![]() It took a while before Chrono Trigger’s older siblings, Final Fantasy and Dragon Quest, did away with random battles, beginning with games like Final Fantasy XII and Dragon Quest IX, and not going back to it since. ![]() This also meant that the level layouts had to be designed to serve as battle arenas as well. Not only were enemy encounters visible on the map, but battles would also not cut out to a separate layout, providing a seamless transition between exploration and battles. This is a holdover from the game design structures of Dungeons and Dragons, which has players encountering enemies through the rolling of dice. ![]() ![]() This crossover between rival JRPG franchises and different media contributed to the uniqueness of Chrono Trigger and the gaming conventions that it invented back in 1995, which is still seen in modern video games today.Ĭhrono Trigger was one of the first major JRPGs to get rid of random encounters, where players would get engaged in battles against enemies through randomly generated means as they explored the world map and dungeons. ![]()
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