The Wii is mostly remembered as the home of Wii Sports and other such Nintendo projects, but in the late-00s it also served as a home to other sorts of games. Ones that were smaller scale developments that wouldn’t seem out of place on a then recent high-definition console, but were too big to throw on digital storefronts like Xbox Live Arcade or Wiiware. The Wii was huge back in the day, and many developers also wanted to capitalise on that success.
The thing is, many of those games didn’t really manage well with that. The sales charts for the Wii were overwhelmed by Nintendo’s own output. I can remember the time when Mario Kart Wii, New Super Mario Bros. Wii, and Super Smash Bros. Brawl sat comfortably around the top of the bestelling lists for a long time, but very few non-Nintendo games came up to reach them. There were some great games that only sold enough to be considered “cult classics”.
But as you can see from the title, this article is about Final Fantasy Crystal Chronicles: The Crystal Bearers, a game that was neither a massive success nor a cult classic. (Leave a comment if you scrolled up to look at the title again, I know I would). The Wii does feel like the right place for this game though. It has a higher production value than the other Crystal Chronicles games, but nowhere near the level of Final Fantasy XIII, another game Square Enix released around the same time in 2009 for the Playstation 3 and Xbox 360.
If anything Crystal Bearers makes me think a lot of the games Square Enix put out on the Playstation 2. The Wii almost felt like a “Playstation 2-2” at times, likely because of its position as the last standard-definition system. It allowed developers to put out games that looked like it came from a console before it (though admittedly a fair amount of those were actually ports of PS2 and Gamecube games).
But the aspect that made me recall those sorts of games was the cutscene direction. They use dynamic camera movements that brought to my mind Kingdom Hearts or Final Fantasy XII. Though it felt like something was missing that made the cutscenes in those other games exciting, as they would often use sharp angles and fast camera movements to punctuate particular moments. Crystal Bearers mostly does it to add extra flair to scenes that would be much less interesting otherwise.
The game does have an interesting premise, where the main character has special powers, but lives in a society where many are scared of people like that. Sadly that’s only something that’s offhandedly mentioned in cutscenes, as very little is done to follow through on that. The hero will often get to use his powers everywhere with no consequence. It’s at its worst during a prison break sequence where most of the guards make no effort to do anything except run around the place.
I also found the acting to be terrible. It felt as though I could hear lines simply being read off of a page.
The visuals in this game are neat, with an earthy, summery colour palette. While prior Crystal Chronicles games built off of the super-deformed mediaeval-fantasy style of Final Fantasy IX, this one goes for an aesthetic with more realistically proportioned characters. It’s not a complete abandonment of the previous games’ visual style, as it does feel like it’s building off of some of the creatively designed characters found they had. This game also takes place in a world where technology has developed to have trains, guns and cameras.
Rather than just make a role-playing game, they opted to make this one an “action-adventure “ game. The approach they’ve taken feels more like an RPG with most of its systems removed and a heavier focus on bespoke minigames. As it’s a Wii game, all of those revolve around awkward motion controls.
There’s combat too, which involves using slightly less awkward motion controls in order to pick up and throw enemies at each other, which gets repetitive very quickly. It only happens in specific areas and rewards the player with a health upgrade for winning. But that reward only comes the first time an encounter is won, and those encounters repeat often. RPGs often use repeating combat in order to encourage gaining more resources, so to just see encounters show up offering no reward baffled me. I guess there’s materials to be found that can be made into equipment, but they didn’t seem to make a noticeable difference in my abilities so I didn’t spend much time on that.
Another odd thing about Crystal Bearers is that the world feels small. There was a portion of the game where I didn’t know where I needed to go, as the map wasn’t much help. As a result I walked across most of the game’s explorable areas in about half an hour. This wouldn’t be much of an issue in most games, as there’s usually techniques they use to imply that the world is bigger. Maybe there’s a world map where everything is proportioned differently. There could be a transitional screen or animation that could imply some amount of extra travel between two areas. Crystal Bearers uses no such tricks. All places are connected like a continuous space. It may have been a technical challenge to do this, but the end result meant that not much was left to the imagination, especially because of the more realistic aesthetic. Other games with characters and locations that are even smaller feel bigger than this because of their creative use of resources. I just see someone simply walking from one side of the world to the other in a short time.
