Despite what people a number of people feel about them as a gaming news site, I read a fair bit of Kotaku in my day to day life. Mainly because of a few select writers who I enjoy the work of and have some pretty similar interests as far as games go. One of those writers is Mike Fahey, and in his write up at the end of last year he listed his top ten games of 2018.
One of them, I had never heard of before. Wasn't even remotely on my radar. Had nice looking pixel graphics, and boasted itself as an MMO that's really not. Strange, I thought, but ultimately clicked away. But then I started to see the title popping up in some other sites top 10 lists. Now that had my attention. How can a game that appears on so many people's best of lists get by me? Well, that merited a deeper look.
CROSSCODE (STEAM)
CrossCode opens with us in control of a dark haired woman racing through a dark foresty area. She is on the hunt for her brother, and shadowy voice implores her to stop. She vehemently denies, saying that she is trying to stop her brother from working to death. The voice spawns monsters to stop her which the girl quickly dispatches. After tearing through the enemies put before her, she does find her brother just to see him collapse from exhaustion.
We are woken up in a different location. Our hair and outfit are slightly different. An operator tells us that our name is Lea, and we are actually logged into an avatar of the futuristic MMO called CrossWorlds. In the vein of Sword Art Online, Crossworlds is a game where the players are actually implanted in the game to a heavy degree of the 5 senses. Unfortunately, we are told there has been an accident and that we are in a coma in the real world, and we are being placed into the game to try to find out what happened.
To make matters worse though, our speech unit is damaged. We can understand fine, and give minor visual responses but we are told that in order to solve this issue and hopefully find some answers, we need to play the game just as if we were any other player in the game. Lea remembers the basics of how to use her Spheromancer class in the game and after running into a friendly Pentafist named Emilie in the rookie island, she and her new friend jump into the game of Crossworlds to hopefully learn what's happened to her.
Loaded for bear
CrossCode is going to be an interesting game to try to review because the mechanics of this game borrow from so many different various elements that it doesn't really fall into just one genre of game. For example like I explained that the Lea is logged into an MMO, but you would incorrect to assume that's what this game actually is. The MMO aspect of the game is used as a framework for the story and the world.
What I mean be that is, yeah there is some questing that is done in the style of an MMO. You need to go talk to NPCs who give you quests to do, and you'll go into the world and fight mobs to collect items or kill a certain amount of enemies. As you wander around the world you'll see other players just running around, fighting their own things, or just hanging out. All of these are computer controlled. This is a fully single player experience, but it does a very good job of presenting the illusion that this is a living world with other players doing their own thing.
When I describe the game, I describe along the lines of a 16-bit Zelda game such as A Link to the Past. It's stylized in a way that it would look at home on the Super Nintendo with a top down view of the world, primarily a 2d play, but there is some degree of verticality to the maps which allows for some platforming and parkour when wandering around the world.
The combat is going to be the real meat and potatoes of this game. It's core is a hack and slasher with bit of Souls to it. You can run around and slash with a couple of swings with a single button press, you have a block that pulls up a shield and can parry if timed correctly, and you have a dodge move that has some invulnerability frames that lets Lea gracefully spin from harms way, which she can do up to the three times.
But it she wouldn't be a Spheromancer without some spheres, and that's where her ranged attacks come in. When using the right analog (or I assume mouse on PC) the combat becomes almost a twin stick shooter. Holding a direction will bring a pair of lines for Lea's aim together, and once lined up you can unload a continue stream of projectiles at an enemy, which is handy for fast or flying foes. You can also charge up your first shot to ricochet off walls or break enemy guards.
As you play through the game and unlock your circuit board, you open your skill tree which allows you to learn multiple techniques for special moves for your Melee, Ranged, Dash and Shield. What is nice about this is as when you commit to an ability path, once you fill out the 3 spaces for it you can actually flip between your options so if you don't care for how one ability plays you can try the other option to see what works for you better. Even further in the game you start unlocking elemental grids which provide you with even more options to fight with, so you do have a bit of freedom to design your character.
Having familiarity with your Techs will let you set up the right attacks for them
Now while I've gone into the specifics of the combat and referred to it as the meat and potatoes of the game, it would actually be pretty foolish to assume the game is just battling. That's what I did and I was promptly set up for some gameplay whiplash. As you play through the "story" for Crossworlds you come onto these "instanced" dungeons where you have to go without your party. And while these do contain a significant number of fights usually capped off with a spectacular boss fight, you learn that CrossCode is in fact a serious puzzle game as well.
