Welcome to Dev Game Club, where this week we continue our series playing Chrono Trigger. We talk exploration vs following the story threads, delve deeper into the combat, chat about the game's difficulty and accessibility, along with story recaps and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Up to the Magus's Castle
0:52 Chrono Trigger
Issues covered: why Tim hates JRPGs, why Tim took a little longer this time, irascible exploratory Tim, getting to the top of the mountain and finding nothing, feeling discouraged from leaving the main path, what the rewards of the game are, having the prototype of what additional interactions would look like, exploring party make-up, when Ayla met Bobo, the blandness of Crono, being able to put yourself in the character, characters who start at the beginning of their story vs somewhere in the middle, party members standing out more, where you decide to spend your development time, swapping out party members and when you can, the pressure relief valve for difficulty, what is the real set of defaults for this game, having a more dynamic combat with Active Time Battle, developing your menu-diving skill, being forced into repetition and limiting ability exploration, wait mode as being more accessible, having higher highs in active mode, feeling like active mode is an experiment, having menu difficulties with Kingdom Hearts, the burden of memorizing key sequences, the timer as animation tell, having too many characters to manage to memorize things, escaping combat, using run as a means of skipping combat, dealing with status effects (Heal/Panacea), cutting out the searching for specific status healers, using specific attacks for elemental weaknesses, generally not needing to worry about weaknesses, using lightning to remove defense, fighting Spekkio, needing to restore the timeline, returning to a changed Medina, not knowing what we changed in the past, having weird interactions with monsters, localizing using stuff based on your real life, turning assumptions on their head, translation barriers, looking for Masamune, starting to subvert tropes, a kid who's no hero, a good boss battle, going to Melchior with both halves of the sword, meeting Ayla and having a big party, making Crono dance, echoes through time, losing the dreamstone via Kino, fighting Azala and the Megasaur, learning the history of Cyrus and... Glenn?, echoes of Tolkien, making a significant commitment to characters, having calls to action, integrating Glenn into the main quest, getting to equip the badge to Glenn, an update on Tim's hike, the responsible thing, stay safe and healthy, cultural references, beating up robots, variations in the courtroom and jail scenes, localization and emotional intent, the business case for localization, the high costs of localization, making choices about what content to keep in Yakuza and a design which accommodates players ignoring it, friction between an original market and a new market, growing to appreciate the underlying value of the business end, looking to journalism to fill in the gaps.
Games, people, and influences mentioned or discussed: irreverentQ, Chrono Cross, The Outer Worlds, Fallout (series), Prey, Earthbound, Final Fantasy (series), Kingdom Hearts, Batman: Arkham (series), Pokemon (series), Ray Bradbury (obliquely), Narnia, The Clan of the Cave Bear, Ultima Underworld, Minecraft, The Two Towers/Return of the King, Mass Effect (series), Sam Thomas, Short Circuit 2, Westworld, The Terminator, James Roberts, Patrick Holleman, Gothic Chocobo, Persona 5, Andrew Dice Clay, Yakuza (series), Kotaku, Robert Downey Jr, Iron Man, Metroid Prime 2: Echoes, Wasteland 2, Kirk Hamilton, Aaron Evers.
Short Circuit 2
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