CrossCode

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Is the whole game so text-heavy?
I've been playing on the Xbox Series X for the past 2 hours or so, and so far it felt more like a visual novel than an action RPG. I've already been through more tutorials than I've had in any other game, and they haven't slowed down yet.

I was expecting something in the vein of like Secret of Mana as I've seen it mentioned a few times, or at the very least having some action (it's advertised as an action RPG...), but right now I've mostly done puzzles, talking, turtorials, puzzles, more talking, someone guiding me around to more tutorials, etc.

I can see the appeal for some people, so I'm not bashing the game, I just want to know what to expect. I was in the mood for an action RPG, but...not this...

Does it pick up after a while? When do the endless chatter and tutorials end?
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Showing 1-15 of 15 comments
Nercussa Jul 5 @ 11:32am 
I don't remember much tutorial after the beginning, but there will be puzzles til the end.
Okay thanks! Not a fan of the puzzles so far, especially the jumping ones since the platforms heights are confusing with that graphic style.

What about the text?

Just to explain my mindset going into this, I'm about half-way through Persona 5 Royal (80 hours played) which is very text heavy, and I wanted a short break to play something more faster paced / action-y before going back to it. Saw that CrossCode was leaving Gamepass, and remembered that I really wanted to play it a while ago (own it both on Xbox and here on Steam), so it's the game I picked for my P5R break. Wondering if it's a good choice or not.
Actually, nevermind. I won't be playing this anymore, it's just one of the worst games I've played in a long time.

If there's anything I've never heard in 35 years of gaming, it's "I wish games like Secret of Mana and A Link to the Past had A LOT more jumping puzzles".

It's simply mindblowing that someone thought that what the 2D top down pixel arts games needed the most was jumping / heights based puzzles. Maybe I'm getting too old and my eyes don't see as well as they used to, but all I see is a flat map where I'm somehow supposed to see how high each ledge / platform is.

I know RPG Maker is versatile and can work with a lot of different concepts, but seriously, not this.
Merim Jul 5 @ 9:12pm 
Originally posted by Starforsaken:
Actually, nevermind. I won't be playing this anymore, it's just one of the worst games I've played in a long time.

If there's anything I've never heard in 35 years of gaming, it's "I wish games like Secret of Mana and A Link to the Past had A LOT more jumping puzzles".

It's simply mindblowing that someone thought that what the 2D top down pixel arts games needed the most was jumping / heights based puzzles. Maybe I'm getting too old and my eyes don't see as well as they used to, but all I see is a flat map where I'm somehow supposed to see how high each ledge / platform is.

I know RPG Maker is versatile and can work with a lot of different concepts, but seriously, not this.

Its normal to be confused by its layout, sometimes I get confused too. What I do to prevent this is by aiming at the cliff so you'll see if you are higher or lower than the cliff, shooting there helps too. Helped me out when I feel confused.

To add a further note, combat can be challenging too later on as well. Its not just visual novel. The game actually delivers challenges for both combat and puzzles. The story has a nice touch to it.
Last edited by Merim; Jul 5 @ 9:13pm
Originally posted by Starforsaken:
Actually, nevermind. I won't be playing this anymore, it's just one of the worst games I've played in a long time.

If there's anything I've never heard in 35 years of gaming, it's "I wish games like Secret of Mana and A Link to the Past had A LOT more jumping puzzles".

It's simply mindblowing that someone thought that what the 2D top down pixel arts games needed the most was jumping / heights based puzzles. Maybe I'm getting too old and my eyes don't see as well as they used to, but all I see is a flat map where I'm somehow supposed to see how high each ledge / platform is.

I know RPG Maker is versatile and can work with a lot of different concepts, but seriously, not this.
yea the height is sometimes a problem for puzzles but i rarelly made mistakes about it.
and its not really about eye sight, its more about the abilty for your mind to create a 3d layout of it.
minds work differentlly and when it comes to imagination (based on phillosophical self-tests more then neurological test) my abilty to imagine is pretty bad compheard to the averge, but i excel at making 2d images into 3d layouts in my mind (based on the fact that i was pretty good back then in my technical enginering modeling classes,when it comes to using 2d technical sketchs and making 3ds models it just goes smoothly for me).

i have no idea if its possible or if you even want to "train" this abillity but i do belive its a good trait to have if youre working on technical stuffs like this. [/quote]
Last edited by LibraryPimp; Jul 6 @ 3:47am
dude, this is not an rpg-maker game
Originally posted by Starforsaken:
Actually, nevermind. I won't be playing this anymore, it's just one of the worst games I've played in a long time.

If there's anything I've never heard in 35 years of gaming, it's "I wish games like Secret of Mana and A Link to the Past had A LOT more jumping puzzles".

It's simply mindblowing that someone thought that what the 2D top down pixel arts games needed the most was jumping / heights based puzzles. Maybe I'm getting too old and my eyes don't see as well as they used to, but all I see is a flat map where I'm somehow supposed to see how high each ledge / platform is.

