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YMMV: White Knight Chronicles
  • Anti-Climax Boss: Adolmaea wasuilt up to be a great and powerful threat at the end of the first game, but turns out to be a pushover thanks to Cisna's sealing magic.
    • Grazel as well, in the first game. He turned out to be Not So Harmless in the second, though
  • 8.8: While this game didn't really get remarkable reviews, with the general consensus giving it between a 6 to 8, IGN's famed 5.1 riled up a lot of people on release.
  • Anticlimax Boss: The Sun King only in the first game though, because Princess Cisna's spell holds back his power. You get to fight him without this assistance in the sequel, and, as a result, he lives up to his reputation as a formidable boss-fight.
  • Big Lipped Alligator Moment: Leonard dancing with the princess on the water
    • Hell, the fight with the Specter before Leonard takes control of Wizel could qualify.
  • Crowning Moment Of Awesome: The first time a character is shown transforming into a knight.
    • Caesar after he defeats Belecitane
    Belecitane: "But how...? My Gigas"
    Caesar: "How? I just busted your ass, that's how! Any questions?"
  • Demonic Spiders:
    • The Wraith giant mook. Completely invulnerable to physical damage (unless you hit it with holy light) which means if you aren't a dedicated mage or have a mage in your party you are done for when you fight it. Adding to that it has an annoying scythe sweep attack that knocks you off your feet if you are not wearing heavy armor, a Life Drain spell which it makes liberal use of and, to make things even more infuriating, can summon five Succubi at once to aid it in battle.note 
    • Spirit Lords (Efreet and those like him) are pretty tough too. They spam powerful sorcery, and summon enormous flocks of elemental fish to help them pound you into the ground as long as their summoning appendages are not broken. This doesn't seem so bad, but there's two high-end Bonus Boss versions. And, to make the above one seem more painful, another one of those bosses mentioned is a Wraith too.
  • Fan-Preferred Couple: Male avatars are commonly shipped with Yulie, female with Cyrus.
  • Fridge Logic: Every town has an Incorruptus mechanic even though there are only five known Incorrupti in the world and the one the Avatar gets near the end of the game is the prototype of the Arc Knights.
  • Goddamn Bats:
    • The Skeletons. If you are underground or in a sufficiently dark place you can count on running into some of these. What makes them so annoying is that they are invulnerable to physical damage. You have to hit them five or six times before they collapse and give you a maybe 15 second long opportunity to clobber them after which they reform and the game start anew. The only upside is that they can be one-hit-killed with holy light once their soul is exposed.
    • The Succubi are not much better. They too are completely immune to physical damage and must be first hit with Holy Light to give you a chance to do some damage. What makes them even more annoying than the Skeletons is that their scythe attacks can paralyze you and they have a MP leech attack.
  • Internet Backdraft:
    • Fans were not pleased when D3 had openly stated they have no intention of bringing the Avatar Story quest and other DLC over to North America, to the point where massive amounts of petitions were sent out.
    • The eternal debate between modders and "legit" players has caused quite an uproar on both the internet and in-game message boards.
    • The announcement of an unexpected server closure caused many players who continue to support White Knight Chronicles to rage.
  • It's Easy, so It Sucks: The first game is fairly easy unless your new to JRPGsOrigins is EXTREMELY easy and very very simplistic(Rushing at the enemy will generally lead to victory). Expect the same from the the second game, however...
  • It's Hard, so It Sucks: ...and it will rip out your spine and hand it to you. The second game is the counter punch to the arguments about the first game: Stronger enemies, weaker Knights, and a leveling curve roughly the shape of the Matterhorn. Oh, but at least the sped up the turn gauge.
    • That last one was particularly insulting, as there was an easy fix many fans pointed out that would have greatly improved the gameplay: Each attack has an individual recharge gauge, with weaker attacks recharging quickly and stronger ones more slowly.
  • One-Scene Wonder: Phibbianacci and his guards.
  • Strangled by the Red String: Leonard and Cisna. It's one thing to foreshadow their romance with a cute childhood memory and having him realize that She Is All Grown Up; it's another to have him nearly confess his love five minutes later and be willing to do anything to rescue her - particularly when his Unlucky Childhood Friend (y'know, the one he's actually held a conversation or two with) is so taken with him that Everyone Can See It.
  • Strawman Has a Point: Sarvain is set up to be Obviously Evil right from his introduction, yet when assumes control over Balandor following King Valtos' death and starts issuing orders, he actually comes across as the smartest and most practical man in the room, especially compared to Cyrus, who's first reaction is to lobby for an attack on Faria and then storm off in a huff when Sarvain shoots him down.
  • That One Boss: The two Wyverns you have to face in Van Haven Wastes without being able to rely on the Knights.
    • Past Pyredaemos is pretty tough too, for the same reason as the Van Haven wyverns. In addition, you've got Cyrus as a guest party member; his death is a Game Over.
    • There's also a particularly nasty Boss Rush after this. First you face Dragias of the past. He's not all that bad to defeat as long as you keep Cyrus in good health, but right after that, you will face the Sun King with Yulie and Caesar solo. All you need to know is that you can't defeat him and you need to survive long enough. But he also hits like a truck. Lose either Yulie and Caesar and it's game over. Survive long enough, and you have to face him one on one with the White Knight. All you have to know is that there's no chance to save in between. Lose once, and you have to start all over again.
      • Also note that pressing "Retry" will put you back at the beginning of Balandor's Secret Passage. That's right, if you didn't go and save at that logic stone for whatever reason, prepare to go through a dungeon that contains the aforementioned Succubus and Skeleton and Wraith.
    • Brimmflamme is on this for a whole different reason. First he's huge so you need to put down some chains to seal it. So there's a small mini dungeon path to go through first. Not that hard, but you have to fight Brimmflamme's head in the middle of this and it isn't a cakewalk. Then the actual Brimmflamme fight. A standard battle, access to knights. But then, in the middle of the fight, Leonardnote  joins the fight. The fight is mandatory to have Leonard/White Knight. Worst part? The Black Knight decides to join in. And if you lose, prepare to do all of that again.
  • That One Level: Frass Chasm. A huge area that's tough to navigate because of the dandelions you need to use to get around.
  • That One Sidequest: A large majority of the errands, but special mention has to go to the Flemron 108 quest. You have to get it from a monster who only spawns in one area in the game, and the drop rate for said item is near zero. Be prepared for days of farming.
  • They Wasted a Perfectly Good Plot: Be warned. Origins for the PSP may take place ten millenia before the first game, but you will NOT be running around as the people who originally sealed the Knights away and helped Mureas fight Madoras. In fact, aside from a few encounters with the Knights and the Gigantes, the game goes on a complete tangent and tells the story of Marhk, a kingdom wiped out by Yshrenia and completely forgotten by the events of the main series. Your avatar is tasked with stopping the apocalypse, the cause of which is completely separate from the Dogma War.

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