Final Fantasy Crystal Chronicles


Final Fantasy Crystal Chronicles
U.S. Release Date: February 9, 2004
The GameCube Archives Score: 6.0/10

In what I find ironic, I never finished a Final Fantasy game before I beat Crystal Chronicles a few days ago for this review. I say this as someone who has been around for...quite awhile. I'll never forget playing the first Final Fantasy for NES at a friend's house--my first RPG experience--and being completely baffled. I picked up Final Fantasy VI in a mass SNES purchase, played through the first hour, thought it was cool, and never went back to it. For reference, Chrono Trigger is my favorite video game of all time. FFVI should have immediately hooked me.
Pictured: the opening menu for not Chrono Trigger.

But that's not all. PS1 era? I made it eight hours into FF9, then never went back. I played FF8 for 12 hours and then stopped! At some point, I realized that Final Fantasy just might not be the franchise for me. I often found the gameplay systems overly complicated, and the story lines convoluted and ridiculous. Here's the irony: months ago, Square announced that a remaster of Final Fantasy Crystal Chronicles--the only Final Fantasy game released for the Nintendo GameCube, would be remastered for the Switch. I'd just bought a copy for my GameCube off of eBay on a whim, and considered the matter serendipity. It seemed like a sign that Crystal Chronicles should be the first Final Fantasy game I'd complete...and on its original system.
I mean, just look at the GameCube-ness of this.

Square and Nintendo's acrimonious parting in the mid-90's greatly saddened me. As a huge fan of Super Mario RPG and the aforementioned Chrono Trigger, among other games, I felt like I was sure to miss out on some great future Square titles because of my Nintendo fanboy status. Sure enough, as much as loved my Nintendo 64, I got tired of seeing rave review after rave review for every one of the numerous games Square released on the Sony PlayStation. Admittedly, one of the reasons I didn't hugely appreciate my GameCube during its original run was because I took numerous periods off from it to go back and play games I'd missed on the Playstation. There was no way, for example, that I was going to go my whole life without playing through Chrono Cross, the sequel to my all-time favorite game. Maybe that's why, in addition to my indifference to the franchise, I missed out on Crystal Chronicles the first time. Anyway, it looked weird.
Actually, on closer inspection...it looks kind of like Chrono Cross. Seriously, they couldn't even do a GameCube Chrono Cross remaster? C'mon, Square!

Fittingly, Crystal Chronicles greatest asset brought me around to finally purchasing the game. Sixteen years after its release: I bought the game because I heard its incredible soundtrack on eBay. Indeed, after spending 30-plus hours with Crystal Chronicles, I can definitively say, Crystal Chronicles sound design is by far the best thing about the game.
The medieval interpretation of Lonely Island's "On a Boat" is particularly fitting for this sequence.

Square assigned Crystal Chronicles' soundtrack to Kumi Tanioka, known for her work in the world music genre. Tanioka decided to use mostly medieval and Renaissance-era instruments for the game's soundtrack, giving the game a wonderful, comforting, autumnal feel. Her compositions are timeless, and as a whole, come together to form one of the greatest video game scores of all time. For the English versions of the game, Square hired vocalist, Donna Burke, to sing the two songs from the game involving lyrics. Burke even reworked the songs' original Japanese lyrics for better flow. The Aussie Burke also provides the game's narration in a lovely, lilting Irish accent.
It's just SO PASTORAL!!!

If only the rest of the game lived up to the standard of its sound. The story sure doesn't. Going in the opposition direction of the rest of the franchise, the story for Crystal Chronicles is bare bones, and barely there. You play as whichever character you create, from a choice of four races. You live in a world divided by miasma, a substance toxic to life. The four races (all balanced differently between physical attacks, magic, etc.) live in a world highly separated by walls of the miasma. The only thing that makes life possible in this world is the protection of crystals. Towns all have a giant crystal in the center that keeps the miasma away. Travelers have to take smaller crystals with them just to get from one place to another. The thing about these crystals is, they eventually run out of power. It's up to caravans to search for special trees, which contain fuel for the crystals. You're part of one of these caravans, and you must journey from place to place, reach a stage, fight through (the monsters that thrive in the miasma) to a boss guarding a tree, beat the boss, and get the crystal fuel. And that is it. That (up until the insanely laborious final boss battle) is the story.
No, YOU hang in there!

But as basic as that story is, it majorly contributes to much of the gameplay's frustrations. Crystal Chronicle's world map is subdivided into roughly half a dozen screens, each composed of two to three levels, and, generally, a town. Each screen, or area I should say, is sectioned off by a wall of miasma you must travel through. These miasma walls are elemental, so you must make sure the crystal you are carrying is coded to either fire, water, wind, or earth (most levels have a corresponding element, allowing you to switch the element you're carrying). If it's not, you can't progress, and that includes going backward. Changing crystal types just to progress to the next screen is extremely tedious--but Tedium could well be the name of this game.
If I wanted restricted travel, I'd live in the 2020 real world!

