I like the price, but there's just too much stuff to buy as is. Still, it'll definitely be mine by the end of the year.
I like the price, but there's just too much stuff to buy as is. Still, it'll definitely be mine by the end of the year.
SOLD!
I just read the Producer Q&A and Daemon's review over at IGN and I'm now pumped for the game. The feature that made all the difference for me? You don't lose levels/experience when you complete the dungeons or die in them! I really like that... it's very important that I feel like I'm progressively building my character through the entire game as opposed to each and every single dungeon run.
I'll finish up with Baroque and move on to this game. I have a feeling I may even enjoy this more.
| Kenology said: SOLD! |
Wait...what?
On the one hand, I can agree that that lowers the frustration factor, but on the other hand that's half the point of the Dungeon games. I guess this isn't a roguelike, then? Methinks I need to research this game a bit more than I thought.
http://www.1up.com/do/reviewPage?cId=3168523&p=44
B+
Sounds like they would have given it a higher score, but it is for RPG hardest of the hardcore with it's difficulty and it being roguelike.
Much more polish than the first 2.
I would cite regulation, but I know you will simply ignore it.
http://www.1up.com/do/reviewPage?cId=3168523&p=44
go see the Screens
Chocobo's Dungeon
Square brings the Chocobo back to the RPG forefront on Wii...and it's good.
By Jeremy Parish 07/02/2008
Final Fantasy Fables: Chocobo's Dungeon is, oddly enough, the follow-up to 1999's Chocobo's Dungeon 2 for PlayStation. This quirk of chronology isn't quite the time paradox it might seem, though; the new Wii game is actually the third Mystery Dungeon-style outing for Square Enix's most marketable mascot -- a true sequel. The regressive name simply indicates the publisher's desire to pretend the previous game, which was slammed by critics and gamers alike, never happened. It's the marketing equivalent of nervous laughter and a quick attempt to change the subject. "Chocobo's Dungeon 2? Whatever could you be talking about? Eh heh heh heh. So, hey! How 'bout that Dragon Quest!"
Click the image above to check out all Final Fantasy Fables: Chocobo's Dungeon screens.
The funny thing, though, is that this sequel isn't too far removed from its predecessor. That's to be expected: Both games are roguelike role-playing games, direct descendants of Shiren the Wanderer -- and, as such, can only change so much before becoming something else entirely. Instead, Chocobo's Dungeon is content to dabble within the genre's clearly defined boundaries, breaking the rules rarely and strictly for the sake of accessibility.
With so much unchanged in this follow-up, one might wonder why, exactly, Square would bother publishing it in the U.S., particularly in light of the chilly reception afforded the series' last outing. Perhaps they're banking on today's gaming audience being more sophisticated than the PlayStation user base of yore, or counting on their fans' willingness to accept the game for what it is rather than excoriate it for failing to be something it's not. After all, console RPGs were still something of a novelty in the U.S. the last time Chocobo went dungeon-diving, having only reached gaming's mainstream with 1997's Final Fantasy VII. The Mystery Dungeon games, with their roots in idiosyncratic text-based hack-n-slashes designed for limited VAX mainframes, weren't quite what role-playing neophytes expected. Chocobo's Dungeon 2 looked like Final Fantasy, sure, but where fans expected spiky-haired ladymen level-grinding their way along an existential journey to mope the world to safety, they instead found a cute mascot battling merciless critters in random dungeons and struggling through an endless sequence of brutal setbacks. Gamers are more accustomed to niche RPGs these days, thanks to the rise of combat-driven console RPGs (not to mention the number of PC gamers and developers migrating to consoles). So perhaps Square Enix figured now was the right time to take a gamble.
Click the image above to check out all Final Fantasy Fables: Chocobo's Dungeon screens.
Then again, maybe they were just banking on the game's actual improvements to win over gamers. They're small changes, but they definitely add up.
Chocobo's Dungeon's modest tweaks to its genre formula are significant within the strictly defined structure of a roguelike. Of course, much remains the same: Combat is a sort of turn-based, real-time hybrid. Menus are minimal, and attacking a foe consists primarily of simple Diablo-like clicks -- yet enemies only act when the player does. Both dungeons and the loot within are generated at random, with only a handful of predetermined events and special battles to be found. And, of course, dying while in a dungeon causes your feathered hero to be sent home...and much poorer for your efforts.
Click the image above to check out all Final Fantasy Fables: Chocobo's Dungeon screens.
