Poll

Rate Mojo on a scale of A (best) to D (worst).

A
1 (10%)
B
3 (30%)
C
3 (30%)
D
3 (30%)

Total Members Voted: 10

Voting closed: September 14, 2007, 12:45:11 am

Author Topic: CLOSED - Rate Cross Characters 22: Mojo  (Read 2496 times)

ZeaLitY

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CLOSED - Rate Cross Characters 22: Mojo
« on: September 12, 2007, 12:45:11 am »
Evaluate Mojo based on his character design, combat usefulness, and Tilt factor -- which can mean anything, from how much he strikes you as cool to how important he is to the plot.

http://www.chronocompendium.com/Term/Mojo.html

« Last Edit: September 14, 2007, 02:28:54 am by ZeaLitY »

ZeaLitY

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Re: Rate Cross Characters 22: Mojo
« Reply #1 on: September 12, 2007, 12:45:36 am »
Design: Mojo's one of those Japanese dolls (think voodoo). It's creative, I guess.

Combat: He gets some use early on, but his final tech is mostly overlooked since players are using other characters by that point...

Tilt: Mojo's a pretty fun character. His Japanese name lent itself to this feeling (Lucky Dan), as does his spirit. Surprisingly, he's revealed to be a curse doll, and then completely reinvents himself as Mojoy. He also gets a smidgeon of development if taken to see his "brother" in the yard in Termina in front of the old Glenn / Dario cabin. Even further, there's a line where he says "...I hate-om you" to Poshul, but since he can't be recruited before Cape Howl, this scene can't be accessed (without GS).

These things make him a B. In a world of Acacians, Chronopolitans, Porreans, and El NidoCHA residents, Mojo's a pretty interesting entry.

Kyronea

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Re: Rate Cross Characters 22: Mojo
« Reply #2 on: September 12, 2007, 03:36:08 am »
Character Design: He's like a voodoo doll, only Japanesized. And he dances, or something.

Combat Usefulness: I never touched him.

Tilt: Mojo...Lucky Dan...whatever you want to call him, he was a waste. Yes, he had his own little flair. Yes, he gets a bit of development. But so what? He's completely unnecessary in this game. Having characters like Mojo detracts from the main game itself. If we had a game that was more about the setting of Chrono Cross, that was designed to enrich the world, then sure, he'd be fine.

But in the way Chrono Cross is set up, Mojo is one of the worst offenders of the "Everyone becomes a PC!" crowd. He's the shining example of why games like Chrono Cross should not have forty four freaking PCs.

Sorry, Mojo, but I'm writing you off.

Final Grade: D.

nightmare975

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Re: Rate Cross Characters 22: Mojo
« Reply #3 on: September 12, 2007, 05:05:10 pm »
Design: A voodo doll, actually original for once.

Combat: The first black element you can get, not the strongest, but good at the begining.

Tilt: Being the third character I recruited in my first game, Mojo has a special place in my heart. But his random recruitment drops him down.

Final Grade: C

V_Translanka

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Re: Rate Cross Characters 22: Mojo
« Reply #4 on: September 12, 2007, 09:03:20 pm »
Character Design - Definitely one of the more original designs...He's a giant voodoo doll with candles strapped to his head and a giant friggin nail through his torso.

Combat Usefulness - It's always cool when he finds a way to incorporate that giant friggin nail into his fighting...He uses gloves...which is weird because he doesn't have any hands to speak of...His Techs are eh...

Tilt Factor - One of the characters that they thought, "Hey, that looks kinda cool, let's make it a playable character!"...He's also got an annoying accent. He gets next to no development...He thinks a practice dummy in Termina is his cousin or something, though, I recall...Also, Lucky Dan was totally a cooler name than Mojo(y)...

Final Grade - D

CelestialPhantasm

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Re: Rate Cross Characters 22: Mojo
« Reply #5 on: September 12, 2007, 11:16:15 pm »
Design: A smiling voodoo doll of joy.  I dig it

Battle: Best evade stat in the game- incredibly high.  His other stats are decent enough to make him worthwhile in a fight.

Tilt: I like Mojo a lot.  He's charming, vibrant, stylish, and comical.  He does get a little development.  But since he doesn't tie into the plot as much as other characters, I'll have to bump him down to a B.

rushingwind

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Re: Rate Cross Characters 22: Mojo
« Reply #6 on: September 12, 2007, 11:59:53 pm »
Character Design: Interesting...I do like the candles on his head.  Interesting that a straw doll would be carrying around fire all the time...  :)

Combat Usefulness: I usually never recruited him, but the one time I did he was decent.  I never used him beyond Viper Manor, but he was okay, I guess.

Tilt: His accent annoys me to no end.  He gets a little story, but...  *sigh*  He just doesn't grab my heart.

For his interesting design, and semi-usefulness in battle, I give him a C
Final Grade: C.