Chained Echoes Review
Chained Echoes is a rare example of one of these retro-inspired pixel art JRPG’s being more than the sum of its parts. Many parts are traceable to classics of the past (some more recent than others) and I could easily list where so many elements come from (and will, later), but Chained Echoes builds on the past in ways that demonstrate the indie JRPG truly has legs built of stronger stuff than nostalgia.
Chained Echoes is the
story of several characters; Glenn, mercenary-turned-hesitant leader of a
rebellion; Lenne, runaway princess of a tyrannical, militaristic nation; Victor,
Shakespeare-esque bard of untold age with mysterious ties to both Glenn and Lenne;
and Kylian, Glenn’s brother-at-arms who turns traitor on the party near the end
of the first act and acts as a villain of various levels throughout the game.
With this group and the variety of characters that
surround them (there are 13 playable characters in the game), a political
tragedy unfolds as Lenne’s brother declares war on the land of Valandis, the
central continent of Eldrea, in an effort to unify the land under his banner.
The plot will take a couple of twists and turns as the game progresses, but it
was surprising, as a veteran JRPG player, how focused the game remained on this
central conflict.
Some narrative elements are cribbed from the likes of Final
Fantasy VI and VII, with the extended cast including optional
characters being especially reminiscent of VI, while gameplay is built on
foundations set by Final Fantasy VI and Chrono Trigger. Enemies
sit on the field, waiting for you to enter proximity and trigger a battle,
which happens seamlessly and occurs on that same field.
There’s a unique system setting Chained Echoes
apart, however, and that’s party formation and swapping in battle. You have
four characters who are active in battle at any time and four in reserve who
can be swapped to, but not just at any time. Swapping is a free action, but a
character can only swap to one tied to their reserve slot, so if you have, for
example, Glenn leading and Victor in his reserve, that space on the battlefield
can only be either Glenn or Victor. This restriction leads to some serious
considerations regarding who’s even worth having in your party at all and, if
they are, who will they be tied to?
Each character has a staggering number of skills
considering the size of the game, as well, allowing for them to play as one of
two or three different roles throughout your playtime depending on how you
build them up. To be honest, it was a little bit overwhelming in the endgame,
when all the characters I used already had set roles and all the skills I would
need for them to adequately perform said roles, but I kept killing bosses and
getting levels. They probably could have paced bosses out a bit more in the
late game to account for this, but I also recognize that I went out of my way
to fill out a substantial portion of the reward board which got me a number of
extra levels.
Speaking of the reward board, let’s talk about
collectibles, loot, and the board itself. The reward board is unlocked as you
progress through the game and enter new areas, and by completing objectives you
activate tiles. By having more and more adjacent tiles, you get rewards like
class unlock items, level ups, and even one or two items necessary to create
ultimate weapons. It’s very, well, rewarding, plus each active tile also gives
skill points and items. Collectibles and loot are found on the field and earned
from killing or stealing from enemies, similar to Xenoblade Chronicles
or Final Fantasy XII, and loot is sold to stores for gold and to unlock
deals at shops, also like the latter game. It was a fun system there and it’s
just as fun here.
I mentioned class unlocks earlier, though, and I do need
to touch on this. Classes are equipped to your characters like gear and give
stat boosts and access to a couple of different active and passive skills each,
which can be retained after you unequip the class if you master them. In the early
game, these classes can be fairly important (you unlock Cleric as part of the
story and it’s your only significant source of healing until well into the
second act), but they fall off in relevance as you approach the end of the
game. Later classes look powerful, but by equipping them I would have had to
change up how my characters worked, and as I said earlier, by that point
everybody already either had an established role or was permanently absent from
my party (looking at you, Robb). Overall, while early classes like Cleric and
Warrior pack a punch you’ll come to rely on for a significant amount of time,
classes generally feel like an afterthought.
There’s really just so much to talk about with this game.
Sky Armors are awesome! There’s an entire separate battle system where four of
your characters get into mechs to fight enemies. It’s wild. Unique Enemies act
as minibosses you can seek out for extra challenge and fun. Each field and city
are wildly different from each other and are breathtakingly beautiful. The
approach to Tormund in the first act is a standout in that regard. The game
suffers a bit in the late game as that’s generally when everything has become
available and you start to feel some completionist pressure, but you don’t miss
out on much by just focusing on what you’re actually interested in and then
pushing the story forward.
Ultimately, I simply loved my time with Chained Echoes.
This is a game that any fan of JRPG’s should play, and is good enough to act as
an entry point for anyone interested in the genre. In an era where Final
Fantasy has forgotten its roots and the turn-based JRPG wallows in
unfortunate obscurity, Chained Echoes is a shining light telling us the genre
still has a future, one that can be attained without abandoning its past.
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