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![]() I am Setsuna is a JRPG developed by Tokyo RPG Factory and published by Square-Enix July 19th, 2016 for the Playstation 4 and PC. It’s the first game released by Tokyo RPG Factory, a studio created by Square-Enix specifically to pop out some new franchises styled after old school styled RPGs. In this case: Chrono Trigger. This game is trying very, very hard to emulate Chrono Trigger. Indeed, this game plays like more of a Chrono Trigger successor than Chrono Cross ever did. Not that emulating a beloved classic RPG is entirely a good thing. Some conventions of RPGS of old were meant to be left in the past. I am Setsuna is not a terrific game. Nor is it terrible by any means! I liked it well enough and I've hated most every RPG since the early 2000s. But it definitely has some severe issues. I’d call it an interesting failure to live up to what it was going for, in the end. Granted, I’d consider Chrono Trigger to be the best RPG ever so… you know, I’m not going to blame any game for falling short of that. Also go play Chrono Trigger if you haven't already. What are you even doing with your life? Though really, the gameplay and aesthetics is where the similarities to Chrono Trigger end and if you look for anything beyond that, you're barking up the wrong tree. This isn't exactly a lighthearted adventure. If anything, the game's actual plot and tone is a lot closer to Final Fantasy X. I am Setsuna is not a particularly long game, despite harkening back to an age where RPGs could just easily go on for 80 hours just cuz. It’s in the ballpark of 20-25 hours, all optional end game content included. There is only one ending to the story. Given its short length, it is fairly briskly paced. There isn’t much in the way of downtime. Events will be moving quickly! As such… ![]() ![]() With that said, let’s begin… The Dark Id fucked around with this message at 18:59 on Jan 28, 2017 |
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# ? Jun 4, 2023 14:13 |
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![]() Part I: I Am the Tutorial ![]() ![]() New Music: Beginning of the End Welcome. Sorry, there’s no flashy introduction sequence. Just a somber piano piece and the title. By the way, I hope you all enjoy piano music! I am Setsuna’s soundtrack is composed entirely of just piano pieces. There’s some real good music but ehh… Your mileage may vary as to whether that music choice works. There are some bits where it absolute does and others where it feels like the scene is going to turn into a ragtime silent movie gag. But enough about that, let's begin... ![]() We begin our tale taking a quiet, nighttime walk through the snow covered woods. At the time of the writing of this update, it’s the middle of one of the hottest summers in recorded history and my electric bill is being destroyed by constant air conditioning use. I wouldn’t mind trading places with this fellow for a bit… ![]() Our late night stroll is interrupted by a tactical wetsuit clad man passing our field of vision, sending the entire base on alert and immediately jamming the radar. It’s gonna be one of those kinda days… ![]() ![]() A bearded man with similar clothing to the first fellow wanders out from behind the trees… ![]() ![]() ![]() ![]() ![]() I am Setsuna, staying true to its old school RPG roots, allows us to rename our party members. Meet our main protagonist: Endir. We’ll be sticking with everyone’s default names, for better or worse. I like to stay traditional too. This game, being a RPG hearkening back to roleplaying games of old, is almost entirely text based. The only spoken dialogue is a few combat barks, which all remain in Japanese. So everyone will just use Endir’s name, instead of dodging around the altered title like certain other RPGs I could name… ![]() ![]() ![]() ![]() Endir here is basically a silent protagonist. But he will often be asked questions, of which we can select the response. So he’s clearly saying those lines. I’ll go ahead and spoil that 99.9% of the time, these choices absolutely do not matter and will only alter the immediately following dialogue for a couple lines, before the conversation proceeds as intended. A game with deep moral choice and complex, branching storylines this ain’t. Usually the choices are Endir just blandly going along with whatever or being a bit of a dick about going with whatever. I don’t think you need to ask which conversation choices I’ll be making in this case. ![]() ![]() ![]() ![]() And with that, Hapsper runs off ahead leaving us in control. Our only available action is following behind. The first item of note is that Endir will leave a lovely trail in the snow as he runs through deeper patches. Clumps of snow will also shake free from tree branches as Endir bounds by as well. I am Setsuna does snow really well. I hope you enjoy snow environments because umm… that’s the VAST bulk of the game’s locales! As we run ahead a few paces, we come upon Hapsper stopped up ahead. Let’s see what’s crackin’ with our non-combatant companion. