Chrono Trigger DS

By Kay on 25/04/2009 at 01:24:19 - 3 comments
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Timeless
The word 'classic' is frequently bandied around when discussing older games, but once nostalgia is taken out of the equation it can be rather sobering to realise that your favourite game hasn't stood the test of time all that well. The 16-bit era, however - arguably the peak of 2D gaming - played host to a number of genuine classics that are still not only fantastically playable today, but have arguably never been bettered in their respective genres.

1995's Chrono Trigger is one such highly-regarded game. Its legions of fans were unable to hide their excitement at the prospect of it being re-released on the DS, whereas to everyone else it might have appeared to be just another SNES oldie to get a handheld port, and a JRPG (Japanese role-playing game) to boot. I was excited too, but only because it was a game that I had briefly played and enjoyed on the SNES a few years back; alas, I didn't get the chance to complete and therefore fully appreciate it back then. This DS re-release was the perfect chance for me to play it properly and see what all the fuss was about.

Fighting the system

Let me start off by saying that I've never been a huge fan of RPGs, thanks to certain genre conventions - namely random battles, necessary level-grinding and long, tediously repetitive dungeon areas (which are often made worse by the high amount of random battles). Chrono Trigger is immediately great because it has a solution for all three.

Take the battle system - it's still turn-based, but uses the ATB (Active Time Battle) system that was introduced in Final Fantasy IV. Each character in your party has a small gauge, which has to fill up before they can make their move - the speed of which is determined, naturally, by their 'speed' statistic. This means that normal battles are fairly fast to begin with - enemies continue to attack you even when you're making selections on the battle menu - but, if you're the impatient sort (like me), you can increase the overall battle speed even further in the settings. This might make some of the later boss battles even more challenging, however, so for that you might want to decrease the speed, or - if you prefer the more traditional style of turn-based combat - you can switch from 'Active' to 'Wait', which effectively pauses the action while you're contemplating your next move. This is explained to you when you start a new game, and can be changed at any time in the settings.

Even better is the way that the battle system has been integrated into normal play. Unlike other RPGs, there's no jarring cut-away into a flashy battle screen whenever you encounter an enemy. In fact, the way it works is like this: you walk around, doing standard RPG exploratory stuff, and you spot an enemy. That's right - spot. You can then avoid said enemy (or group of enemies) or you can walk straight into them. They quickly assume their positions, as do your characters, and battle commences right there on the field of play.

So this means you're (mostly) free to explore an area or solve a particular puzzle without constantly being interrupted by unwanted battles. I say mostly, because naturally there are some sections where enemies cannot be avoided - it would be a bit boring if you could get through the game without having to lift a blade - not to mention various bosses that you encounter over the course of the main adventure. And, of course, after a successful fight you will be granted the standard RPG battle bonuses - namely money, items and, most importantly, XP (experience points - for increasing the level, and statistics, of your characters).

Keeping the peace

'Levelling-up' is important in this game, as with any other RPG, but 'level-grinding' - the process of repeatedly partaking in battles just to increase your level, so that your statistics are sufficiently high enough to be able to get past an otherwise impossible boss or section - isn't necessary at all. Weapons and armour have more of an impact on stats than simply levelling up, and the game encourages you to explore and find hidden treasure, or spend money on items in various stores around the world(s). As for long, tedious dungeons? There aren't any. Most dungeon areas are short and sweet, and broken up with frequent save points - and always just before a major boss battle.

The dungeons are also light on proper puzzles, however, which could be considered a minor shortcoming. In fact, the game in general is very easy - potions, and various other health-replenishing items, are found everywhere (and given out freely after most battles) but are only called upon for the toughest of the boss battles. And even then they can be considered somewhat redundant, as you'll have learnt various magical spells - another RPG genre staple, and known as 'Techs' in this game - that can cure your status during a battle.

The lack of difficulty works in the game's favour though. There's hardly any frustration involved, with even impossibly tough bosses having weaknesses that need to be exploited - by attacking a certain part of the body, for example, or using a certain 'element' of magical spell (fire, ice, water etc.). It's also relatively short for an RPG, but lack of content is definitely not an issue - the extremely brisk pace is helped by the fact that there are very few annoying interruptions from enemies to contend with.

I've spent a lot of time talking about what are, essentially, the foundations of the game - but it's worth stressing the fact that Chrono Trigger gets the underlying structure so right, therefore making the playing experience more akin to an action-based RPG (i.e. quick, immediate, accessible and fun). This, for me, is the most important aspect of any game in this genre... but of course there are other aspects to consider too. And Chrono Trigger doesn't seem to have skimped on any of them.