It also doesn’t help that the game’s camera is a bit fussy and a little too close to the playable character for my liking. That helped contribute to the feeling that this game just has a lack of space to be in. You could argue that it’s one of the few aspects of the game that actually tries to work with the game’s premise. This is a world where the main character is looked down on by many others who live in it and a cramped camera sells the feeling of being unwelcome. But those thematic concerns were just overshadowed by the small mechanical frustrations. It didn’t help that my mind associated it with many other Wii games that had poor camera systems. All other games consoles at the time were already using two analogue sticks, so the Wii remote and Nunchuk only having a single analogue stick resulted in some unusual control schemes.
When people talk about nostalgia for games released in the past, it’s often to do with telling the audience about the rose-tinted glasses they’re wearing while examining something. Playing this game did evoke a sense of nostalgia for me, but not for the game itself, more so for the platform it’s on. It’s certainly gotten me to consider playing some actually decent Wii games.
It’s also been fun to write about a game built for a system that I had much more firsthand experience with. I’ve really enjoyed playing most of what I’ve covered going through Final Fantasy, but especially with the older games, examining them feels archaeological. I’m only somewhat joking but many of these games I wasn’t around for. Final Fantasy Crystal Chronicles: The Crystal Bearers also came out at a time when I started paying more attention to what was going on in videogames. It was that year that I began reading, watching, and listening to more media about games. I had also started this blog at a time when the Wii still had games coming out for it.
Soon I’ll be covering games that I actually played when they were new! I’m looking forward to seeing what that’s like.
It was a huge shame when Nintendo decided to shut down their Wii Shop Channel, removing easy access to many games available on the Wiiware platform. Some of them still haven’t made it onto other systems.
Wiiware games were of a time when downloadable games meant something a little different. This was a time when downloadable games existed as a separate platform on the same console. Because of internet quality and storage space available on the Wii, the Wiiware file sizes were limited to 40MB, which resulted in them being much smaller in scope. They were much cheaper too.
It was a novelty that allowed for little games that wouldn’t as easily make it anywhere else. Games such as Bonsai Barber, Muscle March, and Let’s Catch wouldn’t have gotten out as boxed retail products, but they suited Wiiware perfectly. Now for a game of this scope to come out today, it’s usually from a smaller team putting something out on Itch, or a company releasing a promotional tie-in phone app (Chocobo GP’ on IOS and Android is a recent example I can think of).
Downloadable games go all over the place in terms of prices now, as they now include the same big releases that get put on brick-and-mortar shelves, but the smaller titles are expected to compete for quality and quantity. It’s why so many roguelikes have come out over the last decade, as it allows for content to be randomised and repeated.
To go back to Wiiware, Square Enix ended up releasing a fair few games on the system. Some of them were ports of mobile game releases, but there were also some original games, two of which I will be covering here. They’re games I had a good time playing, but I want to be careful not to oversell them.
Final Fantasy Crystal Chronicles: My Life as a King
In the original Final Fantasy Crystal Chronicles, the world was covered by a poison that made most of the land inhospitable to humans. By the end of that game, the world was cleansed and the world could then be freely explored again. My Life as a King is about one town’s efforts to rebuild after that.
I don’t have a lot of experience with city-building games, but this one certainly did a great job of conveying a livable space. While the player character is a king, they spend the whole game being able to walk around the town, visiting houses and businesses. To build anything, the King must be standing next to where they want it to go.
The townspeople go about their own routines and don’t directly follow what the King tells them to do. They will walk around to shops on their own time, and simply tell the King about their day. Adventurers don’t simply perform the tasks that the King asks for, particular ones will volunteer of their own free will to take part in quests set by the King.
