to specific warp points.

The game is certainly still fun after more than 25 years. The game cycles characters through early on which keeps things fresh and exciting. Level-ups occur at a brisk enough pace and new abilities are added at a suitable pace as well which can become addicting. Seeing each era available in the game also provides incentive to keep going, it’s once you’ve seen them all that the game starts to lose a little steam. Players will naturally gravitate towards a preferred trio only really swapping characters out to make sure abilities aren’t neglected. It’s helpful that you can swap at will, though saving the game is still relegated to the world map and designated save points. By the end of the game, a tedium will start to set in as it becomes apparent that Chrono Trigger’s lack of random encounters doesn’t mean all confrontation is avoidable. Rather it would be more appropriate to describe Chrono Trigger as a game of scripted encounters. Many enemies are onscreen, but completely unavoidable. This becomes annoying in traversing to the various time warps as many will always feature battles in certain spots, even when the party is far beyond the enemy’s talents. One optional string of quests late in the game involves going back and forth between a dinosaur village in two time periods that is just a constant string of fetch quests and backtracking. You will come to know all of the encounters in your way as you battle through them again and again. You may even come to miss random encounters as at least they had some variety as opposed to these scripted ones which never change.

The seamless transitions from exploring to battle are pretty neat, though the non-random encounters aspect of the game has been oversold.

Where the game has not suffered though in the ensuing years rests in its presentation. Toriyama’s digitized character designs are still as charming as ever and the inclusion of the anime cutscenes serve as a reminder of what these sprites represent. The script is mostly light-hearted with plenty of moments of humor. I don’t think anything in this game made me laugh out loud, but it was something I definitely enjoyed for the most part. The score is also a strength, even on tiny DS speakers, though I do feel like it’s missing a signature track similar to how Final Fantasy back in the 90s had its victory theme. The world design is enjoyable though with eras of typical fantasy fare, but also there’s the variety inherent in the future world and prehistory period. The future is quite impressive given the sheer amount of clutter forced into each area. It could have become too messy and busy to look at, but instead remains impressive after all of these years. Certainly, if you’re more of a modern gamer and something like the PlayStation 3 was your first console you may not appreciate the visuals as much as someone who started gaming in the 70s or 80s, but hopefully most will still find them pleasant enough.

And this takes me to my final thoughts and how I view Chrono Trigger as both a product of its time and something that is inherently timeless. Which is to ask, is Chrono Trigger worthy of being viewed as the best RPG ever? I find it hard to argue that it is. I can certainly see how someone who first played it in the 90s can form an attachment to it. It has a terrific team behind it, looks great, sounds great, and it’s just different enough from a Final Fantasy or a Dragon Quest to feel unique. And if you’re into time travel then you really have a recipe for a terrific gaming experience. Where I think it comes up short though is largely in its systems. There’s almost zero customization available to the player as each character has a defined role. Actually, if anything, their roles aren’t defined quite enough as it’s not hard at all to just pick 3 favorites and stick with them. Especially towards the end of the game when all techs have been learned and you can just spam the best dual and triple techs to get past just about every encounter. Enemies basically have just two tricks, they’re either susceptible to physical attacks or magic ones, and not much else. All of the challenge is found in the first 10 hours or so when you’re forced to adapt on the fly, but come the end of the game when it should be getting harder it’s actually getting easier. The final dungeon is almost painfully boring as it’s very linear and offers little or no challenge. I just powered through with the team of Crono, Ayla, and Frog and never had to turn to another character. And I didn’t do any grinding (which is actually another feather in the game’s cap) and was around level 50 come the end. I wasn’t having a bad time with the game or anything like that, but I was certainly ready for it to be over and was reminded why I never embarked on a New Game+ back on the PSX version.

The game boasts an enjoyable cast of characters, though main character Crono is basically just a cipher for the player.