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Welcome to our first tutorial. You ever played Chrono Trigger? Guess what, this game’s battle system is A WHOLE LOT like Chrono Trigger. Though I don’t think gaining initiative depending on where enemies were facing was mechanic. All encounters play out on the field. There’s no separate battle field zone. ![]() The battles themselves work on an ATB Gauge. If you’re interested in this game, you’ve almost definitely played an RPG with an ATB gauge. A little meter builds up. When it’s full we can select an action. Enemies work the same way, though their gauges are hidden. The ATB can be set to Active, where the gauges, both ally and enemies, are ALWAYS filling. Or Wait, where everyone’s ATB will pause when navigating menus or playing out attack animations. I usually just use Wait, which is the default. ![]() ![]() ![]() ![]() New Music: No Turning Back (You should probably listen to the default battle theme.) ![]() Alright, time for our first battle against the fearsome… Pengy. I cannot say there is much to it, given it’s the “we’re assuming you’ve never touched a RPG before” school of hit Attack to Attack school of tutorials. ![]() Enemies can and will scurry about the field during battle. Unfortunately, our protagonist is locked in place unless he takes a special action which is currently not available. Spacing and enemy placement is important in I am Setsuna. But, that’s a bit advanced for this course. ![]() After 2-3 hits, Pengy is sent to the great big mascot character marketing center in the sky. Mission: Penguin Pulverizing is a success! ![]() ![]() New Music: Astounding Victory ![]() ![]() At the end of every battle, the entire active party receives some experience points, regardless of whether they actually did anything or not. Which is nice. We’re also almost always dumped with an assortment of items. Item drops in Setsuna are… a bit weird. But we’ll get to that later. Music ends… ![]() ![]() ![]() ![]() You know what, let’s just get the snow tracing elephant in the room out of the way early, eh? Continuing further into the woods… ![]() ![]() ![]() ![]() ![]() ![]() Special abilities, both physical and magical, fall under the banner of Techs. The first one Endir learns is Cyclone. Again… by chance, have you played Chrono Trigger? As this is the same exact ability titling and first attack Crono learns. ![]() So during the course of Setsuna, we’ll be picking up different equipment for our characters which we can stick stones into in order to use different abilities. Equipment in this game is kind of strange and a bit backwards. But we don’t need to concern ourselves with that right now. ![]() We do need to equip our spritnite (I look forward to typing this as spiritnite a bunch) in order to use our Techs. Which requires a bit of menu shuffling. There’s quite a bit to look at in the menu screen. But we’ll save all that for another day. We can learn that we’re apparently in the Hymncott Forest. ![]() ![]() Spritnite can be equipped and unequipped from equipment at will. It’s pretty much Materia from Final Fantasy VII in that regard. There’s no cost to learn Techs or grinding to unlock ‘em. Endir is now just good to go with Cyclone. ![]() Music: No Turning Back ![]() Now for the battle at hand. Endir is faced with TWO Pengys. Pengies? Pengi? I’m not certain. There’s two penguins pissed at our hero while completely ignoring the bearded old man just chilling out and bringing up power point presentations to teach us how to fight. Convenient. ![]() ![]() Remember how I said enemy positioning matters? Cyclone strikes everything in a certain radius around the targeted foe. So if both of the chubby penguins are bunched up near Endir, he’ll strike them both with the attack. But if one were to have some weird pathing and wander off to the bottom right of the map, it would evade the blow. This doesn’t really matter when there’s just one character in the party, as all enemies will gang up on him. But monsters tend to spread out a bit more when we get a full party. ![]() Techs all use MP. It’s the blue bar on the bottom. Green is our HP. Orange is the ATB bar. The snowflake is another mechanic we’ll see shortly. ![]() As we add two more cutesy mascot character design creatures’ notches to our belt, you’ll notice we’ve gotten an “Exact Kill” on both of the enemies. Setsuna rewards players with different loot drops based on how they finish enemies. For instance, an Exact Kill means the killing blow drained the enemies HP to just about exactly zero. So if the enemy had 25 HP left and we did 26 HP of damage with the killing blow, that’s an Exact Kill since there’s a bit of leeway. I’ll go over the types of finishers later. Music ends… ![]() ![]() ![]() ![]() The two run off further into the woods. But Endir stops short upon noticing this strange ring of light. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() So this is a save point. Hey, you see the very last couple lines in this tutorial. READ ‘EM CAREFULLY! This game is going so old school that it has neglected to make auto-saves. Which… No, Tokyo RPG Factory. gently caress off there. Nobody looks fondly back on losing hours of play because they neglected to save and they got wiped or the power went out or what have you. That poo poo sucks! It doesn’t help that this is also keeping with the old school aesthetic of no continues. A Game Over is a booting out to the menu. I am Setsuna will make no further efforts to remind us to save. The onus of that is entirely on the player. When we reach the world map, we’ll be able to save again. Indeed, the world map is the primary place where the game can be saved. There are save points in the world. But they’re mostly reserved for the ends of dungeons, prior to a boss. Towns don’t have save points, non-dungeon but enemy filled regions rarely have save points. Indeed, I think the next actual in-game save point is a good 90+ minutes from now. ![]() ![]() Endir follows Hapsper, saving his game diligently beforehand… ![]() ![]() ![]() The team’s investigation of what appears to be the lost girl we’re rescuing is interrupted by a less than friendly sounding roar… ![]() New Music: Deadly Gamble ![]() MAN BEAR! And he is pissed we’ve been slaughtering his Pengy buddies frolicking about. ![]() ![]() ![]() ![]() ![]() ![]() A couple more tutorials for us. Momentum Mode. This makes the ATB system a bit more interesting. There is a secondary gauge that fills when our ATB meter is full or when we attack/take damage. This allows us to do a timed button press to buff our attack. The timing is quite generous and there’s little reason not to use Momentum Mode whenever it’s available. ![]() I couldn’t really tell you the specifics of this mechanic. What you read here is pretty much what you get. If the meter is full, we hit the Momentum button and something cool will happen! We don’t get a whole lot of control over it. There’s some RNG where it could buff the entire party involved. It’s kind of a vague, weird system. Super Mario RPG timed attacks this ain’t. ![]() ![]() New Music: Relentless Advance ![]() Now we have our first boss encounter: Jaboo the Manbear. Or Bearman. I’m not sure what they prefer to call themselves. Regardless, it’s a bear. It’s bad news by its very nature! Jaboo isn’t too tough of a customer given… you know, him being about fifteen minutes into the game. He’s got around 200 HP compared to the 50 or so of the penguin fodder we’ve been tackling. On the other hand, it’s pretty darn slow. Endir can usually take two turns for every single one the angry bear can take. ![]() The Jaboo can claw Endir at close range from around 25 HP of damage. At least it says claw. The monster is clearly wearing massive gauntlets obscuring its claws. But details… ![]() Additionally, the Tutorial Bear can grab Endir and bite him twice for 20+ HP each chomp. Though in this case, it managed to whiff once. C'mon bear. How do you whiff a bite? That's like your entire thing! ![]() The Cyclone Tech works quite nice in shoving back Jaboo, who needs to lumber back to our position to attack with his close range melee abilities. Timing it right can let Endir get a third turn before the bear gets one go. ![]() ![]() Additionally, we can try out that whole Momentum Mode thing. Assuming we have a spare Momentum Gauge filled, when performing the next action, a strip of lightning will appear above our character’s head. If we tap the attack button when that flashes on screen… ![]() ![]() Our character will follow up with… something. In this case, Endir’s standard attack got a secondary sweep for near double damage. I’ll take it. ![]() And that counted as a Momentum Kill to finish off this first boss. Yep, we’re done already. Assume there were a couple Cyclones and a few standard attacks thrown in before the beast was slain. It’s not like a tutorial fight is ever particularly flashy. ![]() ![]() We also leveled up thanks to our slaying of the fearsome Jaboo. Leveling comes fairly fast and quick early game in Setsuna. Our stats are slightly buffed with each level. But the big thing is that all our HP and MP is restored with levels. Indeed, leveling up will be our primary means of restoring our characters for the first several hours of the game. It’s weird. We also gain some new materials of unknown use. Sure, let’s just shove some bamboo and a beehive claw into our pockets. It’s fine. You never know when it may come in handy! ![]() New Music: A Moment of Respite ![]() Oh. Right. We should probably check on the girl we’re meant to be rescuing. I don’t think the pay is as good if they come back slightly bear-manhandled. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Gettin’ paid, son. Granted, we have no point of reference to know if this is a healthy sum of a reward or if we’re working fantasy minimum wage for our efforts. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Hapsper begins to follow the girl but stops after a few paces… ![]() ![]() ![]() ![]() ![]() ![]() And with that, Hapsper departs along with the girl. Welp. Mission done. But our evening in the woods is not quite over… ![]() New Music: Feeling of Unease ![]() When a man wanders out from the darkness of the woods with music like that, I feel like you should draw your sword. But that’s just me. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() And that concludes the prologue of I am Setsuna. A mysterious man tasks our mercenary protagonist with giving the gift of assassination to a young woman for her birthday. What could possibly go wrong? ![]() ![]() ![]() Endir Official Art – The two-tone neon ponytail really brings the whole design together. ![]() Pengy Render - D'aww. Look at this goofy little dude Endir gutted multiple times. ![]() Jaboo Render - Upon closer inspection, this guy has a few more problems than being a dopey tutorial bear. ![]() ![]() Video: I am Setsuna Opening Credits The Dark Id fucked around with this message at 16:29 on Aug 28, 2016 |
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Nice choice. I liked I am Setsuna, though I didn't really stick with it for long. Looking forward to seeing how the game plays out.
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That random battle theme really isn't working for me.
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Huh, I can't say I was expecting this for your next LP. Good to see you doing a game you don't mind for once. I'm interested in this game, but not enough so to pay the asking price for a reportedly mediocre game.
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Heard a lot of "this game is good" "no it isn't" talk about this in the steam thread, but not a lot of details, so this should be interesting to watch. And funny that, I just got done reading your Nier LP after a friend linked it cause I was curious why he was so excited for Platinum's announcement. Good stuff that was!
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Whoops. Correction. This is the main random battle theme. (Keeping track of which musical track is which is remarkably difficult when they're all the same instrument, as it turns out!)![]() New Music: No Turning Back The Dark Id fucked around with this message at 06:27 on Aug 22, 2016 |
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The Dark Id posted:(Keeping track of which musical track is which is remarkably difficult when they're all the same instrument, as it turns out!) Reminds me of trying to keep track of a bunch of old chants for a music class back in the day.
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The Dark Id posted:Whoops. Correction. This is the main random battle theme. (Keeping track of which musical track is which is remarkably difficult when they're all the same instrument, as it turns out!) Well, various pieces of this remind me of several different songs whose names and origins I can't remember, but its basically a scattered dose of musical deja vu.
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Oh cool, I did enjoy this game from what I played so I am glad to see you LP it.
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I think this LP should come with a Trigger Warning! ![]() Sorry, had to get that out of my system. About how long is this game?
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The Dark Id posted:
Jeez he's lanky. Also a cat person, if the ears and eyes mean anything. edit: whoops. Woodbeam fucked around with this message at 07:13 on Aug 22, 2016 |
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I heard about this in the giant bombcast a few weeks back. Apparently it's, yeah, a lot like Chrono Trigger, but one of the biggest differences is the tone is a hell of a lot more heavy and serious than CT. Still curious about the game, but what I'm really nostalgic for about CT is that I got to fight alongside a frog knight and a robot with rocket punches.