Initially I didn’t like how the game depended on walking around the environment in order to get stuff done. However, over time more buildings and townspeople filled up the place, and it began to feel bigger and more lived in. It felt nice to talk to them and see how their day was going, even if there was only a limited amount of lines they could say.
This city is built to last, and at the end of the game it is displayed over the end credits. It showcases that the King has built a home for all those people to stay in. Parts of this world that were previously destroyed have now been repaired and will hopefully stay there.
There’s not really much action here and there’s nothing that puts the player in a game over state. A lot of time is spent waiting for adventurers to come back, while checking in with how things are going across the town. It sounds like it could get boring but I found it rather relaxing. I was surprised to find that it evoked a nostalgia I had for visiting MMO cities, and seeing other players who were much more powerful than me go off on their own adventures.
A game that’s this sedate can be perfect to wind down with at the end of a long day. Though sometimes a game that has the opposite effect can be good.
Final Fantasy Crystal Chronicles: My Life as a Darklord
To contrast with My Life as a King being about building a town that lasts throughout the game and beyond, My Life as a Dark Lord is about making many disposable towers that don’t last at all. In fact this whole game is engineered to be very different from its predecessor, in that the whole thing is menu-driven, creating a sense of distance from the action.
The sort of distance that’s somewhat common in the tower defence genre that this game belongs to. There’s a crystal at the top of the tower that needs protecting from adventurers, so traps are set and monsters are summoned to do so.
And that’s right, those adventurers are the sort the King would send out on quests. In this game the player character is the titular Darklord, who orders monsters to do her bidding (though turns out is good-hearted as they don’t really want to make you play an evil character).
The way the game works in practice, is that the player must build floors which contain traps on them. Most of them will include spaces for monsters to be summoned. Adventurers will go through these rooms, and take on the traps and monsters in ways that look like standard RPG battles. They won’t stick around until one side is defeated, as they each come with a timer, and when that runs out they move onto the next floor. If an adventurer comes up to a floor where a battle is already taking place, they will just skip that and go to the next encounter. Enough floors have to be built to ensure the monsters can collectively defeat them.
I mentioned distance in the emotional sense earlier, and that’s true of how this game feels to some extent. Monsters the player summon will be disposed of often, and it’s best to just keep bringing more in. It all helps to sell the cartoonish bad nature of the main character. Every time an adventurer is defeated, they are thrown from whatever floor of the tower they reached like in a comedic anime scene, which never stopped being funny to me.
However, this game does require some fairly active participation, unlike the waiting in the other game. Since the crystal only takes one hit to be destroyed, there’s a lot of “plate-spinning” to be done, which can get very stressful. It’s anxiety-inducing when an adventurer is about to make it to the top. It’s even more so when five of them are almost on their way there. Having said that, I didn’t find it to be a difficult game, it’s just good at playing with tension. It helps to create a sense of relief when each stage is finally won.
It may not have been the best thing to play at the end of some days, but My Life as a Darklord ended up being a fun time.
There’s an allure when a game isn’t as easily accessible, but you own it. It’s possible to fall into a trap of overselling a game’s qualities, because there’s some fun in being a “champion” for a game that “deserves more recognition”. I did have a good time with these games, but I’m never going to put these out there as hidden gems or secretly incredible experiences. They were just neat. That doesn’t mean I think they don’t deserve to be more accessible, they really should be.
Being particular games of a certain platform, they help illustrate a particular time in videogame history. That’s true for almost every release anyway. With these games I was able to recall my own experiences with the Wii, and what games were like back then. Taste is subjective anyway, but even bad and middling games deserve some amount of preservation. This isn’t coming from nostalgia, because I also remember the restrictions that came back in those days, and I don’t think we need them again. I just think it’s useful to have perspective on what things used to be like.
Screenshots sourced from Mobygames.
