Tags: BioWare; Mass Effect
<p><a href="http://deltagamer.com/8919/what-mass-effect-learned-from-chrono-trigger" target="_blank">Delta Gamer analyze</a> the influence Chrono Trigger had on the Mass Effect series.</p>
<blockquote>
<p>One of the things that helped <em>Mass Effect</em>, I think, reach a much wider audience than most RPGs do was its real-time third-person combat. It combined a (somewhat clumsy, at least in the first game) <em>Gears of War</em>-like mechanical experience with the hallmarks of a traditional RPG, such as player-customizable statistics and weapons and armor. Similarly, one of the more revolutionary aspects of Chrono Trigger was its Active Time Battle System 2.0, lifted from <em>Final Fantasy IV</em> and tweaked and improved for the new game. Of course, this was not as dependent on twitchy player skill as is the three-dimensional combat in the <em>Mass Effect</em> games, but for the time, it was as interactive as could be expected of a turn-based battle system. What’s more, the player’s success or failure was entirely contingent on which party members he chose to bring along for each battle. How much of <em>Mass Effect</em>’s strategy and sense of interaction boiled down to selecting which squad mates would be best for the mission at hand, or even which characters you took a liking toward? Sometimes, I’d pick characters I knew weren’t the best-suited for the task, just because I liked their dialog and personality; with Crono’s adventure, I took along Frog and Magus much of the time, just because the lines they would pipe up with were so well-written (in the remake, anyway. Translation was shaky at best in the Super Nintendo version.)</p>
</blockquote>
<p>Spotted at: <a href="http://www.gamebanshee.com/news/103830-what-mass-effect-learned-from-chrono-trigger.html">Gamebanshee</a></p>
<p><a href="http://deltagamer.com/8919/what-mass-effect-learned-from-chrono-trigger" target="_blank">Delta Gamer analyze</a> the influence Chrono Trigger had on the Mass Effect series.</p>
<blockquote>
<p>One of the things that helped <em>Mass Effect</em>, I think, reach a much wider audience than most RPGs do was its real-time third-person combat. It combined a (somewhat clumsy, at least in the first game) <em>Gears of War</em>-like mechanical experience with the hallmarks of a traditional RPG, such as player-customizable statistics and weapons and armor. Similarly, one of the more revolutionary aspects of Chrono Trigger was its Active Time Battle System 2.0, lifted from <em>Final Fantasy IV</em> and tweaked and improved for the new game. Of course, this was not as dependent on twitchy player skill as is the three-dimensional combat in the <em>Mass Effect</em> games, but for the time, it was as interactive as could be expected of a turn-based battle system. What’s more, the player’s success or failure was entirely contingent on which party members he chose to bring along for each battle. How much of <em>Mass Effect</em>’s strategy and sense of interaction boiled down to selecting which squad mates would be best for the mission at hand, or even which characters you took a liking toward? Sometimes, I’d pick characters I knew weren’t the best-suited for the task, just because I liked their dialog and personality; with Crono’s adventure, I took along Frog and Magus much of the time, just because the lines they would pipe up with were so well-written (in the remake, anyway. Translation was shaky at best in the Super Nintendo version.)</p>
</blockquote>
<p>Spotted at: <a href="http://www.gamebanshee.com/news/103830-what-mass-effect-learned-from-chrono-trigger.html">Gamebanshee</a></p>