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<article>
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  <body>&lt;p&gt;&lt;span&gt;
&lt;p&gt;&lt;strong&gt;Name: Final Fantasy Crystal Chronicles: Echoes of Time&lt;br /&gt; Genre: RPG, Action&lt;br /&gt; Platform: Nintendo DS, Wii (Reviewed on DS)&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;span&gt;&lt;a href=&quot;http://gamervision.com/contributed/1239515406bQIDRSHJS0.jpg&quot;&gt;&lt;img src=&quot;http://gamervision.com/contributed/1239515406bQIDRSHJS0.jpg&quot; width=&quot;430&quot; height=&quot;241&quot;&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt; The &lt;em&gt;Final Fantasy Crystal Chronicles&lt;/em&gt; series has been Square's way of getting around putting full blown &lt;em&gt;Final Fantasy&lt;/em&gt; titles on Nintendo's platforms since 2004, and has served as a testbed for experimentations in connectivity. The original GameCube release featured four-player cooperative play, requiring each player to have access to a Game Boy Advance and Gamecube link cable. Though inconvenient, it was a conceptual success, and created an inventive experience that took advantage of the systems' unique capabilities. Now, the current era of gaming has cut the cords, and the RPG maker has again attempted to create a multiplayer&lt;em&gt; Final Fantasy&lt;/em&gt; experience for consoles. This time, however, an additional step was taken, and &lt;em&gt;Final Fantasy Crystal Chronicles: Echoes of Time&lt;/em&gt; saw an identical, simultaneous release on the &lt;a href=&quot;http://gamervision.com/gamer/coop/reviews/article/final_fantasy_crystal_chronicles_echoes_of_time_wii&quot;&gt;Nintendo DS&lt;/a&gt; and Wii, promising an unprecedented level of connectivity. &lt;br /&gt;&lt;br /&gt; Ditching the turn-based combat and epic scale of its sister-series, &lt;em&gt;Echoes of Time&lt;/em&gt; presents a much more action-oriented experience than traditional &lt;em&gt;Final Fantasy &lt;/em&gt;adventures. Players control their character in typical hack and slash inspired gameplay, fighting through dungeons and solving puzzles while unraveling a fairly uninteresting story. The plot is meant to take a back seat to the gameplay, however, and &lt;em&gt;Echoes'&lt;/em&gt; focus is on multiplayer, not narrative. The game supports up to four characters in one game with any combination of Wiis and DSs - a feat never attempted in gaming. Apart from some minor differences, the two versions are nearly identical, to the point where the Wii version has two screens visible at all times. It's easy to complain about how easily this could have been changed to be more optimized for the system, but odds are there were technical hurdles that couldn't be overcome. Even so, simply having an excuse doesn't mean the issues are excused, and the cross-platform play might actually be a bigger problem than it's worth.&amp;nbsp;&lt;span class=&quot;readMoreMarker&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;span&gt;&lt;a href=&quot;http://gamervision.com/contributed/12395186937pVVfSrhO1.jpg&quot;&gt;&lt;img src=&quot;http://gamervision.com/contributed/12395186937pVVfSrhO1.jpg&quot; width=&quot;430&quot; height=&quot;322&quot;&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;em&gt;Echoes of Time&lt;/em&gt; features a full leveling system and intuitive combat, mixed together with different elements that take advantage of the multiplayer. Leveling is automatic, and aside from choosing a class, character customization is fairly low. &lt;span class=&quot;Apple-style-span&quot;&gt;Instead, players can upgrade items&amp;nbsp;using&amp;nbsp;components found on enemies' dead bodies through&amp;nbsp;the game's crafting system, which literally pour out in huge numbers. It's different, but serves as an adequate replacement for more complicated mechanics seen in other RPGs.&lt;/p&gt;
&lt;p&gt;While leveling has been scaled back, certain aspects of the game have actually been expanded. There are only six spells that can be cast, but magic has been improved greatly for multiplayer play. Since every class has spell casting capabilities, the ability to stack spells together for enhanced benefit is available. It&amp;rsquo;s a fantastic idea, and only works because of the multiplayer functions in &lt;em&gt;Echoes of Time&lt;/em&gt;, allowing up to four players to stack spells together for an incredible effect. It forces a bit more communication between players and makes some rhyme out of the chaos; something that would be more effective if there was any sort of voice chat, but that&amp;rsquo;s the least of the multiplayer problems.&lt;/p&gt;