I’ve been playing through all sorts of Final Fantasy games over the past two years and part of the appeal of taking on a whole franchise is finding surprises. The great ones that haven’t stayed in the lasting conversations but turn out to be hidden gems. I don’t know if I could often expect that from a billion dollar mega-franchise like this. I certainly didn’t find that with the Final Fantasy Crystal Chronicles prequels made for DS and Wii.
People certainly talked about these when they came out, as evidenced by forum threads that are still available to read, but they’re not the games people continue to bring up. It’s not because they’re bad, as they’re perfectly serviceable action role-playing games. When it’s part of a brand that sees much more critically-acclaimed entries with high profile marketing campaigns, the heavy hitters are going to steal more attention. As I didn’t have experience with most Final Fantasy games around their original release dates, I was only more aware of the bigger titles. I lack the context for many of these games as I wasn’t there for them.
Right now I want to put the spotlight on Final Fantasy Crystal Chronicles: Ring of Fates and Echoes of Time. Both of them are built off of the same co-op action framework, the basics are almost identical between the two. As with the original Crystal Chronicles, these games involve travelling into dungeons to fight a boss at the end of them, though with a much more linear structure as opposed to the more open one the first game had. They’re faster paced games than the original too, with a more ordinary experience-point growth system. These ones also involve platforming and puzzles to mix things up. The way they play reminds me a little bit of Threads of Fate, another action RPG Square developed for the Playstation which I played for a few hours, and didn’t return to because I ended up very busy at the time. I’d like to return to that one someday.
Ring of Fates is the more traditional of the two released on the Nintendo DS. Its singleplayer and multiplayer separated into two separate modes. Those going solo can play the “story mode” which is what I went for. It’s fairly generic stuff: a pair of orphaned children going on an adventure and getting a party together that eventually defeat a villain that wants to rule the world. A surprising amount of cutscenes were fully voiced as well, which isn’t something I’d expect even from some of the bigger releases on the console (as far as I remember anyway, if you can remember a bunch of other examples I’m curious to know about them).
It’s a very easy-going game too. At no point did I feel challenged by the combat, nor was I stumped by the puzzles or platforming. In the game’s party of four, the player controls one character at a time while the others are AI-controlled. The controllable character can be swapped at any time. Each one is of a different species (those being Clavat, Yuke, Selkie and Lilty) which results in them having different gimmicks, some of them being touch-screen based considering the system this was made for. What this means is that swapping between the characters is required at times, though I only did it when it was absolutely necessary. The lead Clavat character is able to deal damage a lot quicker than all the others so I was often playing as that character. The other occasionally useful character was the Selkie as they have a double jump, which makes platforming simpler.
What this resulted in was a game that was mostly light fun. I don’t think I’ll remember the particulars of it in the future, but if the game comes up in a conversation I’m certain to say something like “yeah that one was alright”. Not everything needs to be a genre-defining classic anyway.
Echoes of Time was where I had a much rougher experience. It felt like everything was dialled up to be a bigger experience. More combat! More puzzles! More platforming! Larger levels! All of them mixed together in some ways that were fun and others that were frustrating.
This game’s dungeons feel a little closer to Zelda dungeons this time. However, they don’t feature the structure of finding items in order to solve problems. What it does have is puzzles that continue across multiple rooms with particular gimmicks to them. Also a boss key has to be found too. There are much less dungeons in this game, and instead it repeats a handful of them a few times. This isn’t much of an issue as it closes off unnecessary rooms on each revisit, and does a decent job of directing a player to new stuff. I often didn’t need to consult the game’s map.
Many of these puzzles involve pushing blocks, activating switches, or carrying items around. These don’t use any character specific gimmicks as they are mostly removed from this game. The Selkie can still double jump, but everyone else is just there for fighting. This is because the game doesn’t have a set party, it has to be created. A player can make a bunch of characters of whatever in-game species they choose, and put them together for a party of four. I opted for one of each and still ended up mostly playing as the Clavat because they still did the most damage.
