Welcome to Dev Game Club, where this week we complete our series playing Chrono Trigger. We discuss the handful of remaininig quests in "The Fated Hour" and defeating Lavos (as an afterthought) before turning to our takeaways and feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Finish the game!
0:48 Chrono Trigger
Issues covered: reforestation with Robo, being aware that certain characters have to be in your party, Robo's world sprite, seeing Robo on the world map, being able to have player theories, not deploying Robo as a player verb, Robo's theory, a Gaia hypothesis, the double-edged sword of optional content, time travel wish fulfillment, having trouble saving Lara, a moment by a campfire, Robo's evolution, Lucca's mini robot and the progeneration of the robots, collecting the highest power loot, hunting the moon stone, Tim discovers there's an in-game map, the Sun Keep boss and randomly selecting, hitting the right flame, having a different tactic to deal with the boss, clearly telegraphing the Sun Stone, the mayor whose kids hate him, the consequences of your actions, Sins of the Father visited on the sons, how you open up a game, open worlds vs Chrono Trigger, the stifling linearity of the early game of FFXIII, losing narrative cohesion, telegraphing important decision, how your game's goals close off other opportunities, replayability vs feeling the impact of player choice, doing everything the designers want you to do, freeing Cyrus's ghost, hating on Crono, Prometheus and Robo and Atropos, pouring one out for Toma, the court scene, bursting through the stained glass, the many endings, the developer ending, the bridge ending to Chrono Cross, the Dream Devourer and Lavos and Schala, the advent of New Game+, the various final weapons, Tim's water level theory, fighting science fiction elements, supporting the party as being important, supporting party experimentation, limited party combat vs full party combat, deepening characters, subverting the tropes, letting the hero die, strong female characters, a world structure that works, not worrying too much about paradox, The Three Wise Men and Magi vs Magus, Magus's lieutenants' names, the strengths and weaknesses of the combat, splitting Chrono Trigger into two games, tragedy vs comedy, goals for translations, the richness of this game and being able to investigate it over and over, squinting and seeing Frog as the hero of the game, silent protagonists in JRPGs, a story of a killed game, the strength of this game's New Game+, systemic games and story generation.
Games, people, and influences mentioned or discussed: James Lovelock (obliquely), Rio Bravo (obliquely), Final Fantasy XIII, The Witcher 3, GTA III, Wasteland 2, Alpha Protocol, LMNO, Steven Spielberg, David Cage, Doug Church, Randy Smith, Breath of the Wild, Final Fantasy IX, Pinocchio, Boss Fight Books, Michael Williams, Akira Toriyama, Hironobu Sakaguchi, Chrono Cross, Silent Hill 2, Fallout, Persona 5, Kingdom Hearts, Earthbound, Mass Effect, BioWare, KotOR 2, irreverentQ/Nolan Filter, Warren Linam-Church, Patrick Holleman, Shakespeare, Ted Woolsey, Tom Slattery, Rick Butler, James Roberts, Charlie and the Chocolate Factory (obliquely), John Webb, Final Fantasy VII, Breath of Fire 3, Walker Farrell, NieR: Automata, Zimmy Finger, Civilization, Dwarf Fortress, The2ndQuest, Johnny "Pockets" Grattan, Marc LeBlanc, Ron Gilbert, X-COM, World of Warcraft, Metal Gear Solid 4, Kirk Hamilton, Aaron Evers.
The 1UP article about LMNO appears lost to time, but here's a contemporaneous Kotaku article reporting on that article
Brett referred to Tom Slattery as "Shepherd." We regret the error.
Another WoW Checkin
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