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Messages - Nangbaby

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31
Knowing El Nido, I'd probably get killed by a wandering Beach Bum, since I can't fight and I probably don't have an element grid.

If I'm lucky enough to survive, I'll go to Marbule and let the locals throw rocks at me.

32
Chrono News / Re: Potential Chrono Trigger CD for 2017 : Ideas Wanted
« on: January 19, 2016, 05:31:16 pm »
Another evil, impossible mashup has come to mind...

Underground Sewers with Moonlight Denetsu

I know it can't work, but it's in my head for some reason.


33
Chrono / Gameplay Casual Discussion / The Choice to Save the Future
« on: January 09, 2016, 02:23:23 am »
Recently I started playing Chrono Trigger again, and I played past the part where Chrono, Marle, and Lucca see a clip of the Day of Lavos.  Afterward, the player is given the "decision" as to whether to save the future or not.

When I was a kid, I thought this was a no-brainer; this bleak world should not even be allowed to exist.  Replaying the game, though, made me appreciate that the characters were going to fight for a future they would never get to truly live in and that they could have simply walked away from adventure after finding a way back home.  Still, there was something off about how this decision was presented.

However, on this latest replay of the game, what struck me was how willing both Marle and Lucca were to change things for the better, practically goading the player into hitting yes. While I understand this was done in part to push players to choose to agree to fight destiny, this also robbed the decision of the weight it was supposed to have. Glossing over the ethics is understandable, but the lack of hesitancy or even bringing up a counterpoint doesn't make the decision seem like much of an actual choice.

What do you think?  Do you think this scene was fine as is, or do you think that there could have been a little back-and-forth to drive the weight of this decision home?

34
Chrono / Gameplay Casual Discussion / Re: What if... (Gameplay Questions)
« on: December 20, 2015, 06:21:57 pm »
In theory, that would be awesome...but something like that would necessitate both two-player and more importanly, separate screens, as I don't think one person could manage 7 characters at once and I can't even imagine how the menu would be set up to conserve screen real estate.  That being said, it would have been nice if the DS re-release offered a two-player mode where two players controlled two different parties at the same time. What if two-parties took on the same boss, not serially but at the same time? It might be outside the existing architecture of the game, but it would be awesome.

Still, I like the idea of everyone involved as a broad concept. Imagine if every character from every era went to defeat Lavos. Whether it be all at once, in separate parties, or even a character-switching concept (although character switching typically only works in a turn-based combat...to make it work in an ATB system is an interesting thought experiment in of itself).

35
Chrono / Gameplay Casual Discussion / Re: What if... (Gameplay Questions)
« on: December 19, 2015, 04:11:29 pm »
I agree with you two-player mode would have been a mess because of the combination techniques alone. But to play the devil's advocate, I can also imagine how fun it would be if a player and his or her friend were playing the game they knew by heart and worked together and learned to work a system out between each other to co-operate.  In the same room with little lag, instead of these kids and their blasted Internet, it would be an exercise in frustration until synchrony ("SynChrono Trigger") is achieved, making the combo techs very meta.

There are other solutions to the "you stole my turn" problem, one of which is to require combo techs to require the consent of both players.  For instance, the first player selects it and the second player confirms it (assuming he or she controlls both characters), and if the second player denies it and a character whose ATB bar is filled, they can select actions from their own list. Yes, there is still a "wasted time" issue due to only having one selectable menu onscreen at a time and there are much more elegant solutions to the problem that has been created with opening up the Pandora's Box of a two-player co-op.

Concerning the idea of more playable characters in a party by itself, while the number of unique-palleted and animated characters (so many tiles) in Chrono Trigger wouldn't the battle system itself also cause problems?  As much as I love FFVI, the battlefield itself is static despite the deeper customization of the playable characters. By contrast, Chrono Trigger deals with enemy positioning and AoE attacks aside from the animation/sprite composition, and adding an extra figure on screen would complicate matters. Would it even have been doable within SNES limits and if so, if everything was pared down to a lesser complexity, how much would it still be Chrono Trigger?