&lt;p&gt;&lt;span&gt;&lt;a href=&quot;http://gamervision.com/contributed/1239517788NZLWBEIIJP.jpg&quot;&gt;&lt;img src=&quot;http://gamervision.com/contributed/1239517788NZLWBEIIJP.jpg&quot; width=&quot;430&quot; height=&quot;214&quot;&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Theoretically, the multiplayer is fantastic. Being able to play on the Wii with friends using their Nintendo DS is an incredibly novel idea. In practice it becomes clear that there are inherent issues that cannot be ignored. In creating a game for two platforms, Square needed to develop for the lowest common denominator, which, in this case, was the Nintendo DS. Because of this simple, unavoidable fact, the Nintendo DS version is superior in nearly every way, leaving Wii users a bit cheated in the process. Graphics look slick on the handheld, but distractingly dated on the Wii, and the controls, which aren't good on either platform, are still better on the DS. Menu navigation and chatting is simply easier with the stylus, &lt;span class=&quot;Apple-style-span&quot;&gt;and other small aspects of the game, like scratching off Scratch Cards to earn upgrades, are much simpler. On the Wii, all of these seemingly trivial facets become cumbersome and slowly grow past minor annoyances to full blown issues.&lt;/p&gt;
&lt;p&gt;On the other hand, the Wii comes out on top when it comes to platforming. While the bad camera makes judging jump distances nearly impossible on both systems, the DS&amp;rsquo;s lack of an analog stick makes diagonal motion unnecessarily problematic. It wouldn't be as much of a setback if the platforming was kept to a minimum, but it's apparent that Square Enix put a lot of stock into the idea of creating very three-dimensional dungeons, and while they have some genuinely good ideas, they're usually hindered by control issues.&lt;/p&gt;
&lt;p&gt;&lt;span&gt;&lt;a href=&quot;http://gamervision.com/contributed/12395177820gXldOKDyV.jpg&quot;&gt;&lt;img src=&quot;http://gamervision.com/contributed/12395177820gXldOKDyV.jpg&quot; width=&quot;430&quot; height=&quot;322&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;As a proving point for cross-console play, &lt;em&gt;Echoes of Time&lt;/em&gt; is a moderate success. The actual DS to Wii connectivity is seamless, but there are a few issues that hinder the experience. Only the host&amp;rsquo;s story progresses during play, which means any joining characters need to repeat missions on their own. This is obviously an issue, and with games like &lt;em&gt;Gears of War&lt;/em&gt; and &lt;em&gt;50 Cent: Blood on the Sand&lt;/em&gt; capable of perfect drop-in/drop-out play, it would have made sense that &lt;em&gt;Echoes of Time&lt;/em&gt; would have at least been able to retain that seemingly basic information. Not only that, but there&amp;rsquo;s often a detrimental delay while playing the game online, and obstacles like swinging ropes become infuriating for players that aren't on the hosting end. Since the Wii is always the host, handheld users end up needing to deal with both the unwieldy 3D controls and the delay, creating difficulty where none should exist.&lt;/p&gt;
&lt;p&gt;Though scaled back from the depth of a typical &lt;em&gt;Final Fantasy &lt;/em&gt;adventure, there&amp;rsquo;s still a fair amount of value in &lt;em&gt;Final Fantasy Crystal Chronicles: Echoes of Time&lt;/em&gt;, but you need to really want it. Since the online is effectively a bust, it&amp;rsquo;s best to find players locally and arrange get-togethers, asking one player to pick up the Wii version and the rest to invest in handheld copies. In this ideal circumstance the game shines, and most of the flaws fade to the background behind fairly polished cooperative play. This, in fact, shows exactly how much needs to be sacrificed to get the game to work well, and it seems like &lt;em&gt;Echoes of Time&lt;/em&gt; would have fared better as either a DS or Wii exclusive. Most of the problems can easily be attributed to the fact that it was made for both systems instead of one, and the trick of being able to play cross platform doesn't forgive the game's problems.