Feeling the fear

Take the plot, for example, which revolves around time travel and starts off pretty unremarkably. The main character - a stereotypical JRPG spiky-haired youngster who stays mute throughout the entire game - is woken by his mother in the present (1000AD) and told to go and enjoy the festivities in a nearby town square. It's been four hundred years since the kingdom won a major war against an evil 'fiendlord', you see, and they're holding a huge party to celebrate. So you attend the town festival, have a bit of fun and indulge in a few quirky minigames and, after literally bumping into a mysterious girl, you go to help out your childhood friend - a budding scientist - who is testing out her new teleportation device. Inevitably things go wrong here, and mystery girl disappears... you follow her, and somehow end up 400 years in the past - around the time of the great war against the fiendlord.

Initially things are kept pretty simple, as you are tasked with simply searching for this mysterious girl, as well as a way to get back to the present. But naturally this is only the beginning of what turns out to be a fairly epic plot that spans not just two or three, but around half a dozen different eras - including prehistory and a post-apocalyptic dystopian future. Each era is stunningly presented - whether it's medieval castles and ruins in the Middle Ages, or futuristic dome shelters littered across a desolate landscape in 2300AD - and come complete with their own set of enemies, characters, locations and events. That Chrono Trigger essentially packs at least five different RPG's worth of variety into one game is an achievement in itself. The fact that it does this so coherently into a memorable adventure is what elevates the game to true classic status.

Although the story ultimately just boils down to one thing - a bunch of 'good' characters having to save the world - it's the way it unfolds that makes it so special. Yes, it may not be entirely cliché-free, but that doesn't make the narrative or characterisation any less endearing. The game not only refuses to conform to standard RPG rules but often parodies them, with unconventional characters, a plot full of genuine twists and gameplay scenarios that will surprise and delight even the most hardened gaming cynic - such as the famous trial scene early on that openly ridicules age-old JRPG conventions to brilliant effect. And naturally, as with all great games that use the concept of time travelling as their basis, there's plenty of travelling back and forth and altering of history involved.

Doing it anyway

But, most of all, it's the way that everything seems to come together so perfectly. The structure of the game may seem rigid and linear at first, but even that opens up later on, with a wealth of completely optional side quests that not only brilliantly flesh out character backstories but are actually genuinely useful in aiding you in your quest. There are several different endings to unlock (another first for the genre in 1995), with the game encouraging repeat playthroughs by offering, upon completion, an option to start all over again with existing stats and items. The graphics, which were already amongst the best on the SNES, look great on the tiny DS screens, and the superb soundtrack - evident from the moment the game begins, and as soon as you step out into the main overworld - is alone enough to notch the score up by an extra point or two for anyone who appreciates quality videogame music.

So, what about this DS re-release? It's the second time the game has been ported (after a PS1 version that was released to coincide with its sequel, Chrono Cross) but, crucially, it's the first time the game has been released to a European audience. As well as all of the bonuses that were in the PS1 version - such as anime cut-scenes that can (thankfully) be turned off, an art gallery and a music player - this version has a few extras of its own, including an arena mode (a cute diversion from the main game where you raise and battle monsters), extra dungeons and side quests (which are, to be blunt, quite forgettable) and of course DS hardware-specific features. You can opt to play in single screen mode (which works almost exactly like the SNES version), or dual screen mode, where all info is presented on bottom screen (along with a neatly implemented map that doesn't show a whole area until you've actually explored it). Both modes can be played exclusively using stylus controls, which actually work surprisingly well, but it's still preferable to play solely with the traditional d-pad + button combination.

It's easily the definitive version of the game, then - along with all the extras there's the added benefit of a menu system that is much improved over the SNES version, as well as a better script, aside from one or two cases of slightly sloppy English. What else is left to say? Even after 35+ hours of play I'm struggling to think of anything that is wrong with Chrono Trigger. It's perfectly suited to the dual-screened handheld format and should be played by anyone who has even a passing interest in RPGs.

I'm tempted to say that it's the best game that I've played on the DS, and that alone should be proof enough of the enduring quality of some of these so-called 16-bit 'classics'.

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#1 - repairmanjack - on 25/04/2009 at 12:32 wrote:
 
Great review... bought this for Xmas and STILL haven't unwrapped the damn thing!
 

#2 - NewYork - on 25/04/2009 at 12:33 wrote:
 
Glad to see you discovered RPGs aren't all random battles :)
 

#3 - repairmanjack - on 25/04/2009 at 12:40 wrote:
 
Just made three attempts to digg this... Digg is designed by cunts, this game is not.
 


3 comments in total.
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