That’s not to say that Chrono Trigger isn’t a competent RPG or an enjoyable experience in 2021. It very much is, and I think a lot of people fell in love with the game because it is so accessible and the presentation is rather flashy for a game form 1995. It’s just not the deep, RPG, experience some might prefer in the genre. I think there’s still a debate over whether or not it’s even the best SNES RPG available. Final Fantasy VI is quite epic in scope with a touch more depth, while Final Fantasy V is very much a systems-focused RPG experience at the expense of story and presentation. In looking at the offerings in the console generation to follow, I still think highly of Final Fantasy VII and I’m also a big proponent for the game’s sequel, Chrono Cross. Then you have games like Suikoden II, Tactics Ogre, Xenogears, and more and I’m reminded that the late 90s and early 2000s really were the golden age of the RPG, the JRPG in particular. And I’m left to honestly wonder if this game can compete with the likes of Skyrim and The Witcher. Those modern titles offer something almost completely different in terms of gameplay, but if I was in one of those annoying scenarios that literally never happen and I had to pick just one RPG to play forever am I picking Chrono Trigger? Am I even considering it? I don’t think so. There is a New Game+ option once the game is over and there are extra endings to uncover, but like the systems, they’re more style than substance. I probably will play through this again since I have the DS version now, but I’m not currently itching to so it may be awhile.

One thing I am certain about in my replay of Chrono Trigger is that the DS version is indeed the way to go. I love making this a portable experience and even though you can’t save at will, at least a DS can be placed into sleep mode to hold your progress. The new display is superior to what came before it with the menu shortcuts on the bottom and the gameplay on the top. I enjoy having the cutscenes even if they don’t add a ton they’re still enjoyable to look at. And from what I can tell, the new translation is superior to what I remember, though admittedly it has been a long time since I looked at the original. The added DS specific content is kind of worthless though. You get a battle arena and a new dungeon that’s just more tedious than anything, but if you’re not tapped out on the game’s combat by the end it’s there. It’s also entirely optional and adding this new content to the game did nothing to harm what had already been created. If you liked Chrono Trigger before, you’ll still like it now. And if you’ve ever enjoyed a classic JRPG, you’ll probably like this as well. It moves at a good clip and it’s very approachable. I would just caution first-time players to not come into it expecting the greatest RPG known to man because that’s an impossible standard for any game to live up to.


Dragon Quest: Your Story

dq your storyIn the 1980s, game designer Yuji Horii set out to create a role-playing experience similar to a pen and paper RPG for a video game console. The goal was to blend elements of those experiences with statistical and complex Western PC games like Wizardry and Ultima as the back bone. In order to make it appeal to a Japanese audience, he wanted to infuse it with what he had learned working with manga and add character and story to the equation. The end result of that was Dragon Quest, known for a time as Dragon Warrior in the West. In creating Dragon Quest, Horii gave birth to the genre we know and love as the Japanese Role-Playing Game, or JRPG for short.

Dragon Quest was a cultural phenomenon in Japan when it arrived for the Famicom game system in 1986. Three sequels would follow and all would be brought to the Nintendo Entertainment System in the West. The series never caught on outside of Japan, and the series skipped the Super Nintendo all-together and didn’t return to a global release until Dragon Quest VII on the PlayStation. The series was the flagship title for game developer Enix, who would eventually be acquired by Squaresoft who had found great success with its Dragon Quest clone:  Final Fantasy. Those two franchises have come to define the JRPG genre and are still to this day looked to as being the trend-setter for the genre, which has admittedly sailed past its hey-day.

No matter, for Dragon Quest still has a dedicated and loyal following. And while the somewhat recently released Dragon Quest XI has taken it in a more modern direction, it still seems that the favorite game of the series amongst the fanbase is Dragon Quest V, also known as Dragon Quest V:  Hand of the Heavenly Bride.

dqv

Dragon Quest: Your Story is based on Dragon Quest V which is easily the most beloved entry in the long-running series.

Dragon Quest V, released in 1992 and eventually in North America in 2009, was the first game in the series released on the Super Famicom and also the first to skip North America initially. Like basically every game in the series, the player controls a silent protagonist that they’re allowed to bestow a name upon. They journey with that player on a lengthy quest partaking in turn-based battles that result from random encounters on both a world map or a dungeon sequence. Where Dragon Quest V seems to really distinguish itself though is in the scope of the journey and subversion of expectations. During the course of the game, the player will be faced with a choice of whom to take as a bride and that marriage will result in the birth of twins who eventually join your party as playable characters. There’s also a monster collecting element at play that undoubtedly influenced the Pokémon series in which after defeating a monster some will randomly request to join your party becoming playable as well. The game ends up following the hero from child to adult and players seemed to really enjoy that aspect of the experience as it breads attachment. It’s actually surprising more games haven’t attempted the same.