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://gamervision.com/contributed/1234545016EmekicHmF2.jpg&quot; width=&quot;275&quot; height=&quot;175&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://gamervision.com/contributed/1204908946PhJqwa60Wv.jpg&quot; width=&quot;275&quot; height=&quot;35&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.gamerankings.com/&quot;&gt;&lt;img src=&quot;http://gamervision.com/contributed/12049090913D6uenyIJz.jpg&quot; width=&quot;111&quot; height=&quot;42&quot;&gt;&lt;/a&gt;&lt;a href=&quot;http://www.metacritic.com/games&quot;&gt;&lt;img src=&quot;http://gamervision.com/contributed/1204909164Gepk74pXtB.jpg&quot; width=&quot;154&quot; height=&quot;51&quot;&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Related Articles:&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://gamervision.com/gamer/coop/reviews/article/final_fantasy_crystal_chronicles_my_life_as_a_king_wiiware/&quot;&gt;Review - Final Fantasy Crystal Chronicles: My Life as a King &amp;ndash; Wiiware&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://gamervision.com/gamer/veggie_jackson/news/article/wiiware_final_fantasy_dlc_details/&quot;&gt;WiiWare Final Fantasy DLC Details&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://gamervision.com/gamer/veggie_jackson/news/article/new_final_fantasy_game_revealed&quot;&gt;New Final Fantasy Game Revealed&lt;/a&gt;&lt;/p&gt;
&lt;/p&gt;</body>
  <category>review</category>
  <comment-counter type="integer">2</comment-counter>
  <created-at type="datetime">2009-04-13T11:10:11-04:00</created-at>
  <deleted-at type="datetime" nil="true"></deleted-at>
  <excerpt>&lt;p&gt;&lt;span&gt;&lt;strong&gt;Name: Final Fantasy Crystal Chronicles: Echoes of Time&lt;br /&gt;
Genre: RPG, Action&lt;br /&gt;
Platform: Nintendo DS, Wii (Reviewed on DS)&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span&gt;&lt;a href=&quot;http://gamervision.com/contributed/1239515406bQIDRSHJS0.jpg&quot;&gt;&lt;img src=&quot;http://gamervision.com/contributed/1239515406bQIDRSHJS0.jpg&quot; width=&quot;430&quot; height=&quot;241&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
The &lt;em&gt;Final Fantasy Crystal Chronicles&lt;/em&gt; series has been Square's way of getting around putting full blown &lt;em&gt;Final Fantasy&lt;/em&gt; titles on Nintendo's platforms since 2004, and has served as a testbed for experimentations in connectivity. The original GameCube release featured four-player cooperative play, requiring each player to have access to a Game Boy Advance and Gamecube link cable. Though inconvenient, it was a conceptual success, and created an inventive experience that took advantage of the systems' unique capabilities. Now, the current era of gaming has cut the cords, and the RPG maker has again attempted to create a multiplayer &lt;em&gt;Final Fantasy&lt;/em&gt; experience for consoles. This time, however, an additional step was taken, and &lt;em&gt;Final Fantasy Crystal Chronicles: Echoes of Time&lt;/em&gt; saw an identical, simultaneous release on the &lt;a href=&quot;http://gamervision.com/gamer/coop/reviews/article/final_fantasy_crystal_chronicles_echoes_of_time_wii&quot;&gt;Nintendo DS&lt;/a&gt; and Wii, promising an unprecedented level of connectivity.&lt;br /&gt;
&lt;br /&gt;
Ditching the turn-based combat and epic scale of its sister-series, &lt;em&gt;Echoes of Time&lt;/em&gt; presents a much more action-oriented experience than traditional &lt;em&gt;Final Fantasy&lt;/em&gt; adventures. Players control their character in typical hack and slash inspired gameplay, fighting through dungeons and solving puzzles while unraveling a fairly uninteresting story. The plot is meant to take a back seat to the gameplay, however, and &lt;em&gt;Echoes'&lt;/em&gt; focus is on multiplayer, not narrative. The game supports up to four characters in one game with any combination of Wiis and DSs - a feat never attempted in gaming. Apart from some minor differences, the two versions are nearly identical, to the point where the Wii version has two screens visible at all times. It's easy to complain about how easily this could have been changed to be more optimized for the system, but odds are there were technical hurdles that couldn't be overcome. Even so, simply having an excuse doesn't mean the issues are excused, and the cross-platform play might actually be a bigger problem than it's worth.