Final Fantasy Crystal Chronicles: Echoes of Time Review (Wii/DS)

In early 2004 fans of Nintendo were happy to usher in the return of Final Fantasy to a Nintendo console. Although the Gamecube was given a spin-off title, Final Fantasy Crystal Chronicles, rather than a full blown Final Fantasy, it was a start. We were satisfied to have the GBA-Gamecube connected title that delivered a hardcore co-op and/or single player experience, rather than nothing. Square-Enix has attempted the same winning formula with the series’ third installment, Final Fantasy Crystal Chronicles: Echoes of Time for the Wii and DS. The title comes complete with cross-platform co-mingling, a feature that was designed to replaced the connectivity of Nintendo’s last generation. Unfortunately, the new title misses the mark on more then one occasion.
A Cross Platform Engine Does Not Guarantee Cross Platform Success
The DS and the Wii are obviously different beasts, so the presentation matches that. While the dual screen setup works well on Nintendo’s nimble handheld, the same can’t be said for its larger cousin. The magnifying and zooming capabilities on the Wii side of things are nice, but the inability to have the actual game field take up the entire screen is a nuisance, especially when you are meet with a bad camera angle – of which there are many. The predecessor on Gamecube used the GBA as an optional second screen, allowing for play with or without the connected handheld. Why the developer threw out this ability for full screen gameplay is beyond me. Unfortunately, all the dual screen display on the Wii offers is a cluttered playing field and reprehensible inventory management. Not features to be proud of.
Clutter isn’t the only technological aspect that mares the Wii version of Echoes of Time. Of the pair, the DS is obviously the least common denominator, and it’s acceptable to have lesser visuals on a handheld. Although it may be “two Gamecubes taped together” there is no reason why the graphics for the little white box should look as awful as they do. Rather than inject the title with some higher grade textures for the console version, it appears that the DS’s art assets were made to fit on the Wii DVD as well. If you haven’t gathered it already, this title is best played on the little handheld that could. In fact, it’d be surprising if the DS wasn’t the lead platform, with the game being simply ported to the Wii upon completion. It’s quite apparent that little effort was made to tailor the the game to the Wii.

16-bit Gameplay & Cliches On Board
If you are looking for a dungeon crawling experience, then Echoes of Time has you covered. The title starts off in the classic cliche, a coming of age ceremony for the main character. Upon completing the basic tutorial stage and being presented the inklings of the story, you are sent off to the big city for some medicine. From here out, you will venture into stereotypical dungeons, such as the Ice and Fire Mountains and a sewer area. Not exactly bleeding originality here.
Keeping with that sentiment, through the course of your journey you will be asked to repeat these unimaginative locations, often. It gets better, nearly every puzzle you come across has to do with boxes and switches. To make matters worse, the puzzles can be awfully tricky to complete if you are playing alone. Not because you are too dumb to figure it out, but because the AI is to stupid to be useful in battle, let alone puzzle solving. It’s as if the design team took all of the cliches from the 16-bit area and packed them into the latest Crystal Chronicles.

Not All Bad; Not At All
Although it has been harsh criticism up to this point, Echoes of Time does have one major ace up its sleeve, co-op. Final Fantasy’s Wii debut is hamstrung by various technical issues, but none of them have anything to do with the wireless co-op. The game was designed as a cross-platform title, allowing gamers on the DS and Wii to seamlessly participate in each other’s stories, enabling players to progress past difficult parts or seek help with their 30th box-based puzzle of the night. Yet, even the best part of the title has its short comings. There is no way to specify what kind of game you want to join, so your level 35 Clavat may end up grouping with a Yuke who is just starting out. The lack of a skillful matchmaking service has lead to many of my co-op sessions being abandoned. In the end, local wireless multiplayer – Square Enix removed local, single-system co-op for some stupid reason – is the best way to enjoy EoT.