The world of Final Fantasy Crystal Chronicles begins in a bad state. Everywhere is covered in a poisonous miasma, leaving adventurers joining caravans to journey in search of “myrrh”. This substance helps to fuel crystals which keep a safe atmosphere around villages. 

Eventually after a few years, a hero hears a few odd rumours that could lead them towards ridding the world of the miasma. This hero tried to get others to join them, but ended up going it alone. They had heard tales of four-person parties who spent the entire journey together (though they required special equipment). The only company this hero had was a moogle who would frequently complain about how tired they were.

Things seemed bleak for the world as only one person was there to save it. There were people the hero would come across in their journey who would only stay for small conversations. They never joined the hero on their trips to dungeons. The hero would make memories, but they were often never shared.

This is a roundabout way of me saying that the online multiplayer for Final Fantasy Crystal Chronicles Remastered Edition is dead. I tried multiple times to look for games but I had no luck. It doesn’t help that Square Enix made the baffling decision for progression to be tied solely to the host player, leaving no incentive for anyone to join in.

It left me a bit disappointed, as this game feels purpose built for cooperative play. It’s a stripped-down Diablo-style console role-playing game that’s very simple to understand. Simplicity is perfect for co-operative games, it was the appeal of most of the Lego games made in the last 17 years. It made it so much easier to convince people to join in.

So many aspects of the game made me feel like I was missing out on something by playing alone. Health is displayed as a small collection of hearts, so it’s easier to parse for multiple players. The camera is far back enough to leave room for everyone to run around. Spells can be held onto to allow time for other players to combine theirs with it. Too much was purpose built to remind me that I should have been playing this with other people. 

The story even puts an emphasis on communities and groups. As you traverse the map you can run into other caravans, which almost always include multiple people in them. Anyone alone is either lost or in/causing trouble.

There are parts of this game which could annoy a group. For one it’s still a role-playing game built around character growth, which wouldn’t be too much of an issue if it used a more traditional method. At the end of a dungeon characters are rewarded a choice of individually named artefacts, which can raise stats by somewhere between 1-5 points. However, artefacts you’ve already collected can often show up, and you can only keep one of each, leading to situations where I finished a dungeon with no stat upgrades. It’s annoying enough alone so I can’t imagine it going down well in a group.

I don’t only have bad things to say about the game. The combat has a good rhythm to it, especially during bosses. I was always kept on the move, avoiding attacks and finding the good windows for hitting back or healing myself. Most of the time I didn’t feel like I was getting hit by cheap shots.

I also love how cosy the soundtrack by Kumi Tanioka feels, which the game’s colour choices reinforce too. The character designs by Toshiyuki Itahana continue the same aesthetics of the great work he did for Final Fantasy IX. The same people seem to come back for later games in this sub-series, so I am looking forward to future sights and sounds I will come across in the rest of the Crystal Chronicles.

While I was left with mixed feelings on this game in particular, that has not eliminated my curiosity for what comes next. I just hope they’re games that play better alone.

And what happened to that hero? They had almost eliminated the source of the miasma, but gave up just before doing so. They didn’t fancy the grind required to finish the job. Guess they weren’t much of a hero.