To celebrate the franchise, Dragon Quest:  Your Story was conceived and released in Japan in 2019. It has just now become available on Netflix outside of Japan. The film adapts Dragon Quest V for the big screen with a CG adventure that takes the viewer through the events of the game basically from start to finish. The film is written and directed by Takashi Yamazaki with additional directing credits going to Ryuichi Yagi and Makoto Hanafusa. Shirogumi Inc was chosen to handle the animation with additional effects done by Robot Communications.

luca sabrecat

The film opted to go with CG in place of two-dimensional, hand-drawn, animation.

Fans of Dragon Quest V seemed elated at the thought of the game becoming a feature-length film. Animation is definitely the way to go, though I wonder if many were disappointed to find out it would be a CG animated feature and not a more traditional two-dimensional anime. By including the tagline “Your Story,” it seems the film is also aiming to replicate the RPG experience each player goes through, even if it means this time around the hero needs a name.

Like the video game it is based on, Dragon Quest:  Your Story tells the tale of a hero named Luca (Yuri Lowenthal) who at a young age loses his mother to monsters. Together with his father Pankraz (Parker Simmons), Luca embarks on a mission to retrieve the fabled Zenithian Blade in the hopes that it will help them free their beloved. The blade can only be wielded by the Heavenly Hero, whom Pankraz believes to be his son. Along the way, Pankraz will meet his end forcing Luca to go it alone. Only, he’s not alone and will soon be joined by a sabre cat cub and a curious slime. He has allies in the young prince Harry (Zeno Robinson), scrappy Bianca (Stephanie Sheh) and magical Nera (Xanthe Huynh).

dq slime

Yes, we have a slime in this one.

Adapting a roughly 25 hour game to a 103 minute film is certainly a daunting task. Much of those hours in the game are spent grinding away through dungeons and such, but even stripping those away still leaves a lot of ground to cover. As a result, the film can’t really attempt at introducing everything the game throws at the player and basically boils it all down to a few key bullet points. There’s also a liberal dose of montage at work making this film really only accessible for those who played the game. To those who did not it will feel more like an animated summary with no room to breath or to form actual attachments to the characters presented here. This format might actually make it more accessible for younger kids with short attention spans, but older viewers with no familiarity with the brand will probably tune out.

The visuals for the film hold up quite well throughout. Series artist Akira Toriyama was not on-hand for the development of this film, but it’s clear his original art was referenced for the film’s visuals. The sabre cat in particular has a very Toriyama-like appearance as do others. Where the visuals suffer is in the dubbing. Either a direct translation was insisted upon for the English dub or there just wasn’t much attention paid to it because the mouth flaps of the characters rarely sync up naturally. It’s distracting, but this is a film that isn’t exactly dialogue heavy so it’s not as killer as it could have been. There are subtitled options available, and if you’re not averse to reading them it might be the better way to go. Much of the film’s music and sounds were lifted directly from the game, but updated with an actual orchestra where appropriate. It makes the film feel incredibly authentic in its presentation.

Where the film has garnered controversy though lies in its aim. Much of the film up until the climactic battle with the monstrous Bishop Ladja feels like a love letter to Dragon Quest V, but that’s ultimately not the film’s intention. Dragon Quest:  Your Story is aiming a bit higher. It wants to be a celebration of Dragon Quest itself and not just a particular game. Dragon Quest V is merely the chosen vehicle for that delivery. The end contains a twist that is rather high concept. I don’t wish to spoil it, but even if the idea sounded great on paper the execution is a bit awkward. It definitely torpedoes the excitement of the climax adding a layer of complexity onto a story that, up until that point, was anything but.

bianca

Bianca was probably my favorite aspect of the film, though given the rapid-pace of the film she ends up not being featured all that much.

As someone who does not have any particular attachment to Dragon Quest or Dragon Quest V, I can say that the ending did not anger me, though I certainly wasn’t satisfied either. I have played Dragon Quest V, so I was familiar with the story going into this and could follow the film. The ending to the game is possibly the least interesting aspect of it, so changing things up doesn’t bother me on the surface. The execution here is just clumsy, and some of the elements of the ending might have served the film better had they been introduced from the start. This isn’t the type of story that needs or wants a big twist. It doesn’t have enough depth to pull the viewer in and then reap the reward of dumping them on their head. For those unfamiliar with the game, it just feels like a noisy, dumb, fantasy picture that commands little attention. For those who love the source material, they just want to see it to its conclusion likely enjoying the ride well enough while knowing it’s incomplete and only scratches the surface. The film basically spends 90 minutes making fans of the game happy, then the last ten angry.

dragon-quest-your-story-smoke

Dragon Quest fan groups reacting to the ending.