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I agree with you that CT was (at least one of) the best RPG of all times, so I will definitely follow this thread. I'm also curious what sort of avatars this will generate for TDI. Got to keep the tradition running ![]()
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Lumberjack Bonanza posted:I heard about this in the giant bombcast a few weeks back. Apparently it's, yeah, a lot like Chrono Trigger, but one of the biggest differences is the tone is a hell of a lot more heavy and serious than CT. Still curious about the game, but what I'm really nostalgic for about CT is that I got to fight alongside a frog knight and a robot with rocket punches. That's because this is FFX dressing up like Chrono Trigger, apparently.
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The piano music is nice and all but it seems like it would wear thin after a while in a 20+ hour RPG. How much of the same instrument could you take? The gamplay may be a clone of Chrono Trigger but the tone sure as hell doesn't seem to be. Unless the girl you're going to kill turns out to be a talking frog who wields a sword and speaks in ye olde proper English and then a giant robot joins your party just for the hell of it and helps you fight against the dinosaur empire. Man, Chrono Trigger had the best JRPG story ever.
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Well, if there's two things Chrono Trigger is known for, it's the single-instrument subdued score, and the single-biome monotonous environments. Looks like the RPG Factory is off to a great start trying to bring back CT's spirit! I hope the story turns into something interesting at least.
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I've heard of this game, but wasn't really interested to play it myself. Gonna see what I'm missing out on through this LP.
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I do like the Piano only music in for music in video games, usually when it's just that one song for that one level/boss/section. Not sure about a whole soundtrack though, it sounds good so far. As far as the game, I'm reading this completely blind. I just hope it's not something that kills me slowly inside like that one game I forgot the name of.
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I'm sure this assassination gig will be carried without any unexpected obstacles, revelations, changes of heart, betrayals or future repercussions popping up.
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I've been interested in trying this out but kinda put off by the price, so I'm looking forward to this LP partly to see if I'd enjoy it. I like how so far it's just Chrono Trigger except instead of time travel you murder penguins and teenage girls.
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Sweet, new TDI LP! Doesn't seem to be much to say about the game yet. That sure was a tutorial. I'm confident that everyone here knows exactly what a spirtnit is and will never have any trouble spelling it.
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And so a new TDI thread rises. I am looking forward to this, the fact that it's not the abomination that was the game that shall not be named from the last thread, fills me with hope that TDI won't go crazy from overexposure to bad games.
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Woodbeam posted:Also a cat person, if the ears and eyes mean anything.
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The cropped image TDI uses for dialogue did not prepare me for how goofy the rest of the ensemble looks. It's still a bit better than Tidus' outfit. I hope everyone else is just as bad as dressing themselves.
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Welcome back, Id.
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Hargrimm posted:Well, if there's two things Chrono Trigger is known for, it's the single-instrument subdued score, and the single-biome monotonous environments. Looks like the RPG Factory is off to a great start trying to bring back CT's spirit! I hope the story turns into something interesting at least. Yeah, this game is pretty much Chrono Trigger in gameplay only. Everything else about it is not even trying to be like CT, which while I do love CT, I actually kinda like that about this game. Really, I feel that is the biggest problem with the marketing for the game. It tried to sell itself as a spiritual successor to CT, which it kinda is in gameplay alone, but CT is the sum of all of its parts. So when this game is a bit of an unrelenting downer in tone, people going into it will of course be taken aback. All that said though I really like what they are going for with this game. It uses the core gameplay of CT because it still is a really fun game, and then departs from there to be its own thing. Black Mage Knight fucked around with this message at 13:29 on Aug 22, 2016 |
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I've read this game is largely, if not entirely in snowy cold regions and I think that's really cool.
