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Final Fantasy: Crystal Chronicles

by Rick Powers - August 12, 2003, 5:26 pm EDT

SquareEnix's first GameCube title has shipped in Japan. Is it worth importing with the North American version pushed back until February?

I would have had these impressions posted sooner, but I've been trying to avoid looking up any spoiler information (or anything whatsoever really) and figure things out for myself. Let me tell you: that's quite a task when you don't know any Japanese. But I've managed to dig up a fair amount of information, as well as finally cheating and consulting some message boards for the low-down.

First, let's get the nasty stuff out of the way … the Game Boy Advance link-up "feature". Chronicles will default to Single-Player with a standard GameCube controller attached. With just a single GBA connected, it puts you in multi-player mode. If you have a GameCube controller and a GBA attached, you will play single-player, but use the GBA screen as a radar or map of sorts. In case you're not following, you can use a standard controller for single player, but multiplayer of any kind requires each player to use a GBA. If you're playing single, you can use a standard controller, plus a GBA to track your stats/map, or use just the GBA. Your GBA screen's background will change colors when you switch ports, even if you don't power off the GBA. It can sense where it's plugged into, it seems.

In general, I can pretty safely tell you that without the aid of some sort of translation guide, most of you would be pretty well lost. You tend to figure things out as you go, but it seems like the game is telling you most of it, and you simply can't understand what it's saying. Most people will probably be able to get through character creation with some trial and error, and into the game proper. I say most, because it took me just about a solid hour to figure it out myself. The game, even with no memory card data, will default to choosing the "Continue" option on the main menu. Then you choose your game type, and it goes to the memory card screen to select the game you want to continue … of which there are none. Eventually, you'll have to back out to the main menu and figure out the silly mistake and choose the first option.

The story is told through real-time cut-scenes, and in general, you are tasked with collecting "mana water" from magical trees in order to recharge your town's crystal for another year. Most of the game's replay value seems to come from playing the same "stage" over and over again, collecting artifacts which boost your character's abilities and raising your character's stats. You can move on earlier, of course, but the difficulty ramps up quickly.

In simple terms, in each stage, there is one character that carries the crystal shard, and the others follow along. This is key, because the protective aura of the shard is what's keeping the "mist" at bay. This mist is very dangerous, and too much exposure can cause damage to your characters, or even kill them. In single player mode, you have a Moogle assistant who can carry the shard or help you in battle. Each player's GBA will have a different map that gives critical information, such as treasure locations, so communicating with fellow players is key. Solo players can spray paint (I know, it sounds weird) their Moogle to change what map is displayed on their GBA.

There is treasure to find, including scrolls which you can take to a blacksmith to create new weapons and armor. Of course, you won't know what's what until you smith it, because you can't read Japanese. You can collect magic spheres from defeated enemies, which act as your magic spells. You press the Y button (or on the GBA, Select) to bring up your menu, and the top option to assign a magic sphere to your quickslots. You switch between your main weapon, your shield or defensive move, and quickslots with the L and R buttons, and use A to charge them up. When charged, a target will appear on the ground. Combine your target with other player's targets for combined spell effects and joint attacks. You can also gain combined spell effects by equipping two spheres in your quickslots that work together … again, all a trial and error process.

Apparently, your GBA will give you instructions on things you should (or shouldn’t) do in the course of a stage … follow the directions to get first crack at the collected artifacts. Again, if you can't read Japanese, you're not going to know what you're supposed to do, but it can include not collecting spells and other trickiness. You'll also find fountains that can change the color of your shard aura. This is critical in proceeding through stormy mist areas, where a certain color aura is needed to force your way through the storm. There are also mini-games that are only available to GBA players, such as cow racing. Strange stuff, to be sure.

So, what's the verdict? I would highly suggest holding off for Chronicles until the domestic release, largely due to the stifling amount of Japanese in the game. There is another side-benefit to waiting, and that's because with the game not releasing until after the Holidays, the likelihood of your friends having GBAs they can use to link up increases. The game is a great deal more fun in multiplayer, and if there's any game that might sell gamers on the benefits and fun of Nintendo's "connectivity" strategy, it's a Final Fantasy.

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Genre RPG
Developer Square Enix
Players1 - 4

Worldwide Releases

na: Final Fantasy: Crystal Chronicles
Release Feb 09, 2004
PublisherNintendo
RatingTeen
jpn: Final Fantasy: Crystal Chronicles
Release Aug 08, 2003
PublisherNintendo
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