But the improvements at the periphery count for a lot. Most Mystery Dungeon games punish death by stripping the hero of all his money and possessions, but Chocobo keeps his currently equipped weapon and armor when he loses. This will be welcome news indeed for anyone who's ever spent long hours in Shiren crafting stupendously awesome gear -- only to lose it in a few unhappy minutes due to a random unlucky roll of the random number generator; it makes death less infuriating all around, and it makes souped-up gear a commodity rather than a gift so precious you're reluctant to take it out of storage and use it. The plucky little bird also retains his current experience level when he bites the dust as well -- the tradeoff being that level-ups come less frequently than in Shiren. They're also considerably less valuable; unlike many roguelikes, a single level's difference doesn't offer a significant advantage over your foes.
Instead, Chocobo's best hope for survival is the built-in Job system. Yes, the brilliant class-change mechanic popularized by Final Fantasy Tactics is a significant element of Chocobo's Dungeon, literally transforming the hero into a diverse party of one. Initially, only old standards like Knight and Black Mage are available, but by game's end, the choices become downright esoteric thanks to the inclusion of uncommon classes like Scholar, Ninja, and, alarmingly, Dancer. Each job offers a number of special abilities that may be used in exchange for a big chunk of the hero's spirit gauge. Each Job brings stat advantages as well; Chocobo has more stamina as a Dark Knight than as a White Mage, for instance. On the other hand, he also has the ability to heal himself when he's a White Mage, making some surprisingly lengthy dungeon dives possible. Going into elemental dungeons as a Black Mage allows you to exploit enemy weaknesses with classic magic spells like Thunder, Blizzara and Fira. Approaching foes while in the guise of a Thief gives you the ability to swipe items that can greatly extend your survivability. In other words, the Job System lends an exceptional variety and strategy to the gameplay, an inspired application of a Final Fantasy mainstay.
Click the image above to check out all Final Fantasy Fables: Chocobo's Dungeon screens.
Serious players will need to tap into the full potential of these abilities, too. As per usual for a Mystery Dungeon game, enemies are devious, vicious, and unrelenting to a man. (Er, goblin.) Plus, you're as likely to stumble into a hidden trap as a useful item. And then there are the special restricted dungeons that become available over the course of the game, challenging Chocobo to survive being reduced to level one and fighting sans built-up gear. It's difficult, and it's often controller-throwingly infuriating, but the challenge is fundamentally fair -- and the game looks and sounds so good that you'll keep playing to see what comes next. The dungeons are surprisingly pretty for randomly generated affairs, boasting colorful corridors and flashy graphical effects. And the soundtrack is nothing short of amazing, a collection of lush rearrangements of Final Fantasy standbys.
Licensed roguelike outings don't always turn out so well, but Chocobo's Dungeon works far better than the likes of Pokémon Mystery Dungeon -- the perfect delta of hardcore dungeon crawling and the world's most popular RPG series. The Final Fantasy trappings are more than mere window dressing, yet they complement the underlying genre mechanics rather than compromising them. It's definitely a game for RPG fanatics who go in more for the challenge than the plotline, and no doubt casual players who pick it up for the oh-so-cute cover art will be rather surprised by how brutally it savages their dignity (although a generous learning curve should help ease them into their suffering). Still, it's a definite success, taken on its own terms. The only question, really, is whether or not gamers are ready to accept those terms.
B+
I would cite regulation, but I know you will simply ignore it.
This game sounds like a slight different take in that you get to keep the levels, but level up not as significant as other games. Good job system integration and some other perks apparently.
Btw, 1up gives this game a B+.
http://www.1up.com/do/reviewPage?cId=3168523&p=44
Edit: NVM, I refreshed too late
I am a PC gamer, and also have a NDS now, but without access to a Nintendo Wii until End of 2007.
Currently playing: Super Smash Brothers Brawl(Wii), Mystery Dungeon: Shiren the Wanderer(DS), Dragon Quest Heroes: Rocket Slime (DS), WiiFit(Wii)
Games Recently Beaten: Final Fantasy Crystal Chronicles: My Life as a King (Normal; Very Hard after the next DLCs become available)
1 word: RTFA
Final Fantasy Fables: Chocobo's Dungeon Review
A little bird told us this game is great.
by Daemon Hatfield
July 1, 2008 - Mystery Dungeon and "roguelike" games make up a niche genre that spans the difficulty range from the unforgiving Shiren the Wanderer to the more breezy Pokemon Mystery Dungeon titles. It's a well-worn game design, sending players into random dungeons for turn-based exploration and combat. On the surface, Chocobo's Dungeon appears to be another watered-down entry with its kid-friendly presentation and seemingly simplistic gameplay. But spend a little time with it and layers of depth slowly reveal themselves. This is one of the most engaging, challenging experiences on the Wii, proving that a kiddie presentation doesn't have to mean shallow gameplay.
