Yeah, I like Cross. Nowhere near as much as Trigger, but it had a decent story and a great soundtrack. The visuals were really nice for their time too. What lacked was the characters. They were at a time when lots of characters was supposed to be a good thing, but in most cases, character development ended up lacking because of it. I liked the intertwining it did with Trigger's story, but I was left wanting to know a lot more.MiaOne wrote:I don't know, I'm rather enjoying Cross. Then again, I haven't beat it yet. But, it seems to keep things simple without redoing the same old story line. Although it seems every minute it's getting more complex...fates wrote: Me? I'd prefer there be no more Chrono games, Cross was bad (save for the soundtrack).
Poor Sales in Japan?
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Re: Poor Sales in Japan?
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Re: Poor Sales in Japan?
Chrono Cross rocked, etc.
It seems to be difficult to see Chrono titles through development. Chrono Brake seems to be a false start on one, and Xenogears definitely is. Almost seems like Resident Evil...GhaleonOne wrote:Though out of all of them, I'm still surprised we've never seen another Chrono game, considering how popular that series is.
It's a good thing, I'd rather have it that not. A discovery system along the lines of Skies of Arcadia would fit into Lunar rather well, I think.Quark wrote:Exploration is half the fun of a good RPG.
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Re: Poor Sales in Japan?
Skies of Arcadia also suffered from redundancy though, and some of those explored items were a complete waste of time or annoyingly hard to find. Random battles certainly didn't help either.
Could you imagine how awesome a new Skies of Arcadia would look on the PS3? All the stuff they could cram into one blu-ray disc with some epic cutscenes. The game really needs to become a series.
Could you imagine how awesome a new Skies of Arcadia would look on the PS3? All the stuff they could cram into one blu-ray disc with some epic cutscenes. The game really needs to become a series.
Re: Poor Sales in Japan?
The one thing that's getting to me in Cross is the intro to ALL the battles. It takes too long! But, I would have to agree with the characters thing, I was at first super excited to have all these characters I could get a learn about but it eventually started to stress me out when I knew I had missed an opportunity to GET a certain character and my OCD would kick it and I'd have to take a few shots to calm me down. Hahaha. Anyway...I am really digging the "cross" that it's having with Trigger. No pun intended.GhaleonOne wrote: Yeah, I like Cross. Nowhere near as much as Trigger, but it had a decent story and a great soundtrack. The visuals were really nice for their time too. What lacked was the characters. They were at a time when lots of characters was supposed to be a good thing, but in most cases, character development ended up lacking because of it. I liked the intertwining it did with Trigger's story, but I was left wanting to know a lot more.
Lunar: Dragon Song sucked
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Re: Poor Sales in Japan?
it's amazing how much more forgiving I am of -Dragon Diamond- sequels than -Dragon Diamond- remakes.
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Maker of Lists.
RIP Coley...
still adore you Kiz.
Re: Poor Sales in Japan?
Hey, I still can't understand why people complain about random battles. Sure, if there's one every two steps it becomes annoying, but the same would happen today if the visible enemies filled each map. I really enjoyed all those older games in which you are happily walking and suddenly a strong enemy appears out of nowhere.Old_School wrote: What I find most disturbing about this trend is that a lot of people are actually starting to prefer things that way. I remember seeing posts on other boards saying things on the line of "exploration only detracts from the stories of rpgs." I believe that a good rpg lets you experience the story, not merely spectate it.
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Re: Poor Sales in Japan?
Yeah, I never had any problems with random battles...unless they happen WAY too often. How is seeing the enemy on the map before you battle it any different? It seems people don't like to fight in RPG's anymore.
On another note, I wonder why more RPG's haven't used Chrono Triggers seamless jump into battle.
On another note, I wonder why more RPG's haven't used Chrono Triggers seamless jump into battle.
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Re: Poor Sales in Japan?
I thought it was pretty cool with how they seamlessly jumped into battle. It almost makes me want to put that in my game, but I dunno if I can. O.owhitedragon_nall wrote:Yeah, I never had any problems with random battles...unless they happen WAY too often. How is seeing the enemy on the map before you battle it any different? It seems people don't like to fight in RPG's anymore.
On another note, I wonder why more RPG's haven't used Chrono Triggers seamless jump into battle.
I usually don't have a problem with random battles, but sometimes they prevent me from exploring if I'm dying. If I know I cleared out a room or dungeon of monsters, I can feel relieved about living and I will explore that part of the area. :3
Re: Poor Sales in Japan?
If you hate random battles... don't try playing FF1 or 2.
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Re: Poor Sales in Japan?
There are a number of differences. In a system where enemies are visible on the map, the way in which an encounter is initiated may have an effect on the battle itself. For instance, in the Grandia series, sneaking up on an enemy gives your party the initiative while the enemies get the initiative when they ambush you. As another example, in Growlanser the starting positions of your party members and of the enemies in battle are given by where everyone was when the combat was initiated. There are other ways in which having visible vs. random encounters can effect a game, but this is the one that immediately comes to my mind.whitedragon_nall wrote: How is seeing the enemy on the map before you battle it any different? It seems people don't like to fight in RPG's anymore.
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Re: Poor Sales in Japan?
I played them both, and the battles there actually annoyed me because of I remember I was always on the edge of death.
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Re: Poor Sales in Japan?
Oh yeah...that's right IK. I can't believe I forgot about that. That does make more sense than the random "back attacks" and "preemptive strikes" we get from random battles. I, personally, have always been more of a fan of seeing the enemies on the map...but random battles are fine too.Imperial Knight wrote: There are a number of differences. In a system where enemies are visible on the map, the way in which an encounter is initiated may have an effect on the battle itself. For instance, in the Grandia series, sneaking up on an enemy gives your party the initiative while the enemies get the initiative when they ambush you. As another example, in Growlanser the starting positions of your party members and of the enemies in battle are given by where everyone was when the combat was initiated. There are other ways in which having visible vs. random encounters can effect a game, but this is the one that immediately comes to my mind.
Hmm, I've never thought of it that way before....thats a good point though. Maybe seeing the enemies actually encourages exploration while random battles take it away?StrawberryFlower wrote: I usually don't have a problem with random battles, but sometimes they prevent me from exploring if I'm dying. If I know I cleared out a room or dungeon of monsters, I can feel relieved about living and I will explore that part of the area. :3
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Re: Poor Sales in Japan?
I think random battles were always for the shock (or annoyance) value. It's like here I am walking, and then oh no! I think Grandia has the best use of visible enemies. Final Fantasy XIII seems to have way too many at some points.
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Re: Poor Sales in Japan?
Three words:fates wrote:If you hate random battles... don't try playing FF1 or 2.
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But yeah, there's a reason (many, actually), why FF1 is my benchmark "4/10" on my grading scale. Or 3/10... ...I think I need to revise it. KF
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Re: Poor Sales in Japan?
YES!! I agree! Though I do sometimes miss running circles in place when I need to level up verses FINDING monsters to battle.StrawberryFlower wrote: I usually don't have a problem with random battles, but sometimes they prevent me from exploring if I'm dying. If I know I cleared out a room or dungeon of monsters, I can feel relieved about living and I will explore that part of the area. :3
Lunar: Dragon Song sucked
Nicole Reannin Elgan-Moore
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