As a result, Dragon Quest:  Your Story is a film that doesn’t really please anybody. Newcomers will likely find it dry, while longtime fans will be angry with the ending. I suppose Dragon Quest fans that aren’t that enamored with Dragon Quest V might be able to better appreciate what the film was striving for, but I have yet to meet a fan that fits that definition. For me, a casual player of Dragon Quest, I got very little out of this one. The visuals and music are mostly nice, even if I would have preferred a more traditional anime look. The action pieces are dull and the pace of the film is far too quick for any of the emotional beats to land with much impact. I found Luca charming and Bianca especially was charismatic, though she is in maybe 10 minutes of the film as a functioning character, when all is said and done. Dragon Quest:  Your Story is a flawed and ultimately disposable piece of entertainment. It’s ending will give fans something to talk about, which unfortunately is likely to become the film’s legacy rather than as a celebration of a beloved franchise.


Greatest Games: Xenogears

Xenogears (1998)

Xenogears (1998)

For me, all of my entries in my “Greatest Games” subcategory have been building towards this one.  My intention with the series was to present some of the games I felt were among the best I had ever played while shying away from the obvious choices.  After all, plenty has been said about A Link to the Past or Super Metroid.  While I made entries about Chrono Cross and Twisted Metal Black I was constantly looking ahead to that one game I preferred above all others.

Xenogears arrived during the RPG boom of the late 1990’s.  Developed by Squaresoft under direction from Tetsuya Takahashi, the game was originally supposed to be Final Fantasy VII but it became too dark and too sci-fi in nature to continue as such.  Takahashi was allowed to continue with the project as opposed to seeing it outright canceled but at a much reduced budget (more on that later).  Many Final Fantasy collaborators contributed to the project including executive producer Hironobu Sakaguchi.  When the game was complete, most of the staff would go on to develop Chrono Cross before eventually departing Square with Takahashi to form Monolith Software.

The game begins with our hero Fei in a rather innocent setting.

The game begins with our hero Fei in a rather innocent setting.

Takahashi was nothing if ambitious when creating Xenogears.  It was conceived as being just a part of a much larger narrative and is in fact titled as Episode V in the game’s credits.  The narrative focus of the game is epic in scope with a lot of talking points and several cut scenes, some of which are done with CG and others in full animation.  It’s a long game, one that will take most players around fifty hours to complete on the first play-through.  It’s story focuses on the young Fei Fong Wong, a typical RPG lead in that he has no family and knows very little about his past.  The plot will see Fei discover his true purpose, which is of course a significant one, as he journeys across the globe with a cast of characters out to save the world.  The story is nothing new in setup, but how Xenogears approaches it helps to differentiate it from the flock.  There are many religious undertones to the game’s narrative, some of which nearly scared Square out of an international release.  The game takes itself very seriously and though there are moments where comedy is utilized they’re not frequent.  The game has been criticized for being too pretentious, but it is a fairly enjoyable experience even if it can be hard to understand.

Part of the reason many consider Xenogears to be so pretentious is due to the fact that it tries to be too many things.  There are elements and themes taken from classic philosophy as well as modern sci-fi conventions found in the likes of Blade Runner.  The plot of the game seems to bounce around in focus with lots of twists and turns.  It’s fairly common for games in this genre to start off with one goal and finish with something completely unrelated, but Xenogears takes it to a new level.  The game does a good job of remaining interesting the whole way through but perhaps it would have benefited from a tighter structure.

Giant robots called gears play an important role in Xenogears.

Giant robots called gears play an important role in Xenogears.

The gameplay for Xenogears incorporates a lot of genre staples but also introduces some new concepts.  Players travel from town to town either on foot or via transportation and can talk and engage with non-player characters along the way which is often necessary to advance the plot.  Battles are initiated via random encounters on the overworld map or in dungeons.  Once a battle is commenced, the player takes control of a party of up to three individuals chosen beforehand or dictated by the game.  From there it’s a variation of the Final Fantasy Active Time Battle system where a speed score dictates the order and frequency of each character’s attacks.  When it’s the player’s turn, the options are also fairly straight-forward and include attack, defend, run, item, or magic.  The magic command is usually called ether or spirit but functions in the same way as a typical magic attack in most RPGs would.  When the player selects a standard attack is where things change.