&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span&gt;&lt;a href=&quot;http://gamervision.com/contributed/12395186937pVVfSrhO1.jpg&quot;&gt;&lt;img src=&quot;http://gamervision.com/contributed/12395186937pVVfSrhO1.jpg&quot; width=&quot;430&quot; height=&quot;322&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;em&gt;Echoes of Time&lt;/em&gt; features a full leveling system and intuitive combat, mixed together with different elements that take advantage of the multiplayer. Leveling is automatic, and aside from choosing a class, character customization is fairly low. &lt;span class=&quot;Apple-style-span&quot;&gt;Instead, players can upgrade items&amp;nbsp;using&amp;nbsp;components found on enemies' dead bodies through&amp;nbsp;the game's crafting system, which literally pour out in huge numbers. It's different, but serves as an adequate replacement for more complicated mechanics seen in other RPGs.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;While leveling has been scaled back, certain aspects of the game have actually been expanded. There are only six spells that can be cast, but magic has been improved greatly for multiplayer play. Since every class has spell casting capabilities, the ability to stack spells together for enhanced benefit is available. It&amp;rsquo;s a fantastic idea, and only works because of the multiplayer functions in &lt;em&gt;Echoes of Time&lt;/em&gt;, allowing up to four players to stack spells together for an incredible effect. It forces a bit more communication between players and makes some rhyme out of the chaos; something that would be more effective if there was any sort of voice chat, but that&amp;rsquo;s the least of the multiplayer problems.&lt;/p&gt;
&lt;p&gt;&lt;span&gt;&lt;a href=&quot;http://gamervision.com/contributed/1239517788NZLWBEIIJP.jpg&quot;&gt;&lt;img src=&quot;http://gamervision.com/contributed/1239517788NZLWBEIIJP.jpg&quot; width=&quot;430&quot; height=&quot;214&quot; /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
Theoretically, the multiplayer is fantastic. Being able to play on the Wii with friends using their Nintendo DS is an incredibly novel idea. In practice it becomes clear that there are inherent issues that cannot be ignored. In creating a game for two platforms, Square needed to develop for the lowest common denominator, which, in this case, was the Nintendo DS. Because of this simple, unavoidable fact, the Nintendo DS version is superior in nearly every way, leaving Wii users a bit cheated in the process. Graphics look slick on the handheld, but distractingly dated on the Wii, and the controls, which aren't good on either platform, are still better on the DS. Menu navigation and chatting is simply easier with the stylus, &lt;span class=&quot;Apple-style-span&quot;&gt;and other small aspects of the game, like scratching off Scratch Cards to earn upgrades, are much simpler. On the Wii, all of these seemingly trivial facets become cumbersome and slowly grow past minor annoyances to full blown issues.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;On the other hand, the Wii comes out on top when it comes to platforming. While the bad camera makes judging jump distances nearly impossible on both systems, the DS&amp;rsquo;s lack of an analog stick makes diagonal motion unnecessarily problematic. It wouldn't be as much of a setback if the platforming was kept to a minimum, but it's apparent that Square Enix put a lot of stock into the idea of creating very three-dimensional dungeons, and while they have some genuinely good ideas, they're usually hindered by control issues.&lt;/p&gt;