Actually, when thinking about it, this game might actually be more of a platform puzzler than it is an action adventure because depending on the size of your giant space brain, the puzzles can be a major stumbling block. I am more than man enough to admit that there were a number of that I had to look up a solution for because I just was not seeing it on my own.
I love Emilie. She is just the right level of earnestness and naivety to make her impossible to hate. Might be one of my favorite iterations of the best friend character. |
Sometimes the puzzles are just a matter of following the right path, and parkouring off the right environment pieces to get you from A to B. Sometimes the solution will require you moving around bits of your environment so that you can fire a projectile in the proper path to hit all the necessary points before coming on a final switch. Sometimes you will have to use the temples element for an environmental variant to the puzzles.
All I can say is some these will TEST you. Which can be frustrating because the story frames solving these dungeons like races against your friends. Like I said, I got stuck a lot. It wasn't until a friendly fan of the game in my Twitch chat told me to use visual cues on the floors of the puzzles to get a better idea of how to solve some these. It really did help a bit, but sometimes you can forget early mechanics that if you didn't use, would make the puzzle unsolvable, like remembering you can hop on fences.
All I can say is some these will TEST you. Which can be frustrating because the story frames solving these dungeons like races against your friends. Like I said, I got stuck a lot. It wasn't until a friendly fan of the game in my Twitch chat told me to use visual cues on the floors of the puzzles to get a better idea of how to solve some these. It really did help a bit, but sometimes you can forget early mechanics that if you didn't use, would make the puzzle unsolvable, like remembering you can hop on fences.
So close, yet so far away
Outside from the puzzles, the actual combat can be very challenging as well. A lot of the enemies that you come across have their own unique weaknesses and patterns, so very rarely is just running and slashing away going to be the best way to dispatch something. It can work, but not always well. Then you have to bear in mind unless you use limited items to recover health, it doesn't restore until you finish fighting your combo chain. The more you beat enemies, the more valuable drops they give you, so its beneficial to beat a long string of baddies, but you have to be careful to mind your health.
To the CrossCode's credit, the options provide a very significant amount of customization to the overall game. Right from the onset, you are warned by the developers that this game meant to be a challenge, but if it's proving so difficult that you are not having any fun, you have options to bring down the battle and puzzle difficulties. It's a nice gesture and it gives the "git gud" scrubs less of an opportunity to be so insufferably smug when someone is struggling.
In addition to learning attack patterns and elements, you have to be mindful of ledges too.
CrossCode was a very weird game for me, because it was a game that I kept putting down. It's not because of a lack of interest of will, it is just a game that constantly got caught up in a retail release schedule as I played my games through the year. But there is something so inherently charming about it's whole presentation that always kept it in my mind. When I was playing something major like Red Dead Redemption 2, I always kept thinking "Soon as I finish this, I can get back to CrossCode".
It's story is interesting because it deals with a lot of fronts. First we have Lea's primary story, which is about her trying to figure out what happened to her. This is expounded to her by a character who is developer to the game, basically speaking to her directly. Then we have the Crossworld's "story mode" which is what we learn as Lea plays through the game with the friends she meets, and her interactions with those characters. Then we also have the front of what Crossworld's actually is, which we had a glimpse of at the start of the game and is told in flashback sequences. There is a lot to take in, but it does eventually tie together, (mostly. I'll get into that).
The game also has a sense of humor about itself. Lea, despite being a generally mute character is a very expressive character. She responds with overblown physical comedy and it really goes a long way to accentuate her personality depending on the scene. It also works for scenes when Lea was visibly emotionally shaken. Radicalfish games did an excellent job of finding a way to make you empathize with a silent protagonist.
And man, CrossCode LOVES pop culture references. I basically freaked out when in the very beginning the game when one of the first npc quests parted me by saying Aziz Ansari's big line from the "Steak Night" episode of Scrubs. You find an "Umbrella corp." in one of the cities and you can't enter because of an outbreak they are having. For the Halloween event, you have to collect "Jack's flames" for a character that is CLEARLY Oogie Boogie from Nightmare Before Christmas. I can see from the coming update that there are more character references to be made soon.