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ManSedan posted:I've read this game is largely, if not entirely in snowy cold regions and I think that's really cool. It is, and the soundtrack is about 99% solo piano. The only exceptions I noticed are battle themes (which have some percussion and sometimes a second piano). I have plenty of complaints about this game, but the soundtrack is brilliant the whole way through. Augus posted:The piano music is nice and all but it seems like it would wear thin after a while in a 20+ hour RPG. How much of the same instrument could you take? I'm not sure when the "spiritual successor to Chrono Trigger" comparisons started coming up in the marketing, but yeah, they are not favorable to Setsuna. Its similarity to Chrono Trigger is in the combat alone. Everything else owes much larger debts to other, non-Chrono JRPGs. Sometimes I forget how legitimately brilliant Chrono Trigger is. I think, "yeah, it's good, but how good could it really be? It's probably nostalgia making it seem so great." Then I replay it and I go, "oh, right, it's loving brilliant." Harrow fucked around with this message at 14:51 on Aug 22, 2016 |
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Oh poo poo, I WOULD see this in my Twitter feed right when I should be going to sleep for my evening shift tonight. I really should just save it for later and go to sleep anyway. ...Eh, Red Bull and 5-Hour Energy Drinks are both things, so gently caress it, I can at least read this first update. ![]()
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All this game really ever did for me was make me want to play Chrono Trigger again. I'm not a fan of the materia-like spritnite system they have, but the momentum thing is a cool addition to a system I otherwise felt like should have died with the SNES. Also gently caress no autosaves. I once lost an hour and a half of progress because of a surprise boss that did a party wipe on me.
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kalonZombie posted:All this game really ever did for me was make me want to play Chrono Trigger again. I'm not a fan of the materia-like spritnite system they have, but the momentum thing is a cool addition to a system I otherwise felt like should have died with the SNES. I really liked the momentum system. That and the music were my favorite parts. I was a little disappointed with how spritnite turned out, but that discussion can wait until later in the LP, I think, when people who haven't played have a clearer picture of how the whole skill system plays out.
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I'm already 5'ing this thread as hard as I can.
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I am really loving that random battle theme, but I can imagine the constant piano in the rest of the game gets annoying after awhile
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Oh boy, this game already? Nice. Haven't played much but I can echo a whole bunch of points here. Something that can't really be understated is that this game nails it's aesthetic like woah. I actually swore at the game when I noticed some details that look, really freakin' good. The color palette can leave something to be desired but it fits the theme and tone of the game as a whole so I consider it a subjective complaint. One thing to note is that this tutorial is mandatory and takes like, 15 minutes. Compared to Chrono Trigger where the 'tutorial' is optional and takes like 5-6 minutes tops, supplemented by the first chunk of gameplay being designed to ease you into the systems as a whole. First big hint that everything CT in this game is mostly going to be systems and music. Black Mage Knight posted:Yeah, this game is pretty much Chrono Trigger in gameplay only. Everything else about it is not even trying to be like CT, which while I do love CT, I actually kinda like that about this game. U-DO Burger posted:I am really loving that random battle theme, but I can imagine the constant piano in the rest of the game gets annoying after awhile
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Despit the colourblind outfit I have to give our boy some points for being metal enough to use a monsters ears and hands as a cap.
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Nobody mentioned yet that penguins and polar bears don't belong in the same hemisphere? ![]() Penguins do seem like an odd choice of wandering mook, though. They're about as non-threatening as you can get.
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EponymousMrYar posted:The battle theme is one of the worst tracks in the game because it's Chrono Trigger's, only without everything that made CT's battle theme amazing. (Soft Piano instead of Faux Guitar really ruins the energy and hype. As does the slower tempo.) CT's normal battle theme wasn't that great tbh. Actually most of Mitsuda's normal battle themes aren't anything to write home about. He's generally pretty good at boss themes though
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# ? Jun 4, 2023 14:13 |
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Shouldn't the main character be called....Gundam?![]() This game seems very nostalgia based and stuff. But auto saves os something that should be patched. Moreover if the Save points are spaced out. Hungry for more, Id!
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