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You will be visiting places over and over again while fighting some of the same enemies over and over in each land. On the actual gameplay side of the tracks, the game itself is a grind, which is what it was back in 2004. The use of friend codes and the ability to cross-play are fine additions, but the lack of local is just a baffling question mark for this remastered release. This is my biggest complaint about this release. As it stood on Saturday and as it stands now, FFCC is strictly online only. #MARK OF THE NINJA REMASTERED SWITCH PHYSICAL UPDATE#Sadly, that would not be the case, though I’m still hopeful that an update in the near future might correct that oversight (c’mon, SE!). It would have brought the original excitement that the 2004 game created an entirely new generation of gamers. ![]() ![]() Being able to play this game with my kids would have done wonders for a family stuck inside at home. Not having local player coop rips the heart of this game right out of its original intentions. While I’m all for getting her a PS4, her mother would have killed me, and rightfully so. #MARK OF THE NINJA REMASTERED SWITCH PHYSICAL PS4#Try as we may, the only way to play this game together would have been to buy her a separate PS4 or to get on her Apple iPhone (lord, no). I found this out over the weekend when my daughter and I planned to dig into the game and play all day Saturday. Before getting into the nitty-gritty, the multiplayer portion of FFCC doesn’t feature a local player option. In the remastered edition, that has shifted to an online format - online only. You communicate by talking to your friends in the room and you just keep the adventure going through verbal and onscreen teamwork. In the original version of the game, you can hook up a GBA, three controllers, and you’re off on a four-player exploring adventure. While the good folks at Square Enix have added some interesting elements to the remastered edition, which we will get into in a moment, the game’s multiplayer design is a bit of a mystery. That said, the actual gameplay structure is straight from the early 2000s, though sadly not the multiplayer portion of the design. It is like the ending of Ocean’s 11 when everyone is staring at the fountain. It really is nice to cooperate with other people to achieve some overarching goal in a game and feel like you’ve achieved something together. Much like I did in 2004, I like the idea of teamwork to make the Final Fantasy dream work. Regardless, the story sets up the gameplay design, requiring people to band together to save the crystals, thus saving the world and its inhabitants. If you think about it, wow, that’s a dark story. The story tasks adventurers with exploring the land for these myrrh-filled trees with urgency to gather as much myrrh as possible, while keeping enemies at bay. The crystal pieces help to keep Miasma in-check but require myrrh from a special tree to keep the crystals going. To boot, the meteorite brought with it a deadly toxin called Miasma that would and could poison anyone who breathed it in. The meteorite smashed the crystal into smaller pieces and scattered them across the land. The rock/(hmmmm) destroyed a life-preserving crystal that made the land and its people thrive. ![]() If you aren’t familiar with FFCC’s story, it revolves around a world that was damaged nearly to the point of extinction by a meteorite. Now, 16 years later, the game has returned to every possible platform, it has been touched up, remastered in some areas, which we will discuss, and it still maintains purposeful fun of playing with a group of adventurers, but this time online. Getting a group together to explore dungeons, take down bosses, and collect material was a group effort that meant good communication and fun times. It was the return of Square onto a Nintendo system and it was a joy to play with other adventurers in the room. I remember seeing the original Final Fantasy Crystal Chronicles in 2004 on a Nintendo Gamecube. ![]()
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