Soundtrack is pretty good and it was very fitting for it's overall theme. Described by it's composer of Deniz Akbulut, the CrossCode OST is heavily inspired by Japanese game music of the late 90s using electronic beats, melodic tunes and epic JRPG Scores. This is a fair way to explain it, because the best description I had for it was "Video Gamey" which again, is perfect for it in this case because of the visual styling, story delivery, and accompanying gameplay. There are handful of decent tracks, but I wouldn't consider too many of the 60 to be overly memorable.
Oh Look. Its Doogie Noogie from A Bad Dream Before Kwanzaa. |
There really isn't a lot I have to complain about on this one that isn't in some way addressed. Like for example, when I complain about this game, I would often comment that these puzzles really do make me feel dumb as hell. It was very rare occurrence that I ever jumped into a room, saw the puzzle, and figured it out at a pretty quick clip. Now you can argue that having a solution guide embedded into the floor design is technically good game design, but there was very little indicating that's what they were doing. There was too little visual cue because I pretty much never noticed it until it was pointed out to me.
I could complain about the combat challenge, but I can only think of one real instance where I actually had to turn the difficulty down on a mob fight just so I could actually complete the quest. there was a pretty significant amount of frustration and trial & error, but outside of the one instance there was no fight that I wasn't eventually able to overcome under my own skill level.
Because the game is framed like an MMO, I could complain that some of the questing is the same MMO grind that bores me when I try to play a game like that, but it didn't bother me in this one. This is probably because the game is not an MMO. There is a story at play here with a defined ending, and because I'm not just killing mobs to open the next mission, I am motivated to continue because I want to see how things unfold.
And without spoiling anything? The ending feels unfinished. I get that this was a kickstarter game and they were probably trying to make a deadline to appease their backers, but it was a mild let down. In my first playthough I got a bad, pretty unsatisfying ending. I come to find out that you have to find a very out of the way NPC to trigger a small quest line which slightly changes the ending, but allows you to open the path to good ending.
Thankfully I could reload my save, so I did so. The ending changed by a few lines and actions, and just as I got ready to proceed further and see where it was going? Nothing. I was able to go back into my game and do missed quests, but the option to go "to the future" was locked off, because that content isn't there yet. Or at least, it's heavily implied that the content will be added later. So I don't get to see how the story actually ends, and the dangling plot threads are left untied. Ironically, the NPC players are suffering from the same fate, because when you get to Crossworld's final dungeon, they players are all lamenting that it hasn't been included in the game yet. Misery loves company I guess.
But my biggest problem is the confusing and somewhat annoying equipment system. See, you an buy equipment in towns, and that is usually enough to keep your gear leveled with you and the area, and that's fine. But you are told that getting item drops to trade for equipment is usually better. This is where the fight combo chain thing I mentioned earlier comes in. But even if you get your combo chain to S-rank and hold it for a long while, it still takes quite a bit of time to get the drops you need for some items. Almost 90% of the time by the time I got the drops I needed for an item it was already outclassed by the new stuff I bought,.
Or, more frustratingly, when it wasn't? It didn't seem like the equipment is actually better. This is a game that has a friggen ton of various bonus effects to each item, so its incredibly hard to outfit your character. It feels like its giving you a lot of room for customization with items, but its so convoluted and confusing I never know if I'm making the right move. Like say I have a weapon that gives me decent stats, but has no effects. Then I find a "better" weapon, it has a brawler stat, and has a status effect, but then it gives me a massive ding to my HP and attack. I'm being told that this is the better weapon, but it never feels like it because they are unbalanced by what is taken away. It was frustrating because it made trying to grind for items feel like an arduous chore that wasn't worth the effort.
But its hard for me to complain that much because no matter how many times I put it down, it was a game I kept coming back to no matter what made me put it aside in the first place. Once I really started to understand how the puzzle mechanics work and story really got rolling, I found myself incredibly immersed in this one. I am looking froward to some DLC updates because I really do hope this story continues, because its the only dimmer on this overall solid experience, and even then it was a mild disappointment at best.