In Xenogears, each character has a certain amount of attack points that can be used per turn.  At the beginning of the game there are six per character, but it increases over time.  Each face button on the Playstation controller corresponds with an attack command and has a point value:  triangle is one, square is two, X is three, and circle cancels or ends the attack.  A player can combine the buttons in any way up to the maximum available or use as few as one.  Certain attack combinations will trigger deathblow animations where the character will execute a more powerful move.  Performing the necessary sequence over and over is the only way to learn them but the game keeps track for you in the menu so you don’t have to guess.  The buttons do not have to be entered with any sort of speed so it’s not like a rhythm game or a fighter.  If the player chooses to use fewer than the available attack point total then the remainder goes into a bank for the rest of the confrontation.  As the player accumulates additional attack points, combos become available.  Combos basically allow the player to chain deathblow attacks in one turn allowing for a massive amount of damage to be unleashed.  As a result, most encounters (particularly boss encounters) end up being a balancing act where the player has to decide if it’s better to go all out from the start or build a character (or characters) up to unleash a giant combo.

Cut scenes like this nearly kept the game from getting a release outside of Japan.

Cut scenes like this nearly kept the game from getting a release outside of Japan.

That’s just one half of combat as Xenogears’ main feature is that of gear combat.  Gears are giant robots piloted by the game’s protagonists and allow the player to take on much larger foes.  Each character has access or will gain access to a gear during the course of play.  The gears basically mirror the character they’re paired with so the ones effective at dealing out the most damage on foot will be the same in their gear.  Even certain magic attacks are unusable by the gears while some are only usable on foot.  One of the more unique characters in the game, Billy utilizes guns and so his gear does as well.  On foot, each attack button corresponds to a different gun and the same is true in his gear, though it uses different ammunition.  Gear battle is very similar to character battle but has some notable differences.  For one, the player can only use two combinations of attack buttons but instead of having attack points each gear has a supply of fuel.  Each attack consumes fuel with triangle attacks consuming the least and X attacks consuming the most.  As a gear attacks, its attack level goes up.  At level one, triangle deathblows can be used.  At level 2, square deathblows become available, and so on.  There are four levels a gear can reach:  1, 2, 3, and Infinity.  Infinity is the most powerful and only becomes available late in the game.  It’s also not attainable simply by performing four non deathblow attacks in succession.  Instead, there is just a chance a gear can reach infinity when in level 3 and certain gears have a better chance of doing so than others.  Infinity opens up the best deathblows and lasts for three turns so when a gear is able to reach it it usually swings the tide of battle.

The character Elly is a central figure of the Xenogears plot.

The character Elly is a central figure of the Xenogears plot.

Gears also present some challenges not felt when fighting with the human characters.  I mentioned the fuel already which can run out.  If a gear runs out of fuel then it can’t attack, which presents a problem.  Each gear can use a turn to charge which replenish fuel but not a significant amount (unless the player equips a gear with charge-boosting items) and is not something one wants to rely on.  Gears also cannot replenish their hit points easily in battle.  Gears can be equipped with restorative items but they consume a lot of fuel.  Often times, this will cause the player to wait as long as possible to use such an item but then they find themselves in a situation where the gear is now low on fuel exchanging one problem for another.  Basically, the game forces the player to think a little differently when engaged in gear combat and that helps keep the game fresh.  The game is pretty much divided into equal parts gear combat and non-gear combat which does help to keep things interesting.

Outside of combat, character customization is pretty standard.  Each character can be equipped with stat-boosting items and armor with the best items becoming available towards the game’s conclusion.  Only some characters utilize weapons in combat just as only some have magic attacks.  Most will fit into the attack role or the support role with a few select characters performing adequately in both roles.  The game does do a good job of making the characters feel different.  I mentioned Billy earlier as one such character due to his use of firearms.  Another, Maria, always attacks with her gear even while on foot and another character has no gear at all, she can just grow to tremendous heights instead.  As character participate in battle they earn experience points and level up, in turn becoming stronger.  Gears do not receive any benefits from their pilot leveling up.  Instead, they can be upgraded through-out the game with better equipment including engines and frames which increase the gear’s stats as well as its hit points.