Players step into the talons of a young Chocobo, the ostrich-like mounts of the Final Fantasy universe. It's been a while since the yellow bird had a starring role on a console -- the last Chocobo's Dungeon game was released for the original PlayStation back in 1999. Even though this game feels pretty "retro" in both design and some of its presentation, it's a testament to the strength of the Mystery Dungeon concept that it remains a lot of fun today.
http://wii.ign.com/articles/885/885311p1.html
The story is a mix of intriguing concepts and eye-rolling ridiculousness. Chocobo and his treasure-hunting pal Cid wind up in a mysterious village called Lostime where the daily toll of a bell causes all citizens to lose their memories. The locals are aware of this phenomenon and actually value its effect, as it is believed life is less painful when you can forget your hardships. Then this baby flies into their lives and, with the help of Chocobo, retrieves these lost memories. One by one, the pair must delve into the psyche of Lostime's citizens (which act as the game's dungeons), defeat the boss, and clear their amnesia. There are a lot of wacky, endearing characters here, very much in line with Square Enix and Japanese developers in general.
Chocobo can explore the town of Lostime much like your usual RPG, barging into people's homes unannounced and gathering information about the village. Once inside a memory/dungeon, though, the game switches to a turn-based experience where every action the player performs costs a turn. Chocobo and all the dungeon's monsters are governed by this system, meaning the player has to consider every step they take. Every move, every attack, every spell cast will result in a reaction from your enemies. This isn't a game where you can zone out and grind through dungeons leveling up your character. Successfully making it through requires careful planning and consideration of your environment.
Each turn will replenish your hit points and magic power ever so slightly. You also have the option of running in place, which will refill your health and magic more quickly. Monsters will continue moving about the dungeon, though, and may sneak up on you. You also have to keep an eye on your hunger level, as Chocobo needs to be fed even while in a dungeon. At first it's not much of a problem, but as caverns become lengthier you'll definitely need to bring along some food. Maneuvering dungeons is a matter of managing your resources and making every move count.
If you end up perishing, you'll be kicked out of the dungeon and lose all your unequipped items and gold. But there are many strategies you can try, the dungeons are random so it'll be different when you return, and you keep the experience you earn. These aspects of the game keep it from getting frustrating when you have to repeat a dungeon. A job system is in place featuring many recognizable classes from the Final Fantasy canon -- the black and white mages, the dragoon, the knight, and others. Each job will alter your stats and provide different abilities that completely change how you approach a dungeon. The black mage can use his spells as ranged attacks, keeping enemies from getting too close. With the white mage, it's much easier to heal yourself so engaging in combat isn't as dangerous an ordeal. Jobs can be leveled up, separate from Chocobo's own level, unlocking new abilities.
Square Enix has put some nice effort into the game's presentation, creating a vibrant world and some fun characters. Most of the animations are pretty ghetto, though. And even though there is extensive voice acting, the lip-synching is way off. These sorts of things make Chocobo's Dungeon feel very last-gen, but in the end they don't get in the way of the fun.
http://wii.ign.com/articles/885/885311p1.html
Chocobo can be controlled with just the remote or the classic controller. It's kind of a toss up as to which is better, since the free-roaming overworld is more suited to the classic controller's analog stick, while the grid-based dungeons are handled just fine with the remote's d-pad. Either way, the controls are very simple, with just three buttons needed to access items, spells, and attacks. While viewing your inventory, items can be sorted with a swing of the remote. Normally I am a staunch opponent of any sort of waggle controls, but here it feels very natural.
There are a few mini-games built into Chocobo's Dungeon, most notably a multiplayer card battler that uses the Nintendo Wi-Fi Connection. Players can put a deck together and play cards to summon monsters into battle. It's a nice option, but the mini-game turns out to be a little too shallow.
Closing Comments
Chocobo's Dungeon may be a relic of the past, but it's one we should cherish. It takes a proven gameplay formula, skins it with the Final Fantasy universe, and throws as many different gameplay mechanics as it can at it. There's a great mix of gameplay styles here, from strategy to action to RPG. Square Enix's polished touch is all over this one, from the nice voice acting to the humorous dialogue. There's nothing here that couldn't be done on the GameCube, but it still captures your imagination and requires your thinking cap. If you consider yourself a longtime Square fan, you'll definitely want to delve into the dungeon.
http://wii.ign.com/articles/885/885311p1.html
I would cite regulation, but I know you will simply ignore it.
I'm getting it. Probably Wednesday, maybe thursday. Expect a hands-on Saturday, and either a Review or mini-review by next week (depending if I finish the game or not).
I would cite regulation, but I know you will simply ignore it.
Damn, I don't have the money for this right now or else I'd pick it up. Sounds great.
Tag - "No trolling on my watch!"