CrossCode came out to little fanfare, but its certainly starting to catch the right set of eyes. And now this once PC only experience is about to come to the Switch and the PS4, and that is only a good thing to help this game really get out there. More people should play this game. It's an incredibly solid experience that blends a lot of familiar game elements to make it feel truly unique. It's got a sense of humor about it that keeps it from taking itself too seriously, but also does a good job delivering it's emotional punches of the story. The puzzles are well thought out and clever, the combat is fun and challenging. Its only 20 bucks and is at least a 50-60 hour experience with updates on the way. I can't ask for an better entertainment dollar and give CrossCode a strong recommendation.
I could complain about the combat challenge, but I can only think of one real instance where I actually had to turn the difficulty down on a mob fight just so I could actually complete the quest. there was a pretty significant amount of frustration and trial & error, but outside of the one instance there was no fight that I wasn't eventually able to overcome under my own skill level.
Because the game is framed like an MMO, I could complain that some of the questing is the same MMO grind that bores me when I try to play a game like that, but it didn't bother me in this one. This is probably because the game is not an MMO. There is a story at play here with a defined ending, and because I'm not just killing mobs to open the next mission, I am motivated to continue because I want to see how things unfold.
I loved lightning techs, I used them almost exclusively because I love rapid fire damage.
And without spoiling anything? The ending feels unfinished. I get that this was a kickstarter game and they were probably trying to make a deadline to appease their backers, but it was a mild let down. In my first playthough I got a bad, pretty unsatisfying ending. I come to find out that you have to find a very out of the way NPC to trigger a small quest line which slightly changes the ending, but allows you to open the path to good ending.
Thankfully I could reload my save, so I did so. The ending changed by a few lines and actions, and just as I got ready to proceed further and see where it was going? Nothing. I was able to go back into my game and do missed quests, but the option to go "to the future" was locked off, because that content isn't there yet. Or at least, it's heavily implied that the content will be added later. So I don't get to see how the story actually ends, and the dangling plot threads are left untied. Ironically, the NPC players are suffering from the same fate, because when you get to Crossworld's final dungeon, they players are all lamenting that it hasn't been included in the game yet. Misery loves company I guess.
Smug Lea is best Lea. |
But my biggest problem is the confusing and somewhat annoying equipment system. See, you an buy equipment in towns, and that is usually enough to keep your gear leveled with you and the area, and that's fine. But you are told that getting item drops to trade for equipment is usually better. This is where the fight combo chain thing I mentioned earlier comes in. But even if you get your combo chain to S-rank and hold it for a long while, it still takes quite a bit of time to get the drops you need for some items. Almost 90% of the time by the time I got the drops I needed for an item it was already outclassed by the new stuff I bought,.
Or, more frustratingly, when it wasn't? It didn't seem like the equipment is actually better. This is a game that has a friggen ton of various bonus effects to each item, so its incredibly hard to outfit your character. It feels like its giving you a lot of room for customization with items, but its so convoluted and confusing I never know if I'm making the right move. Like say I have a weapon that gives me decent stats, but has no effects. Then I find a "better" weapon, it has a brawler stat, and has a status effect, but then it gives me a massive ding to my HP and attack. I'm being told that this is the better weapon, but it never feels like it because they are unbalanced by what is taken away. It was frustrating because it made trying to grind for items feel like an arduous chore that wasn't worth the effort.
I can only wonder how much faster I could have beaten this game if I understood what most of this shit meant. |
But its hard for me to complain that much because no matter how many times I put it down, it was a game I kept coming back to no matter what made me put it aside in the first place. Once I really started to understand how the puzzle mechanics work and story really got rolling, I found myself incredibly immersed in this one. I am looking froward to some DLC updates because I really do hope this story continues, because its the only dimmer on this overall solid experience, and even then it was a mild disappointment at best.
CrossCode came out to little fanfare, but its certainly starting to catch the right set of eyes. And now this once PC only experience is about to come to the Switch and the PS4, and that is only a good thing to help this game really get out there. More people should play this game. It's an incredibly solid experience that blends a lot of familiar game elements to make it feel truly unique. It's got a sense of humor about it that keeps it from taking itself too seriously, but also does a good job delivering it's emotional punches of the story. The puzzles are well thought out and clever, the combat is fun and challenging. Its only 20 bucks and is at least a 50-60 hour experience with updates on the way. I can't ask for an better entertainment dollar and give CrossCode a strong recommendation.
Fucking. Sold.
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