A lot of the combat takes place in gears.

A lot of the combat takes place in gears.

There are other things to keep players interested in the game.  Outside of battle players can search the world for players of the game Speed.  Speed is a real-world card game (when I was a kid we called it Spit) where the determining factor of who wins is who plays the fastest.  Defeating these players will often net a useful item and certain secret items can only be obtained via this mini game.  Another mini game is a gladiator type of coliseum where the battles take place in real-time.  The player can select from basically every gear in the game and compete in a fast-paced one on one battle.  It kind of reminds me of the Dragon Ball Z fighting games in that the characters zip around pretty fast and alternate between melee attacks and long-range energy projectiles.  At any rate, both mini games offer decent distractions and are entertaining in their own right.

Visually the game is a fairly solid performer given its era.  The designers opted to use sprites for the characters instead of polygons and while they animate nicely they are quite pixellated.  Backgrounds tend to be on the sparse side and the texture mapping is average.  Backgrounds are a hybrid of 2D and 3D and most areas can be rotated via the shoulder buttons on the controller.  It’s a bit odd watching the game try to rotate around a 2-dimensional character but it does help for timing jumps (something else that helps differentiate the title from a typical RPG, albeit in a minor way).  When the game transitions to gear battle everything becomes rendered in 3D.  The gears are fairly solid-looking and each has its own visual personality.  Attack animations are pretty understated when compared with other games from the genre.  There’s very little in the way of “wow” moments but nothing is really off-putting either.  If anything, the sprite-based approach helps in the long run as many games that opted to use polygons look woefully dated by today’s standards.  The score is quite good and on-par with Final Fantasy’s best, though some of the sound effects are a bit lackluster.  The FMV and anime sequences are not numerous but that helps give them added impact when they do show up.

Xenogears tends to take itself quite seriously.

Xenogears tends to take itself quite seriously.

There is one other thing I have yet to mention about this game that many view as a glaring negative. I mentioned how the project was an ambitious one but I have yet to mention that it was so ambitious it went over budget.  If a Final Fantasy game runs over budget at Square it’s probably not that big of a deal but when an unestablished title does it presents a problem.  Since there was no money left a large section of the game had to be cut, but since the title is so narrative heavy, it could not just be annexed from the game.  Instead, when the player reaches the point in the game where the cuts took place (early in disc 2) they’re treated to a mostly black screen with the exception of Fei seated in a chair.  Here a seemingly endless amount of text is displayed as Fei takes on the role of narrator and explains to the gamer what took place next.  Other characters speak as well, but the presentation remains the same with the exception of a couple of gameplay rendered shots.  The scenarios being described were supposed to be playable but unfortunately are not.  And this section goes on for a good 45 minutes or so.  I remember the first time I reached this point of the game (I’ve played through it multiple times) it was really late at night and I just wanted to go to sleep but had to keep going and going to get through it.  The game does give you the option to save a couple of times so at least there’s that.

Xenogears may not be visually impressive by today's standards, but it still has its moments.

Xenogears may not be visually impressive by today’s standards, but it still has its moments.

As a result, the game feels like it never got what it deserves, which is what every game deserves:  to be completed.  Xenogears sold modestly well but with the creators behind it all leaving to form Monolith it basically ended the possibility of there ever being a true sequel.  Xenosaga was initially conceived as being a part of the Xenogears lineage, but either legal decisions forced that to change or an artistic change was made.  Xenogears presents a pretty open and shut story with little room for a natural sequel, but I would love to see Square return to it as a remake.  The game could be left as is or it could be cleaned up completely with an all new engine.  Some pacing issues could be addressed, but most importantly, the portions of the game cut could finally be restored either thru a new gameplay section or via fully animated cut scenes.  Since Takahashi no longer works for Square, it would have to be done without him but considering the ground work has been laid already it wouldn’t be that difficult.  Xenogears deserves to be experienced the way it was initially conceived and I would personally prefer to see it remade over Final Fantasy VII, a remake many people have been hoping for.  Maybe it will happen one day (though probably not), but even if it never does Xenogears remains my favorite game of all-time.  I know it’s not the greatest game ever made, but it doesn’t have to be in order to win me over.

For those who have never played it, second-hand copies of Xenogears can still be found fairly regularly on auction sites like eBay.  Square-Enix also released the game onto the Playstation Store so Playstation 3 owners can experience the game that way.


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