It’s time to get in.
[B][URL=“https://www.youtube.com/watch?v=iTbmPF59aGU”]Zodi Plays: Final Fantasy Crystal Chronicles [6] A Peaceful Village[/URL][/B]
[B]Video Length: 36:03[/B]
Starting us off today, we’re actually NOT going straight to the dungeon. For you see, I have obtained, finally, the GBA to Gamecube link cable! So now I can make use of that mechanic in single player, as well as show off the minigames in multiplayer! In order to get this footage, I needed to set up my Gamecube, hook the GBA to Gamecube cable to the Game Boy Player attachment, connect the Gamecube side of the cord to the Wii, plug the Wii into the TV so I could actually play the game proper for navigation purposes, then hook the Gamecube (serving as the GBA) to the capture card to then connect to my computer and the TV so I could record it. Suffice to say, my room is already a tangle of cords but this is getting ridiculous. But, I can now show off the GBA screen, and I will do so here, now!
In single player, the GBA is connected to Slot 2, and serves as a simple radar. It tells you what the bonus objective is, and shows you a simple map layout of the dungeon you’re in, localized to your area. However, if you PAINT your Moogle, the map changes form. If you paint your Moogle red, you get a monster radar. Given this also removes the layout map entirely, this isn’t really all that good an option since it’s not REALLY that useful to know the location of enemies when you can’t really tell where they are in the world in relation to you. And really once you’re close enough for the radar to pick them up, you know they’re there. If you paint your Moogle blue, you get the Treasure Radar. Has some flaws similar to the Monster Radar, but is more useful since there are cases (cough Moschet manor has cure and life I just missed then chests they’re in the bottom left and right corners) where say, your screen brightness makes it hard to see treasure chests. My favorite however, is if you paint your Moogle green. You get the Monster Data screen! It shows you the name of the monster, plus it’s HP. The HP is less important since health is super abstract in this game, but it also shows you any elemental weaknesses or defenses they have, as well as if they are Flying or not, which would honestly be self evident but hey, it coould help. It also shows what loot item they drop, which…I can see being useful in Multiplayer mode, where radar is determined by controller port slot, letting you slip in to take a specific drop from an enemy you really want. Overall, given the GBA’s screen is as black as Canada in winter none of the radars are all THAT useful, especially in single player when you’re holding the Gamecube controller to play instead of the GBA controller.
In Multiplayer, the same radar stuff exists except since you must be played 1 you’re stuck with the Map radar when playing solo multiplayer, which is a thing you can do. However, if you’re doing this, you can go to any Moogle who’s given you a stamp that you have the full set of to play a minigame. Which is to say, you play Blazin’ Caravans. Blazin’ Caravans is a racing gamae where there are eight caravans aside from you but as far as I can tell only three of them are actually designed to be difficult opponents. You hold A to drive faster, press B to slow down, steer with the D Pad and fire off Magicite you pick up with the L or R button. If you touch food your character in FFCC likes, you get a speed boost, if they don’t like it it’s a speed down, and if it’s middle of the road…you get a dinging sound that doesn’t mean anything. To put it bluntly, Blazin’ Caravans is one of the worst things I’ve ever played. It’s worse than the GBA Mario Kart game, and that’s PRETTY BAD. The music has kind of grown on me by this point, but it’s still got this clear bad touch to it. The animations and sprite work are…passable, but imagining this on an actual GBA screen instead of the Gamecube’s Gameboy Player is giving me shivers. Mechanically, you pick the D class cart so you have good handling and then you win unless you understeer and end up in the grass for roughly a minute in which case all the other caravans pass you and then you lose. Or, god forbid, you’re using the Gameboy Player and accidently hit X or Y, changing which Caravan you’re looking at FOR NO REASON AT ALL, making you drive into a wall for the full race. And your reward, even if you win? Big ole goose egg. Nothin’. You don’t get anything but the opportunity to play more of it. I would not recommend it. I find the fact that Blazin’ Caravans is so immediately bad fascinating, because not a lot of people played FFCC, and an even smaller number of those people have ever seen seen this, let alone played it. So this is some rare stuff on screen right now. But it’s SO BAD, so it’s like…yeah, I got to show off this fairly rare thing. Too bad it sucks!