You'll notice the tedium as soon as you start to move through one of Crystal Chronicles' levels. You've got a little Chocobo buddy following you around carrying a crystal to keep you safe. If you outrun him and your protective bubble, you immediately start taking damage. Even if you just keep pace with him, he eventually gets tired, and makes you carry the crystal for a little while...which makes you easy prey for monsters. When you're not carrying the crystal and fighting, things are just...okay. There's an intentional delay between when you press the button to swing your sword and when you actually swing it. If you time tapping the button just right, you can do a three-hit combo with it. This is an Action RPG game, so all of this fighting is in real time. You can also use orbs you find in each stage to launch magic attacks or heal yourself--and these things all have cooldown periods. You've got a limited size command list to assign these specific magics to, which you can do at any time through the game's clunky menu system.
Great, another miasma wall, my favorite!

You can also pay blacksmiths to craft better armor and weapons for you based upon diagrams and materials you find throughout the game's levels. Unfortunately, the game is cryptic on whether or not these weapons and armor are better than what you already have until you've essentially had them created. The game is cryptic about a lot of things. So many important game elements aren't explained, and aren't anywhere close to intuitive. Good luck figuring them out...or even realizing they exist!
But why? WHY?!?!

For instance, the game, seemingly at random, has you run into other caravans when you're travelling on the road. You'll get hints and tidbits at how to access the game's final boss from these encounters, only you won't know that's what you're getting. You'll also receive a ton of completely useless information. Anyway, these encounters become so frequent, tedious, and repetitive, you, or at least I, will start smashing buttons on the controller trying to skip them. They become incredibly tiring. Considering the game is fairly open-ended, with an in-game year passing after several stages are beaten (with many stages repayable at a higher difficulty in consequent years), that's a lot of encounters.
I'll give you whatever you want, just please, please, PLEASE get out of my way and let me get on with this game!!!

As for the RPG element of the "Action RPG" moniker, you can find and collect "artifacts" throughout each level. After you defeat the boss, you get to chose which artifact you'd like to apply to your stats. Generally, each artifact either gives you stronger attack power, defense, or adds a permanent heart to your health. Because you only get this at the end of a level, leveling up is...yes, tedious. On top of that, the difficulty in the game scales in inconsistent ways. I found myself cruising through the game for quite awhile, when suddenly, I found my attacks were doing essentially no damage to enemies who were suddenly taking me out with just a couple of hits. I then had to grind through previous levels again and again to level up stats and get better weapons and armor. While grinding is an element in most RPG's, Crystal Chronicles' tedious method of levelling up makes it particularly unforgivable here. Every time it seemed I was finally making progress, I'd have to grind some more, forced to move all around the game's maps yet again (your wagon, used to traverse the map controls clunkily, as well!).
Could you at least give me a second to put this down?!

While misery loves company, the game's multiplayer modes don't remove any of this tedium. All of the tedious aspects are still there. The entry level to the multiplayer is ridiculously high, as well. Every player (up to four can play together) must have their own GameBoy Advance and link cable. The GameBoy Advance then acts like a controller, with each player having an individual viewable menu on their GameBoy Advance screen. Why not just let players use a GameCube controller? It's not like a better menu couldn't have been designed, which everyone can just use on the television screen. And here's another annoyance--there is no accessible level map when you are roaming around the sometimes labyrinthine stages...unless you play using a GameBoy Advance and link cable. You can do this as one person if you select "multiplayer" as your play mode, but then YOU'VE got to carry the crystal around the stage yourself. That's right, in multiplayer mode, there is no sometimes helpful Chocobo. Someone has to carry the stupid crystal.
So is there anything beyond the sound that makes Crystal Chronicles worth playing?
Surely SOMETHING must have driven me to get to this screen.

Well, the graphics are very nice, a pleasant isometric view of detailed 3D environments. Like the sound design, the graphics, often portraying pastoral areas, are quite comforting. There is no slowdown, and everything looks nice and runs smoothly, even during the more chaotic moments. Really, the entire production value for Crystal Chronicles is quite high, and the level intros may be my favorite element of all. 
When a level is selected, Burke reads a poetic perspective of a traveler's view on that given level, the camera moves over it, then ends on a particularly vista, as a fine script writes out the level's name. It's absolutely lovely.
This font may be the best thing about the entire game.

That's what makes this game worth playing. Not the story and certainly not the gameplay. The music, narration, visuals, and level intros. They're incredible. They're the reason my first and possibly only complete playthrough of a Final Fantasy game isn't a complete wash. Now why can't we get a Chrono Cross sequel again?
C'mon, Square! I'd run to the store to buy that!

8.5
Graphics
Nothing stunning, but absolutely pleasant. Great overall visual design that's very easy on the eyes.
10.0
Music and Sound
Incredible, comforting world music soundtrack, with great narration and vocals by Donna Burke. Perfect sound design in every way.
5.5
Gameplay
Total tedium surrounding some enjoyable moments.
6.0
Lasting Value
If you are enjoying yourself, the gameplay is almost open-ended. If you aren't, but want to finish the game anyway, it feels too long.

6.0FINAL SCORE

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