Nah, definition 1 right there isn’t inherently negative. It’s certainly more involved than otherwise necessary and seems somewhat driven by emotion, so while it skips the negative connotation I think this counts plenty well.
Is it really 10 hours for other people? My game file usually says around 50-60 when I’m done. I think they said 10 hours is if you blitz the main story and do no side content… do people play any rpg that way? If so, I at the very least recommend a full playthrough this time. There is alot of great side content in this, and most other, rpgs.
Mario rpg is really a 20ish hour game for most people. Maybe a little less. I’m not even sure what you would spend your time doing for 3x the time. Even completionist entries on hltb are only 25 hours
It’s a shorter rpg for sure, doesn’t make it bad, my favourite rpgs are shorter.
I mean, I do tend to play around and have fun with video games. I don’t have a checklist and just run to the next thing on the list. I don’t use walkthroughs, so any puzzles or unclear mechanics are gonna stump me for a bit as I work them out. And any time there is combat based levelling, I’ll usually grind out a few extra levels, I’m always way too strong for the part of the game I’m at, but I still find it fun.
It was kind of the normal way to play games back when MarioRPG came out. The internet wasn’t super useful yet. And while walkthroughs and stuff did already exist, it wasn’t considered normal to use them to play a game yourself, just to look up one part if you got too stuck.
Do any of the reviews mention anything about the UI? One of my issues while watching the first released videos and clips of this switch version was how boring and basic the UI was looking. Wondered if that was just a gripe on my end or if it effects some of the people to actutally play it. I understand it’s a small complaint but it can really change how a game is for me.
Yeah. That seems to be a trend in recent years. UX is extremely utilitarian and does not mesh with other game aesthetics. Even when those UX elements are on the screen all the time. It's very jarring to see a colorful game with a distinct palatte of textures being overlayed with grey, modern boxes and white arial text without any background textures to it.
It makes it feel like I'm playing a bad emulator or fan remake.
This (along with DK Country) was one of the games I was jealous of as a Sega Genesis kid growing up (then Nintendo from the N64 onward) and never really had much chance to play later. It’s nice to be able to finally play through it (legally) with a nice shiny modern coat of paint. As someone who never did play through the original, having this version be essentially 1:1 to it is appreciated, but I do also feel like they could have maybe added more for those who do know the original well. At least it’s not a Pokemon BDSP situation where the devs already had a much improved version to borrow from and just directly remade the poorly-received original versions.
I’m sure once us crazy fans get the chance to really dig into it, we’ll find lots of little things they did. The original game had alot of hidden easter eggs, no way did a new team spend that much time on it without adding a few of their own.
And some of the updates and refreshes of side content mechanics might make some of them a bit more accessible to a wider crowd than they were in the original, effectively adding content to the players that weren’t able to succeed originally. There was some pretty tough stuff in the original for people willing to endlessly practice.
I taught my nieces to always go in blind first, and only resort to looking stuff up if you are so stuck that you fear you would otherwise quit the game. We’ll see if they are able to continue with it as they get older and have more sources of videogame advice in their life.
Going in blind always makes games more fun. And helps you build the skills to figure it out yourself, rather than just follow what someone else did. Doing it yourself is way more rewarding, and a useful transferable skill.
Chrono Trigger isn't much longer. Whatever; I'm not going to say this game in particular is worth $60, but 10 hour games are like an oasis in the modern games market.
Lol what. Chrono Trigger A is definitely longer at like 24ish hours for a playthrough, B has what 12 endings? Which adds replay value way past a single playthrough adding a lot more hours to it. C is selling for $10 on iOS, with updated content to extend the play time even more than the original including now a 13th ending.
HowLongToBeat has a median playthrough for Super Mario RPG at 17 hours and 24 hours for Chrono Trigger (rushed comes in at 12 and 16, respectively). Completionist times are coming in at about 25 to Chrono Trigger's 43. That's not 1/5th the length any way you slice it.
I didn’t say 1/5? I just said definitely longer. But I’ll say it doesn’t need to be 5x the price of Chrono trigger. I’m happy it looks nice and is a good remake but it should be like half that price at most.
Also, idk reviews saying 10 hours so idk if it’s easier and shorter with the remake or if they’ve already played it this time is shorter, or they’re exaggerating but 14 to 24 (which almost doubles if you want to play all the endings, and then idk how much the added content adds but it’s more than 0 hours.)
The person above you in this comment chain said 1/5. 24 hours to 17 hours isn't that huge of a difference, and you responded with "lol what" as though I indicated Viewfinder was comparable in length to Baldur's Gate 3.
They made a comment about general SNES RPGS, not Chrono Trigger specifically. Unless they edited it, I don't know if the fediverse has edit warnings for some instances.
Which is fair, most people tend to exaggerate on the internet. But the average does seem to be around double (or more) of SMRPG, and while that's not a metric you seem to care about, it is one that others care about.
Can you at least agree that it's short for it's genre/platform? Even if it's not by the hyperbolic degree one person has thus far stated?
The newest versions of chrono trigger also have additional maps, dialog, items, and side quests that weren’t in the original game. It doesn’t add a ton of play time, but it was nice to have some new things to do in one of my favorite games of all time that I’ve probably played through 15 or 20 times already.
Chrono Trigger is definitely longer than Mario RPG and twice that because of all the multiple endings.
Harvest Moon is 25 hours.
Earthbound is 30-35.
Dragon Quest 5 is 30 hours.
Final Fantasy 5 is 30+.
The list goes on.
The reviews for this game are saying it’s 10 hours.
