troperville

tools

toys


main index

Narrative

Genre

Media

Topical Tropes

Other Categories

TV Tropes Org
random
Kickstarter Message
TV Tropes Needs Your Help
X
Big things are happening on TV Tropes! New admins, new designs, fewer ads, mobile versions, beta testing opportunities, thematic discovery engine, fun trope tools and toys, and much more - Learn how to help here and discuss here.
View Kickstarter Project
Video Game: Final Fantasy: Crystal Chronicles
"Come, let us record your adventures in this journal. It shall be known as the Crystal Chronicles."

The first game in the Final Fantasy Crystal Chronicles series, this was also the first installment of the boil-lancingly popular Final Fantasy franchise made for a Nintendo system since the SNES. It was release on the Gamecube as an action RPG, but also famously required Gameboy Advances for multiplayer. The game sold well, but the requirement is considered a big reason it didn't sell better.

The basic plot is as follows: Hundreds of years ago, the whole world became covered in a toxic miasma. If you breathe too much of it, you die. So how do the people survive? Turns out that special crystals have the power to repel the miasma. However, their power isn't endless: they must be replenished with myrrh about once a year. In order to survive, each town sends our their own "crystal caravan", to collect myrrh from myrrh trees (all inconveniently placed at the end of a dungeon) and then return home. Lather, rinse, and repeat indefinitely.

The player is from a small village, called Tipa by default, but it can be renamed whatever they want. Characters can be any of four tribes/races:
  • Selkie: Appearing as humans with oddly colored hair, they are thieves from the isle of Leuda. They use racquets as weapons, and are the fastest of the four.
  • Lilty: A short race with reddish skin and leafy hair, they are proud warriors from the city of Alfitaria. They wield spears, and are the strongest race.
  • Clavat: The most human looking tribe, they are generally peaceful, and hail from the Fields of Fum. They use a sword/shield combo in combat, and have the highest defense stat.
  • Yuke: A mysterious race from Shella who never remove their helmets, so no one knows what their faces look like, or if they have faces at all. They fight with hammers, but are primarily spell casters.

The story is told in a non-linear fashion, with information given to the player as their caravan runs into others on the road, or talks to people in town.


This Game Provides Examples Of:

  • Action RPG
  • Acquired Poison Immunity: De Nam thinks he can do this with Miasma by drinking the Miasma thick swamp water.
  • After the End: The Miasma covers the world, and poisons anyone who breathes it. Fortunately, it's been so long since the end that society has more or less adjusted to it, as the towns protected by the crystals seem like perfectly nice places to live, and caravans traveling along roads with smaller crystals are common sights.
  • Amazing Technicolor Battlefield: In true Final Fantasy tradition, the final boss fights (as well as the entire Nest of Memories leading up to them) consist of these.
  • Antlion Monster: A giant antlion boss in the desert level, which is even named "Antlion". When you encounter it it surprises you by surfacing from under the sand and attacking. Half it's body remains underground, while it moves through the sand and attacks you.
  • Arbitrary Headcount Limit: You can have 8 people in your caravan, but only 4 people can go into the dungeon areas at a time. This is justified by the gameplay mechanics, of all things; can you imagine trying to fit 8 people into the crystal chalice's tiny purification radius? It does cause one to wonder how the 4 people back at camp are managing to breathe, though.
    • In a certain event, the Wagon is stated to have another crystal in it so they can breathe in the wagon.
  • Back That Light Up: Playing with original GBAs means it's not always easy to see what is going on in your info screen.
  • Black Knight: Uses the trope name as an alias, to boot.
  • Charged Attack: The Focus Attacks, which are tied to the specific weapon being used. Some weapons will shoot blasts of energy, others make you leap to the target and perform a powerful attack. In lieu of an MP system, magic is also cast in the same way.
  • Bleak Level: Tida, a village once not unlike the one your caravan comes from, until the year their own caravan failed to return with the myrrh necessary to keep the miasma at bay, resulting in the destruction of the town and the death of its residents. While a myrrh tree grows their now, the ruins of the place are infested with undead and assorted other monsters. The similarity between the name of the place and the name of your own town, Tipa, is probably no accident and the level serves as a grim reminder of what is at stake if you fail in your myrrh collecting mission.
    • Mag Mell toys with this a bit. It's just a straightforward town rather than a Dungeon Town, but it's one of the last locations you encounter in the game, and is blanketed in fog, accompanied by creepy music box-style music, and is seemingly uninhabited unless you visit more than once to find that it's actually inhabited by hibernating carbuncles.
  • Cloud Cuckoo Lander: One recurring Yuke NPC is the aptly named Amidatty the Strange. You think he's a little off-tilt, but he may be more intelligent than he seems - one of your early encounters sees him having just been swindled into buying a stale loaf of bread at a crazy price, but he insists it's a model of the world, citing the mold that grows on it as representative of miasma.
    • A later event shows he knows its just a loaf of bread, so he may not be as out there as you think.
  • Combination Attack: Basic magic spells can be stacked on top of one another for added effect (two Fire spells make a Fira {or Firaga with proper timing} attack, and spells of different elements can be combined to create a Gravity spell). The basic elements can also be combined with a Charged Attack for an elemental strike.
  • Cozy Catastrophe: In spite of the world being covered in poisonous miasma, the places you visit are still full of beautiful Scenery Porn, and outside of a few areas, look perfectly fine aside from all the monster infestations.
  • Difficulty Spike: The final dungeon. The game literally goes from narcolepticly easy to excruciatingly difficult in such an abrupt manner that it almost comes as a shock. It's because someone in development decided the game was too short and thought it would be a good idea to replay the same dungeons over and over to get strong enough to be able to challenge the final boss and win. Yay for filler...
  • Dying as Yourself: The Black Knight
  • Evil Counterpart: Raem to Lady Mio. Mio only eats the occasional memory, causing minor forgetfulness, while Raem greedily devours a person's entire memories and uses them to create monsters in order to create more of the painful memories that he prefers to eat.
  • Fantastic Racism: It's said a couple times that Selkies used to be the designated Chew Toy race. In one cutscene, it's implied that they still are.
    Striped Brigand leader: The Lilties have their heritage. The Yukes have their tradition. The Clavats have their unity. And what do Selkies have? Nothing.
    • When you visit the single-race towns as the race that lives there, there are perks. You don't have to pay a Shella Mark to enter Shella, your pocket won't get picked in Leuda, etc.
  • Four-Temperament Ensemble: The four races.
    • Selkies are Sanguine, Lilties are Choleric, Yukes are Melancholic, and Clavats are Phlegmatic.
  • Forgot the Call: Hurdy/Gurdy. He went on a quest with Leon Esla (the Black Knight) to defeat Raem and save the world, but lost his memories to Raem and became a traveling poet/con artist.
  • Fur Bikini: The lady Selkies.
  • Fusion Dance: When Raem is initially defeated, he fuses with a weakened Mio to achieve his One-Winged Angel form.
  • Gainaxing: Every single female Selkie.
  • Ghost Town: Tida, Rebena Te Ra.
  • Giant Space Flea from Nowhere: The Final Boss comes very close. There's a few vague hints as to their existence (mostly revolving around Gurdy/Hurdy and the Black Knight,) but both Raem and Mio don't make an appearance until the very end of the game.
  • Horror Hunger: Raem.