The reason for this is that the singleplayer and multiplayer sections are now combined into the same thing. I could take my created character and bring them over into other people’s games. If I knew others with the game we could have taken on dungeons together. Because I didn’t know anybody else with the game (and didn’t ask) I opted to settle with AI-controlled characters.
For some reason, those AI party members that joined me on this adventure wanted to make things harder. They don’t really do much in combat, their rate of attacks seemed exceptionally slow. They had a habit of walking into hazards that would do a lot of damage to them. During many of the puzzles that involved pushing blocks onto switches, they would often move those blocks away, or push them into inconvenient places. The game has gates that require four characters to continue progress, so I had to bring them with me. It didn’t help that combat also occurred in more puzzle rooms as the game went on, and in rooms without fighting, the game would still have plenty of hazards to hurt the party.
I haven’t gotten to the strangest part of this game. While it was released on the DS like Ring of Fates, Echoes of Time also released on the Wii and it’s the version I played. It’s such a strange port, as it just puts the two screens of a DS game on the screen, you should really take a look at it. Anything that requires the touch-screen uses the Wii remote pointer controls. There’s barely any graphical differences too, outside of higher resolution and some light texture filtering. (I’ve used screenshots from the DS version in this article as I was unable to source ones for the Wii).
Because of this a lot of touch-screen gimmicks were taken out of this game. Though they do introduce scratch cards, which were tricky to do with pointer controls, as they required a little bit of precision. They were frustrating to begin with, but I stubbornly kept trying them until I actually kept winning on a lot of them. My reward for doing so was a temporary buff that would let every character double jump, but if I used it I wouldn’t have much use for my Selkie.
It is very funny for me to imagine someone receiving this version of the game removed from all context. Without the knowledge that it’s a port of a DS game would make its dual-screen interface come across as bizarre and unnecessary. The novelty of the port certainly attracted me (it was also cheaper).
As I said earlier, these are perfectly serviceable action role-playing games. I may have found some faults with Echoes of Time, but there were still portions of that game where I was having a good time. What they’ve actually ended up being for me is stops on my journey until I get to more interesting things (I hope). That said, I’ll still be playing Crystal Chronicles games for a little longer.
One of the nice things about getting into Sonic the Hedgehog is that the community doesn’t tend to forget things. All the successes, failures, and obscurities are well documented. Strike up a conversation and they’ll have a lot to talk about (if they’re British they’ll probably insist on talking about Fleetway’s Sonic the Comic). They’ll often have stories of the first time they encountered the hedgehog.
I initially came to Sonic as a game that I’d play at the houses of friends and family. It was usually Sonic 2 or 3 and I was always playing as Tails. Eventually I bought a couple of the games myself on PC, thanks to the budget brand Xplosiv. Their releases were often found in the 3 for £10 section of Game, which made it easy for me to get more games as a child. One of the first I picked up from that was Sonic 3D: Flickies Island (the other two games I got in that deal were Sonic R and Theme Park World but those aren’t important right now).
The interesting novelty of Sonic 3D is that it’s not using polygons, it adopts an isometric viewpoint with pre-rendered sprites to make it look three-dimensional. This is probably down to it being a game intended for the Mega Drive (I’m aware of the Sega Saturn’s polygonal special stages, but those don’t feature in either version that I’ve played).
That novelty wore off very quickly when I returned to it recently, as it’s a frustrating game to play. It seemed as though developers of early “3D” games felt the need to facilitate some amount of exploration. There were more directions for travelling, so with that came more reasons to go all over the place. Sonic 3D: Flickies’ Island chooses to do this by making each level a compulsory egg hunt, with the titular flickies taking the place of the eggs hidden inside the various baddies to defeat within each level.
Many classic 3D platformers use similar structures so it’s not inherently a bad idea, but the mismatching of character movement and level design is what spoils the fun. Sonic is built for speed but the levels are not. To move through a lot of narrow spaces I felt as though I was constantly wrestling with momentum. It became especially annoying whenever I had to search every nook and cranny for a flicky that I missed along the way.