Anyway, back to the episode proper. We head off to Alfitaria to sell some stuff (meeting the Alfitaria caravan in the process, gaining what is one oef the simplest, weirdest events in the game) and then head off to our next destination. I’m sure you spotted it last time, there’s a village in the top right hand corner of this part of the hub world. It’s called Tida! Let’s go give em a visit. Except when we arrive…things are not quite what they seem. Tida is a necropolis, a dead village. A village who’s Caravan never returned with Myrrh. The people stayed, till the very end. None tried to leave for the distant Alfitaria in hopes of somehow surviving. They all remained, as the crystal slowly shrunk down it’s radius as it died. This is why Roland said we must return. This blighted wasteland of death and decay. The game doesn’t force you to go here last on Year 2, you can in fact avoid it for the most part. But it felt important to the themes and feelings of the game to do it here and now, in the end of Year 2. It goes without saying that, if we had kept the default town name, this village would be one upside down letter away from being identical to ours…and really, that’s just it isn’t it? Every village we’ve seen in the game. Malta nee Tipa, Marr’s Pass, Alfitaria, Sheela (though we’ve only heard of it), they all have a crystal, all have a Caravan. And every single one can end up a dead zone of monsters. It’s honestly scary in the real way, crawling up your back. I love this place, and I also hate it.
Enemy wise, we’ve got a few Gremlins again, plus Carrion Worms, far larger versions of the giant worms from the Mushroom Forest. Carrion Worm’s can cast thunder magic, and can spew out an AOE poison attack, which is pretty dangerous if you don’t get clear or cure soon, which we thankfully do. There’s also a new type of plant enemy, which I misidentify as a Hell Plant. If you pay attention you’ll see one spit out a bit of poison, which shows they’re actually just a reskinned enemy. I’mma call them Carrion Plants because all my sources say it’s the same enemy even though it’s blatantly not. There’s also Bomb’s to contend with, and they’re used a bit more effectively here since there are other caster enemies, and some bulkier boys to serve as interesting encounters. Speaking of, there’s Skeleton Soldiers and Skeleton Mages here as well, and they’re fairly basic for what they are. Bop em in the face to beat em, try not to get stabbed or styled on by magic.
The dungeon itself starts out simple, but swiftly develops into this fairly elaborate maze of sticky web plants that a single Fira (or if you’re bad at aiming like me, two Fira’s) can permanently remove. It’s honestly kind of annoying a mechanic, but it does give the place a more oppressive feel, which I feel works to a degree. This is one instance where I’d of liked to be able to actually pay attention to the Treasure Radar, I had it set up for this dungeon and I missed a treasure chest. Ah well. Finally, after pushing our way through the annoying plants, we find ourselves at the boss of this dungeon, Armstrong.
Armstrong is a fascinating boss. An animated house, covered in dark pustules and nasty mushrooms. It scuttled around on it’s foundation quickly, zipping too and fro. It’s attacks are fairly brutal, an AOE slow mist it shakes out, a poison breath attack, shooting cactus like needles out at you, swinging with it’s massive fence arm, and of course using that chimney to fire a cannonball at us for massive damage. On top of the attacks and the speed, Armstrong is fairly tanky. Thankfully, he is weak to fire magic, so a quick cast of Fira will set him on fire, halving his defenses so I can focus attack him down. With this strategy we’re easily able to dispatch Armstrong, and gain our final drop of Myrrh for the year. The only big of greenery in this area, a glowing tree of translucent blue. A reminder of what they could not achieve. We Myrrh and new artifact in hand, we return home for the ritual and the celebration. Another year put to rest. Another year out in the world. Three more dungeons drained for two years, meaning we’ll have to go even further beyond to get the Myrrh. I wonder what we’ll encounter on our adventures. All I know is that we won’t become like Tida.
I hope you all enjoyed, I’ll see you all next time.