&lt;p&gt;&lt;span&gt;&lt;a href=&quot;http://gamervision.com/contributed/12395177820gXldOKDyV.jpg&quot;&gt;&lt;img src=&quot;http://gamervision.com/contributed/12395177820gXldOKDyV.jpg&quot; width=&quot;430&quot; height=&quot;322&quot; /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;As a proving point for cross-console play, &lt;em&gt;Echoes of Time&lt;/em&gt; is a moderate success. The actual DS to Wii connectivity is seamless, but there are a few issues that hinder the experience. Only the host&amp;rsquo;s story progresses during play, which means any joining characters need to repeat missions on their own. This is obviously an issue, and with games like &lt;em&gt;Gears of War&lt;/em&gt; and &lt;em&gt;50 Cent: Blood on the Sand&lt;/em&gt; capable of perfect drop-in/drop-out play, it would have made sense that &lt;em&gt;Echoes of Time&lt;/em&gt; would have at least been able to retain that seemingly basic information. Not only that, but there&amp;rsquo;s often a detrimental delay while playing the game online, and obstacles like swinging ropes become infuriating for players that aren't on the hosting end. Since the Wii is always the host, handheld users end up needing to deal with both the unwieldy 3D controls and the delay, creating difficulty where none should exist.&lt;/p&gt;
&lt;p&gt;Though scaled back from the depth of a typical &lt;em&gt;Final Fantasy&lt;/em&gt; adventure, there&amp;rsquo;s still a fair amount of value in &lt;em&gt;Final Fantasy Crystal Chronicles: Echoes of Time&lt;/em&gt;, but you need to really want it. Since the online is effectively a bust, it&amp;rsquo;s best to find players locally and arrange get-togethers, asking one player to pick up the Wii version and the rest to invest in handheld copies. In this ideal circumstance the game shines, and most of the flaws fade to the background behind fairly polished cooperative play. This, in fact, shows exactly how much needs to be sacrificed to get the game to work well, and it seems like &lt;em&gt;Echoes of Time&lt;/em&gt; would have fared better as either a DS or Wii exclusive. Most of the problems can easily be attributed to the fact that it was made for both systems instead of one, and the trick of being able to play cross platform doesn't forgive the game's problems.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://gamervision.com/contributed/1234545016EmekicHmF2.jpg&quot; width=&quot;275&quot; height=&quot;175&quot; /&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://gamervision.com/contributed/1204908946PhJqwa60Wv.jpg&quot; width=&quot;275&quot; height=&quot;35&quot; /&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.gamerankings.com/&quot;&gt;&lt;img src=&quot;http://gamervision.com/contributed/12049090913D6uenyIJz.jpg&quot; width=&quot;111&quot; height=&quot;42&quot; /&gt;&lt;/a&gt;&lt;a href=&quot;http://www.metacritic.com/games&quot;&gt;&lt;img src=&quot;http://gamervision.com/contributed/1204909164Gepk74pXtB.jpg&quot; width=&quot;154&quot; height=&quot;51&quot; /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Related Articles:&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://gamervision.com/gamer/coop/reviews/article/final_fantasy_crystal_chronicles_my_life_as_a_king_wiiware/&quot;&gt;Review - Final Fantasy Crystal Chronicles: My Life as a King &amp;ndash; Wiiware&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://gamervision.com/gamer/veggie_jackson/news/article/wiiware_final_fantasy_dlc_details/&quot;&gt;WiiWare Final Fantasy DLC Details&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://gamervision.com/gamer/veggie_jackson/news/article/new_final_fantasy_game_revealed&quot;&gt;New Final Fantasy Game Revealed&lt;/a&gt;&lt;/p&gt;

</excerpt>
  <game-id type="integer">8936</game-id>
  <game-suggestion-id type="integer">2030</game-suggestion-id>
  <id type="integer">8229</id>
  <last-comment type="datetime">2009-10-07T21:02:48-04:00</last-comment>
  <platform-id type="integer">11</platform-id>
  <platform-suggestion-id type="integer" nil="true"></platform-suggestion-id>
  <promote type="boolean" nil="true"></promote>
  <published-at type="datetime">2009-04-13T11:10:11-04:00</published-at>
  <release-id type="integer">11829</release-id>
  <review-rating type="float">6.5</review-rating>
  <series-id type="integer" nil="true"></series-id>
  <slug>final_fantasy_crystal_chronicles_echoes_of_time_wii</slug>
  <state>published</state>
  <teaser>A Good DS Game that Suffers on the Wii</teaser>
  <title>Final Fantasy Crystal Chronicles: Echoes of Time - Wii</title>
  <updated-at type="datetime">2009-10-07T21:02:48-04:00</updated-at>
  <user-id type="integer">328</user-id>
  <video-token nil="true"></video-token>
</article>