Replaying large swaths of the game over again in order to get each permutation of how the ending can be different isn't adding as much value as you're letting on. That's not to say that Chrono Trigger did something wrong, but it doesn't turn a 20 hour game into 40 hours of value just because replaying the previous 20 hours can have a different ending. That's exactly the way that it's easy to make games "longer" and why I don't think a ten hour game should be some kind of pejorative, and we're still a long ways off from a 1:5 ratio in game length.
I think you alluded to this earlier, but I think we can agree that $6/hr is an insane amount to pay for a short game that’s just a remake, not a novel experience.
Imagine if Xenogears had a modern remake and sold for that amount. The original was about 50 hours to finish, so if we’re generous and say they streamline the experience down to 40 hours, that would be a $240 game if $6/hr is treated as an acceptable price.
Nintendo knows their fans will pay the nostalgia tax, though.
I think I'd say, in a world where games that used to be 10-15 hours are now 30-60 hours and much worse off for it, that dollars per hour is just not a metric I'm interested in using or setting thresholds for. So no, I don't think $6/hour is an insane amount to pay. I paid that for Resident Evil 2, and it was very good.
Chrono Trigger is at least double the play time If you go after all the endings and get all the secrets and do all the side quests, to say nothing of the opportunity for grinding to level your characters that you just don’t get with SMRPG since you max out at level 32 iirc. You can do everything there is to do in SMRPG in a day. A long-ish day, but a day nonetheless.
To each their own, but if you see an arbitrary grind to max level as offering more value, it's exactly why people like me find more value in games that don't have one, as that's the way that games can be arbitrarily made to be "longer" that I was talking about. I've played Metal Gear Solid so many times that I've easily gotten over 100 hours out of it, but that doesn't make it a 100 hour game. It's just a quality short game.
I’ve never actually made it to max level, I just grind until I can solo Lavos with Crono, which I can usually consistently achieve by around level 70. It’s not an arbitrary grind, I have a specific goal in mind.
But that's no different than me just replaying Metal Gear Solid or setting an arbitrary goal for myself in any other game. That's just you enjoying that game and wanting to replay it in some different way, which is fine. You can replay Super Mario RPG as many times as you like too. The arbitrary grind is more of a modern thing that developers derived from systems like Chrono Trigger's that have been around for decades that they weren't thinking of in Chrono Trigger, but they didn't add tons of content to Chrono Trigger by having a high level cap. You just chose to power level against the same content over and over again.
Right but there is in-game content that gives you an incentive to do so. If you want to get all the endings, you have to solo Lavos with Crono. And in my opinion it’s the best ending of the game, because you get to talk to sprites of the devs and it’s a really cool kinda 4th-wall breaking way to tie everything up at the end. Is it repetive? Sure, but so are 95% of the games that are coming out today.
I’m around the last stretch of Live a Live. I bought this game earlier this year during a sale, and it’s a really good game. Every character’s chapter is like an episode of TV show, with varying theme.
The final stretch, especially the trials can be annoying though, from difficulty spikes to long ass dungeon without a map. The other thing that I dislike is that some animation can be bit slow
The game is pretty good so far, and it does look very pretty at times. It makes me excited to play Octopath 2 and Star Ocean 2 Remake
The PS1 original was good, but it had some noticeable flaws. The book writing skill was more or less useless, side quests were often too well hidden from view (which was especially bad when most of them were time-limited), the accessories that gave you items were a bit in-your-face, there was no in-game mini-map, the invisible random encounters and lack of fast travel didn’t age well, and the voice acting… What were they thinking when they released this…
The remake fixes most of what went wrong in the original game, including re-casting the English voice actors, and even adds some new content (like fishing) that wasn’t in the original. I’m enjoying it a lot.
KF1 was a huge part of my childhood, and I actually went back recently and started grabbing HoE achievements for the first time. Looking forward to 3 as well. :D
Dicey dungeons is a blast! I have such a hard time with the engineer, I’m sure there’s a trick but haven’t quite sussed it out.
I’ve been playing Guild Wars 2 again after a long hiatus after my raid static disbanded. Only a little bit into the new expac but it’s been great! I think the new daily system has done a good job of getting me to come back with a clear list of things to do and compelling rewards.
I’ve also been playing Peglin, trying to work through the cruciball. Really fun/frustrating/satisfying game.
I also love peglin! The first few crucible levels are really fun and I enjoyed going through them. Omg though once you get to the last few it becomes a total slog. I still was able to get through all 15 on 1 character but I have no interest in trying to go that far on the others
You aren’t kidding, I have spent the last five days banging my head against cruciball 11 with the vanilla Peglin. Feels like a lot of rng and less about choices as it goes on.
Jagged Alliance 3 - Maybe I was too harsh with this game, but the whole experience felt decidedly "budget." I get that a $45 game today is more like a $30 game of only a few years ago, or a $20 game before that, though everything felt rough around the edges: writing, the sparse weapon and enemy types, the unexciting stock-looking art.
Iron Oath - It's like a hybrid between Darkest Dungeon and Battle Brothers. You manage a mercenary company by hiring and equipping them, then directing them across an overworld map as in-game days pass. Then you dive into dungeons, progressing from room to room very much like DD, and when there is combat, it's turn-based tactics with pre-deployment on a grid. I played this game nonstop for two days before I tore myself away and got my ass back to work lol. My primary issue is lack of content and lack of combat variety, I'm only halfway through the main campaign but after 100+ battles, they start to feel kinda samey.
Despot's Dystopian Army Builder - This is made in the same universe as the creator's prior game, Despot's Game. If you are familiar with these titles, please tell me if/why you like them, because I don't understand their appeal. These look like games, they sound like games, they present themselves like games, but these are not games, these feel as if they were made by someone who has only ever seen other people play video games and never played them personally.
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