Trying to understand how games work

Tag Archives: ring of fates

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.



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