Final Fantasy Crystal Chronicle Echos of Time

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fast
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Final Fantasy Crystal Chronicle Echos of Time

Post by fast »

Whos getting it this week?

Sure it looks like crap for a Wii game, and only soso for a DS game, but it is cross platform online play for up to four players and if it provides a fraction of the fun that FFCC and Rings of Fate provide well itll be a hoot. I have my DS version paid in almost full at Play N Trade, and if the Wii version is worth the sidegrade Ill grab that too - Apparently the Wii version loads the game into the system ram and thus far no one has noticed slowdown, that becomes very important at higher levels (In Rings of Fate Selkies were known for lagging the game badly with 5 way shot - and I know they have paddles again by default), but apart from that there is very little info on the Wii version.

I have three other friends buying it and I know that one of the others will be racing with me to hit 100 first. He and I got Rings of Fate down to a science were we could run most any new player through the game in pretty close to an hour (we beat the Cave of Heroes in less than two minutes and the City in close to the same - dual selkies with the other players riding on top is just game breaking). Granted I also have a level 10 character trying to beat the final boss, but that is because I got really bored at work.
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Mozgus
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Re: Final Fantasy Crystal Chronicle Echos of Time

Post by Mozgus »

I assume it finally has true open online multiplayer? I don't want to fuck around with friend codes. I only barely sampled the last one on DS, and I enjoyed what little I could extract from the single player of the original on gamecube.

Perfect timing though, since I just got my DS online again.
fast
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Re: Final Fantasy Crystal Chronicle Echos of Time

Post by fast »

No idea about Friend Codes, sorry Mozgus. However what did you do to get you back online? I know you were issues with security in the past.
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Mozgus
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Re: Final Fantasy Crystal Chronicle Echos of Time

Post by Mozgus »

fast wrote:No idea about Friend Codes, sorry Mozgus. However what did you do to get you back online? I know you were issues with security in the past.
DHCP was busted on my dongle software in Vista I guess. Had to manually assign all info to the ds. Works great now through wep code, mac filter, and hidden ssid.

Also great list of true online multiplayer games for DS here:

http://gbatemp.net/index.php?showtopic=114386

If you need to register, just try

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fast
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Re: Final Fantasy Crystal Chronicle Echos of Time

Post by fast »

Online was laggy last night, but that could have just as easily been because the server was just put back online right when we started.

The game did take many good points from the first two games and merge them. Crafting items is no longer a supreme chore (recipes are saved on your character - meaning you only need one silk recipe, instead of fifty), combat is the same as Rings and paddles are useful. I have hopes that the online play will become smoother over time, I mean it worked for Brawl.

Three dungeons in and I am still hooked, if it stays at the level it has been thus far, it may top the original as the best in the series.

A friend has the Wii version, he said it runs fine but has to be the host in local multiplayer - which is odd but whatever.
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Mozgus
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Re: Final Fantasy Crystal Chronicle Echos of Time

Post by Mozgus »

This game certainly has something no other online DS game has; INPUT LAG! What the fuck? Square seems to strive for failure these days. All other DS action based online DS games use lag compensation methods, like PSO might delay the enemy's damage by a second, but your controls still remain perfectly responsive. In FF:CC, I press jump, and the fucker jumps 1.5 seconds later. Terrible.
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Re: Final Fantasy Crystal Chronicle Echos of Time

Post by fastbilly1 »

Ive noticed input lag two out of the three times I joined someone elses games - none when I hosted. So I hope it is just the servers are overloaded right now.

*The one game I joined with no lag, had your standard latency lag, just not any input lag.
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