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    cberg1's Chrono Trigger (SNES)

    [January 25, 2008 09:48:29 PM]
    Well that's fustrating! If you spend too much time writing your gamelog, when you try to add it the site will prompt u to log in and your written information will be lost... It's a good thing I checked or I would have never known... So here goes, second time around, this will be a lot shorter since I now have a time limit.

    Gameplay: So I finally figured out how to get the quest line moving. I had to trigger the event of moving the guards out of my way so that I could speak with and find my friend by talking to a random dude at the fair. Great, I wasted a good amount of my gameplay time exploring every nook and cranny of the accessible gameworld only to find that all I needed to do was talk to that guy. Here is a timeline of the goose chase I went through because the game didn't have a clear enough quest line for me: talk to mom who tells me to find my friend->explore the every house of the game and every respective room-> find my friend's house only to find that she isn't there-> talk to her mom who tells me to go to the fair that I had already visited-> talk to everyone in the fair-> get the guards to move out of my way-> find and talk to my friend. As you can see, I wasted a lot of time doing footwork and talking with people when all I really wanted to do was get out there and start killing monsters! Just kidding, I'm not a violent person...

    Once I finally got the game moving, things started brightening up a bit for me, and I enjoyed the experience more than I had been. I entered my first dungeon , found some sweet items, and killed my first boss (which was actually a lot harder than I thought it would be). Surprising to myself, I actually liked the turn based combat system that I was playing, and was extremely satisfied with the massive amounts of damage and cool abilities I was using.


    Some parts of the game were designed magnificently while others were lacking.
    For one, I really like the way the game world made me feel. It was designed in such a way that I felt that I was part of a limitless world and could explore many different regions of space within it (mainly every forest, house, room, and cranny). Also, the user feels that they have an impact on the environment and are given a sense of time. For example, the guards that were initially blocking my path told me that an event was being set up and that I should come back in a little while to get past. Of course all I had to do was talk to the right person to trigger the event, but it still gave me the sense of passing time. Another example is when I was exploring the gameworld I came across a broken bridge. The guard that was standing by told me that it had been destroyed in a battle and would be repaired after a certain amount of time, signifying that as I advanced through the game, new content would be unlocked and the environment would change.

    What I didn't like about the game was its lack of direction. I felt that as soon as I started, I was given a vague set of instructions by my mother and was supposed to figure everything out from there. I went through hoops figuring out what to do from there, and wasted most of my gameplay time messing around doing nothing. I believe that the designers of the game assumed that many of its players were RPG vets and didn't need to explain the game mechanics of problem solving and controls. Lucky for me I randomly stumbled upon a soldier who taught me the mechanics of fighting, but it was merely by chance that I went upstairs in the random room to talk to him.

    Another bothersome aspect of the game design was that it rewarded the user for excessively exploring. On the surface that seems like a good idea: encourage the user to extract every ounce of dialogue and see every corner of the game, but quite frankly I have better things to do. I just wanted to move along the story line, but instead, I felt compelled by some instinctual impulse to visit every unexplored room and path available to make sure I didn't miss out on my next sword upgrade. The game should have had most of its rewards come with quest line progression for the casual gamer, instead of for the over acheiving gamer.

    Finally, the combat system was designed well. Party members and the main character can work together to perform special, highly effective attacks. You don't see that much anymore in today's games, and I think that it would be seen as innovative and highly successful for a game to reward its players for working together to perform successive actions in sync. Overall a good game, has its kinks, but hey, its old.
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    [January 25, 2008 01:54:57 PM]
    a Collin Berg Game log
    Game: Chronotrigger

    Summary: Chronotrigger is a classic RPG game for the SNES. It is set in 2D from a birds eye view of the gameworld, that zooms in and out depending on the situation. The user starts out alone in the gameworld but acquires companions along the way who help him/her throughout their adventures. The combat system is turn based for the most part and the user can choose between different attacks and abilities learned while adventuring, to destroy his/her enemies.

    Gameplay: Wow, where to begin. Let's see... Well first of all, I had never played this game before but had heard many things about it when SNES was the system to have (sadly my parents never bought me one ;) .
    I must say, I had my doubts starting this game because I have gone back and played old games before that I used to think were awesome, and been sorely disappointed when compared with today's standards. Fortunately for me though, the game is far more advanced than I had expected! From the minute I entered the world, my intelligence was challenged. I was thrown into a house, where I met my mother who told me to find some girl. Well... thats great, but I don't even know how to leave my house. And by the way, I got to name my "friend" whatever I wanted which is awesome, so of course I chose a dirty word that fit in perfectly with the dialogue making me giggle. Finally, when I figured out how to exit the box that had contained me (don't judge me for having problems >_<), I was put into a birds eye view of an entire city and country side. At this point I was overwhelmed by the gameworld, which I should have been, because I soon found out that it was easy to go astray. The very first building in the gameworld that I entered turned out to be the fair which got me very distracted because it was full of great content. I was doing soda chugging contests, dancing with natives, watching a foot race and so much more. Out of the 45 minutes that I was supposed to spend playing this game, I felt like I got nowhere, but at the same time it was time well spent. Everything was rich with dialogue, and the atmosphere was very immersive. Overall, a good first experience.
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    cberg1's Chrono Trigger (SNES)

    Current Status: Playing

    GameLog started on: Thursday 24 January, 2008

    cberg1's opinion and rating for this game

    No comment, yet.

    Rating (out of 5):starstarstarstarstar

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