While the game was lacking, I admire that even Sega is happy to ensure this game isn’t forgotten, as they’re still including it on Mega Drive compilation releases that are available on current consoles.
There’s an unofficial “director’s cut” of Sonic 3D, which makes the game a little less tedious to play, but it doesn’t make it into a good one. However the existence of this shows that the Sonic fan community makes a habit of not abandoning games that are considered bad. Even notable trainwrecks like Sonic ‘06 get another chance. To the community, a bad game isn’t something to be forgotten, it’s a mistake which could be fixed.
This article is part of the Sonic Mega Collaboration, a collection of articles from other writers about games found in the compilation release, Sonic Mega Collection Plus. This project was coordinated by Super Chart Island, a blog covering every UK No. 1 game in chronological order which I enjoy reading.
If you’ve come from that website to read this article, welcome to PixPen! Feel free to take a look at the articles on Final Fantasy I’ve been putting together, or read about other RPGs that I’ve been covering.
Last year I decided to commit to playing as much of Final Fantasy as I could. It’s been a very fun journey so far but I thought it would be useful to look back at Dragon Quest, a game Final Fantasy owes a lot to. Final Fantasy wouldn’t exist without this game (though Japanese RPGs might still exist since efforts like The Black Onyx, Dragon Slayer and Hydlide predate it).
I was surprised to find that the original Dragon Quest is a fairly relaxing game. That’s partly true with some of the other games in the series I have played, but those other ones also had tense moments. Fighting Psaro the Manslayer in Dragon Quest IV was not calming in any sense. If you want something to wind down with at the end of the day, the first Dragon Quest works well.
The simplicity of the game allows for that. While it is about saving the world from some evil wizard, there’s never any tension. Because it’s a turn-based RPG the pace of the game is extremely player-dictated. While there’s artifacts to be found and a princess to be saved, there’s no pressing need to do all of that immediately. Dragon Quest’s world is a place without difficulty and deadlines.
As this game was made for older hardware, there was a need to condense the experience in a way that was easy for the system to display but still understandable for a player. This is why battles play out simply with a picture of the enemy, some stats numbers on the left and a menu at the bottom. The removal of all of this context means I can’t help but not think of it as a tense battle, but instead a contest to see who can get a number down faster. A contest heavily weighted in my favour, and increasingly so as the main character’s level goes up. Losing isn’t much of a setback either. It reduces the in-game money earned to half, but that can easily be regained.
Many older RPGs are similar, Phantasy Star is one example. But Dragon Quest is a little different. It centres on one specific location: a castle. It’s where the game begins. It’s the home of the main character. It’s where you go to save the game. It’s where you go when you lose a battle. It’s where the game ends.
Having a specific home that needs to be returned to combined with the game’s simplicity makes it play like a game a child would think up. I don’t mean that in any pejorative sense. If anything I couldn’t help but feel a little nostalgic. I suppose this may be one of the reasons that Dragon Quest has lasting appeal.
It’s less like a hero embarking on a dangerous adventure and more like a child going out to play. The hero can only venture out so far, but as he grows he can go a little further. If the hero gets defeated in battle, the king tells him off like a concerned parent. When it’s time to finish playing, the hero must go home.
If you do decide to give Dragon Quest a go, just know that the more easily available ports on mobile phones and the Switch look terrible. A lot of the art in the game feels very mismatched. The environments, characters, and monsters all feel like they are drawn for separate games. It’s strange for a foundational game in a series that continues to sell large numbers gets something that looks this bad.
However you go about playing it, I think it’s worth going back onto Dragon Quest especially if you’ve been playing a lot of RPGs like myself. I’m surprised how long it’s taken me to get to it myself.
I can easily see how this works as a foundation for many games after it, but it’s also interesting in its own way. It’s a shame that a lot of discussion of this game in particular seems to stop at how “old-fashioned” it is. This game didn’t always exist as being a predecessor to something else.
You could probably finish the whole thing on a lazy afternoon anyway, so it’s worth a shot to find out what you make of it for yourself.