Still, if in a magical world where it could have been done without sacrificing the aesthetic, I was imagining what it would be like, and was wondering what anyone else would have thought it would be like.  Just radically daydreaming...

36
Chrono / Gameplay Casual Discussion / What if... (Gameplay Questions)
« on: December 19, 2015, 08:37:29 am »
This might be in the wrong forum, but I couldn't quite figure out where to put this as this is pure speculation.

I know it would have been near-impossible due to hardware limitations, but what do you think Chrono Trigger would have been like had it used four party members instead of three party members. Would it have been too chaotic? What would Quad Techs look like?  What if it had also included a two-player mode like SNES Final Fantasy III?

I'm just throwing this out there. Any thoughts?

37
Kajar Laboratories / Re: Chrono Trigger Prequel Project finished!
« on: December 10, 2015, 01:28:30 am »
I tried to install this package and I got a warning that the program was a keylogger...did that happen for anyone else?

38
Chrono News / Re: Potential Chrono Trigger CD for 2017 : Ideas Wanted
« on: November 27, 2015, 04:15:38 pm »
The only thing I can think of is maybe a mashup between the old school live-action Swamp Thing series theme and Schala's theme or an English vocal arrangement of "Epilogue ~ To Good Friends" but because I'm not the most well-versed when it comes to remixes, both have probably already been done.

39
Yeah. If you ignore Water Dragon Isle entirely (by way of going straight through Mount Pyre), you will later find the island has been overrun by Lagoonates. You have to follow Glenn's route for this to happen.

Maybe it happens regardless if you take Glenn's route. Not sure.

Correct !
You cannot touch Water Dragon Isle at all for this to happen, when you return for the Blue Relic, all the fairies are dead ...from the Dwarves, and the Lagoonates in turn have killed the Dwarves!

I still need to see if this can happen in the 'Save Kid' route.

Since this topic has already been bumped, I would like to add that in my very first playthrough of Chrono Cross, I actually did just that and plowed through Mount Pyre, because I was stupid and didn't realize I needed to cross dimensions in order to do the needful.  I assumed it that going through the lava was like the first Final Fantasy where it was a literal trial by fire.

So when I saw the Lagoonates later in the game, I had no idea what was going on, and I definitely didn't know the fairies were saveable.

40
Chrono News / Re: Happy 20th North American Release, Chrono Trigger!
« on: August 24, 2015, 08:04:43 pm »
Even if there's nothing new in terms of material or news, it's still time to celebrate...

...anyone?

41
Chrono News / WILD MASS GUESSING!
« on: June 21, 2015, 03:42:01 pm »
Well, Setsuna Meioh is Sailor Pluto, the Sailor Guardian of time...so maybe it is code for a new Chrono game...

...or maybe I have the wrong Setsuna in mind.

Brilliant troll by Square-Enix, though.

42
I like that idea. Since Lavos came from space, one would think the next step would be expanding to the cosmos to see what else is out there, or even more about the origins of this being.

43
Site Updates / Re: Chrono Cross HD: Models in Dissidia
« on: March 05, 2015, 12:37:32 am »
The models themselves are phenomenal in how wonderful they are.

When I see how these models were implemented, my draw dropped.  It was scary how synchronous the models worked with the Dissidia characters chosen to be subbed.  If I hadn't played Dissidia, you would not have convinced me this was not an actual licensed Chrono Cross fighting game.

I mean Harle as Kuja and Kid as Zidane, aside from the voices there was not one thing off.  NOT ONE THING.

44
Chrono News / Re: Video Games LIVE concert featured music from CT/CC
« on: July 19, 2014, 08:36:00 pm »
I've been to VGL in years past and I can confirm that Chrono Trigger and Chrono Cross music was featured in the times I attended.  Basically it was the opening of Chrono Chross and an orchestral rendition of Frog's theme, standard stuff.

45
Fan Art / Re: Fanart sprites - Queen Schala Zeal
« on: February 03, 2014, 01:49:31 am »
Wow, you're really good at making custom sprites.  I'm amazed at how well you were able to make Schala's hair look from the back.

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