This ending all on its own would be hugely impressive, due to the multiple ways the last fights can play out. There are a few variations on this ending, some of which (like the number of cats being chased, or Glenn not transforming if Magus is spared) are obvious. Here are some ends to a game:Įnding 1 is most commonly seen your first playthrough, and is found besting Lavos after Crono's brought back from the dead. Needless to say, this process had far too much absence of tedium to really be a LLG, and I wisely chose not to partake.
An alternate LLG strategy suggests starting a game, collecting the forest's sole Power Tab, transferring to New Game Plus so that Crono has 1 higher strength, grabbing the same tab again, and repeating the process so all characters get max strength without any real work. One thing to note about this system is that you don't have to start from a cleared game if you've ever finished the Black Omen on the cartridge, you can start from any save at any time. (I'm not being facetious I honestly think this should be in almost every game.) All told, this is still the most fun I can have in a JRPG: None of that matters, and, in lieu of the feature's widespread adoption, it's hard not to admire what CT achieved. Character balance, shaky before, is fully abandoned to die, and a few endings' weaknesses hint that the number was marketing rather than depth. Here, New Game Plus, allowing for a dozen different endings, is half-baked and filled with cut corners. As Resident Evil 4 showed us, even a minimal effort reset of event flags does wonders for lasting appeal, and, if you plan to go further (obligatory LP subforum mention of Nier), it's a powerful tool to work far beyond the surface of a game. New Game Plus is a striking example of widespread stagnation at work.
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Somehow, however, we never quite found our way back, hence $35 million PS3 epics designed like they're still PS1 games.
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CT was a swan song to the Super Nintendo and pushed games in that style to the edge when the genre moved into 3D, it sensibly took a step back from those games so as to properly polish a new form of software design. It's fair and understandable that JRPGs didn't instantly try to keep pace. Improvement, or at least keeping up, should have long been a goal of its ilk. An undercurrent to this LP, if one that's often forgotten when dealing with battles and cats, is that Chrono Trigger is far from the perfect display of perfection I commonly hold it to be. While that's undoubtedly praise for its design, it's also in part an indictment of what gaming hasn't done in its wake.
Something I mentioned way back in the OP is that Chrono Trigger, unadjusted for nostalgia or the time it was made, is more complex, intricate, and well-designed than 9/10ths of RPGs since.
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The increasingly thousands of games with interwoven RPG elements and upgrade mechanics, though? In my mind, at least, no excuse. Obviously, there are some - the Metroidvania genre leaps to mind - where the mechanic would ruin the point, and there are those with no increase in moveset or abilities where one has no reason to exist. Part 20: Endings It always amazes me that New Game Plus has yet to become a standard feature in games.