I know RPG Maker is versatile and can work with a lot of different concepts, but seriously, not this.
Lol, I felt exactly the same way at first, as I walked in with the precise expectations you mentioned here. But really, if you're looking for a game in the vein of Secret of Mana, this really is the best you're going to find in this criminally limited subgenre of ARPG. If you're looking for action/combat with amazing variety and real depth, the buck stops at Crosscode. When I decided to give the game another go and found how fulfilling the action was, other aspects of the game began growing on me like an infection, to the point when I located, reached and popped open every chest in the game, I was only left pining for more. I really can't recommend enough slogging through the parts you don't like to reach the parts that you might and reevaluate from there.

But, if you really are immovably averse to the verticality, and the puzzles (which to this day I admit are more than a touch too abundant in this game), Secrets of Grindea might be right up your alley. It's a very firm place holder for second best for me in this barren "Manalike" genre with much less dialogue and way, WAY less puzzles. It's been in development for about the full lifespan of a dog, but it really is in the home stretch now, and there's nothing stopping you from playing 95% of the game right now.
Originally posted by Starforsaken:
I know RPG Maker is versatile and can work with a lot of different concepts, but seriously, not this.

It's...not RPGmaker. XD

It's some kind of HTML5 wizardry.

As someone who does a LOT of RPgmaker, I WISH RPGmaker could do stuff like this.

Still, if the parkour puzzles in the overworld are a bridge too far for you, oh well.
Merim Jul 9 @ 9:01am 
I just think personally this game needs more time getting used to in order to adapt. This game DID warn us its going to be challenging for both puzzles and combat. If jumping puzzles is too difficult, then you probably should have be more aware from what the game has been telling us. I've been through some frustrating moments too but I pulled through when I figure out how to make it work. It gets easier when you keep doing this.

It requires patience and understanding how the puzzles in this game work. It gets easier when you figure it out. Giving up on the spot wont get anywhere, although doing it later would work too since I remember giving up some stuff and did other things. Which I later come back, do it and succeeded.
i wanna mention my expirience.

first of all, the tutorial was super boring for me up until u get out of the first city and start killing things where the game starts super slow (still fun for me though).

second of all, if u focus only on the main quests u will see more dialogue than if u do sidequests too (since sidequests have less dialogue and more killing).

as for when i REALLY started enjoying the game... the moment i entered the first dungeon(which i wanna say around 10 hours, doing sidequests along the way too) and the whole rest of the game.

but yeah, if u dont like story/dialogue games, this1 isnt for u
Last edited by No Game No Life; Jul 11 @ 9:33pm
This game has too many puzzles imo, I like the puzzles on the side of tracks and sides of quests, but the dungeonsare my bane, they are way too ♥♥♥♥♥♥♥ long and really put me out of the story. If there was more dialogue between doing puzzles that'd be great but there isn't.
Originally posted by No Game No Life:
first of all, the tutorial was super boring for me

I'm not sure if I found the tutorial boring but it dragged its feet IMO. Maybe that indeed is just a synonym for boring. Both the ship and the Rookie Dungeon serving as a tutorial was a bit too much for the pace, even moreso when compared with the starting sequence with the black-haired girl, which was way smoother. I guess RFG realizes that since the option to skip tutorial in NG+ costs 0 points. I understand the care to teach players everything they need to know and gradually build upon previous lessons, but I think the ship part of the tutorial could have been compressed into fewer rooms/more being taught per room, fewer transitions and waits for the Crossworlds capabilities to be initiated (enabling Charged Shot, enabling Melee etc.), even without cutting out any lessons.
H1tSc4n Jul 15 @ 3:38pm 
First off, it's not RPG maker lmao. This game has been build using HTML5... Somehow.

And well, no. The game isnt super text heavy. It basically has story moments, pure open world combat moments, and temples, which means puzzles.

The puzzles are really well built and tbh i had no issues with the platforming. If anything the super tight controls make the platforming great. I agree it takes some getting used to to have height in a 2D game but imo all the important puzzles are easy enough to figure out.
Geo™ Jul 29 @ 5:22am 
He either doesn't play the game much for the combat, and rushes for the objectives, or he is doing all possible sidequests.
the fun in the game is split between combat and story. The combat can be either just for fun (for me)or for grinding.
Merim Jul 29 @ 10:16am 
Originally posted by Geo™:
He either doesn't play the game much for the combat, and rushes for the objectives, or he is doing all possible sidequests.
the fun in the game is split between combat and story. The combat can be either just for fun (for me)or for grinding.

It should be noted its possible to win without really having the need to grind. Just get better gear and know how to fight thats all. Grinding is just a small bonus unless you intend to get new skills, which does make a difference.
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CrossCode > General Discussions > Topic Details