Sunday, August 12, 2012

How Chrono Should Have Worked

Last post (ages ago, as usual), I mentioned that at the time we couldn't figure out how to make the core idea of Chronoscient work; the shmup genre is usually formulated such that it already gives you information on the future by the use of pattern-driven enemies.  Shmups are known for frenetic gameplay and seemingly impossible situations that are only resolved by reflex and more reflex.

It would seem that someone finally did figure out an angle on the time theme that would have worked in Chrono.  Or rather, they probably came up with it at around the same time we were scratching our heads and having heated arguments over "'splosions" versus "tactical puzzle solving"*.  Super T.I.M.E. Force uses ghosts of your character from previous play-throughs as defenders.  You can even save your past self and this former-you can help defend...well you know, screw the fabric of time space.

*I was on the 'splosion side.

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