  • Identity Amnesia: Happened to Gurdy and the Black Knight. They were originally Hurdy and Leon Esla's father, two heroes trying to remove miasma from the world. Hurdy's mind filled in the blanks and gave him the alternate personality of Gurdy, and Leon Sr. essentially went Axe Crazy.
  • Improbable Weapon User: Selkies use lutes and racquets. See Final Fantasy IX for the inspiration.
  • Infinity+1 Element: Getting the Unknown element on your chalice.
  • Institutional Apparel: Artemicion doesn't wear any prison duds, but the stripes on his fur resemble prison stripes.
  • Law of Cartographical Elegance: Justified. The world used to be filled with proper kingdoms and such, but the arrival of miasma destroyed most of them. Now only towns that have crystal shards can survive. There's also a limit to how much myrrh there is every year, which doesn't guarantee each town's safety. And some die out...
  • Lost World: The region beyond the unknown-element miasma stream, containing the mystical Carbuncle city of Mag Mell and the Very Definitely Final Dungeon, Mount Vellenge.
  • Luke, I Am Your Father: Leon Esla, who thought his father was killed by the Black Knight, is actually the son of the Black Knight. Leon never realizes this, but his mother does, and the amnesiac Knight remembers just as Leon kills him. Downer much?
  • Moon Logic Puzzle: To finish the game's story, you must get the final element on your chalice, which requires that you cast spells on a series of tiny landmarks in the huge Lynari Desert. Gurdy's poem reveals the sequence, then gets trapped between all the other diary entries that don't tell you how to beat the game.
  • Mythology Gag: Moogle characters Stiltzkin and Artemicion both originated from Final Fantasy IX.
  • One Game for the Price of Two: Sort of. If you want to play multiplayer, you have to have a Game Boy Advance (and link cable) for each player.
  • Outside-Context Villain: The miasma-producing Meteor Parasite, which would've wiped out all life on the planet Lavos-style if it wasn't for the crystals.
  • Name's the Same: Princess Fiona shares a name with that other Princess Fiona.
  • Not Allowed to Grow Up: Years pass in-game, but no one ever shows any signs of aging.
  • Planet of Hats: Each of the four races have one, and precisely one, shtick. The Clavats are peacful farmers. The Lilties are each a Pint-Sized Powerhouse. The Selkies are all basically gypsies. The Yukes are intellectuals/magicians.
  • The Power of Love: During the final boss fight, memory bubbles of your characters' families show up, which you can collect... and use to cast magic which either makes you invincible or shoot Frickin' Laser Beams.
  • Pretty in Mink: The Selkies various fur-trimmed outfits.
  • Proud Warrior Race Guy: The Lilties used to be this, when they ruled the world.
  • Scenery Porn: It's known for having some of the best graphics on the Gamecube.
  • Selkies and Wereseals: There's a race called "Selkies". Unlike mythical Selkies, they are simply a humanoid race with body paint and blue-green hair, as well as no apparent shapeshifting abilities. However, in their town, there is a selkie who says something along the lines of, "We Selkies came from the sea, and one day we will return there."
  • Shielded Core Boss: Raem's true form. Only his tail is within attack range at first, but inflicting enough damage to it causes him to drop down to your level so you can fight him directly... until he resumes his former stance, requiring you to repeat the process throughout the battle.
  • Shout-Out: Hurdy and Gurdy are mostly like a reference either to the musical instrument or "Hurdy Gurdy Man."
  • Significant Anagram: Both Mio and Raem together are an anagram for "memoria". Their combined form, Memiroa, is a more straightforward example.
  • Socialization Bonus: Hope you've got friends with GBAs and link cables handy for the original game, because you'll need them.
  • Terrible Trio: The Striped Brigands, a trio of thieves who occasionally steal minor items from the caravan. They'll sometimes try bigger schemes to shake down the caravan for exorbitant amounts of gil (with Gurdy's help at one point,) though they're generally bad at this. The Team Rocket comparisons even continue with Artemicion, the Team Pet, getting blasted off if the caravan decides to run him over when they try to block the road and hold the caravan hostage.
  • Tragic Monster: De Nam might be this if he turned into a monster.
  • The Very Definitely Final Dungeon: Mount Vellenge, home of the Meteor Parasite and source of all miasma. There's a second, short Very Definitely Final Dungeon after that called the Nest of Memories, the metaphysical home of Raem and Mio.
  • Wave Motion Gun: Raem's One-Winged Angel form totes around two of these.
  • Zero-Effort Boss: The Meteor Parasite puts up a pretty big fight, but the player is yanked away before they can finish it off in order to fight Raem instead. After he's dealt with, the player is brought back to the dying parasite to deal the finishing blow.

The Fairly Oddparents: Breakin' Da RulesUsefulNotes/Nintendo Game CubeFire Emblem Tellius
Final Fantasy XIVTeen RatingFinal Fantasy Crystal Chronicles: Crystal Bearers
Final Fantasy: Crystal ChroniclesEastern RPGFinal Fantasy Crystal Chronicles: Ring of Fates
Final Fantasy: Crystal ChroniclesFranchise/Final FantasyFinal Fantasy Crystal Chronicles: Ring of Fates
Final Fantasy: Crystal ChroniclesAction AdventureFinal Fantasy Crystal Chronicles: Ring of Fates
Final Fantasy: Crystal ChroniclesAction RPGFinal Fantasy Crystal Chronicles: Ring of Fates

alternative title(s): Crystal Chronicles
random
TV Tropes by TV Tropes Foundation, LLC is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
Permissions beyond the scope of this license may be available from thestaff@tvtropes.org.
Privacy Policy
30397
29