Chrono Ark's a game of mixed first impressions that end up panning out into a set of great ideas that are surprisingly often well executed. It ends up being a very good game with an originally questionable, but now revised localization. After clearing the game on several regular runs, the optional superboss route on normal and hard mode, and a hard mode run on two different teams, I feel qualified to answer the question of "is it good?". And the answer to that is a clear "yes". Not a "yes, but", but a straight "yes". It's good. GAMEPLAY: At its core, Chrono Ark tries, and manages, to marry two primary concepts: the Four Guys In A Row JRPG dungeon crawler and a looping, deckbuilding spireslayer with metaunlocks. It ends up being far more than that, with a lot of thought put into how to put a personal twist on almost every fundamental pillar of the latter, with each choice having a clear vision behind it. If anything was changed just for subversion's sake, it was shored up well enough to make it worth it. The FGIAR element shows up most prominently in how the party system works, and lends the game most of its in-the-moment gameplay design. You have one untargetable player surrogate character who's effectively in charge of the party's shared mana pool and card draw engines, and a party of four characters you build up across a run that handle combat. Your four guys have their own health pools, can go unconscious on their own without losing a run, and can be revived with limited conditions each run. If everyone drops, you wipe and lose the run. Simple as. Damage taken is left behind on a character's lifebar as green health, and all green health they had remaining is erased unless protected through specific buffs. Healing restores green health at 100% efficiency, and completely lost health(overhealing) at 30%, meaning good triage and quick response saves a lot of healing efficiency, as well as making enemies with multiple attacks particularly dangerous. Each character has their own card pool that gets put together to make your deck. The owner of the card is the one whose stats and equipment affect it, and the more cards the same character plays in a turn, the more their mana costs ramp up for that turn. This also applies to your little player surrogate for card draw, putting a clear, mounting damper on how much you can play in one turn. Unusually for the genre, enemies get to play out of turn. Each time you play a card or wait, the turn advances by one action. This adds a timing element, mainly to where you fit your healing in a turn to avoid getting doubletapped for half a character. Waiting starts costing mana after a certain amount of waits in a turn, too, forcing you to budget your turn for several actions later and making slow acting enemies a genuinely dangerous cleanup crew. The spireslaying aspect is about what you'd expect: you go around picking cards for your guys, leveling your guys and collecting equipment for your guys. Each of your guys has two equipment slots, so use them and change them wisely. The biggest difference is that you cannot see enemy intents, and will need to cover multiple possibilities and respond in between enemy actions to not eat enough actions in one turn to go straight back to character select. The character variety is commendable and has clear visions for multiple build options while the game still tries its best to bottleneck and tax you as hard as possible for trying to build anything particularly degenerate. Enemy variety is solid, with clear strengths and weaknesses against certain types of builds without hitting you with impossible buildchecks. Bosses vary from choreographed gimmick encounters to raw statcheckers with a few extra rules stapled on top of them, and all of them do a good job of forcing you to respect their unique mechanics, for better or worse depending on your build. VISUALS: It's a pretty enough game that really pops off every now and then. The game looks good. Your little cutesy character walks around on a map hitting event nodes, enemy encounters and pickups. In combat, your team of four portraits beats up good looking PNG paperdolls with effects that do their job and aren't too extra. When it's story time, you get some pretty nice character art and CG's that do a solid job of setting the appropriate mood. There's nothing else I can really comment on without detracting from the experience. The game absolutely does take advantage of its presentation and really pops off with its visuals at times, and one of those moments just does not stop impressing. AUDIO: Generally good, with a few higher points. Sound effects are fairly stock, but well used. Things feel like they should, and I overall just enjoy the general soundscape. Music's overall pretty good with a few REALLY high points, but more importantly the soundtrack goes absolutely all over the place. Do you want many flavors of electronic? Flamenco? Funky clowncore electroswing? Gregorian chanting and doombells? The one rare stinker in an otherwise banging soundtrack that sounds like Tekken 7 helipad brapcore? All of that in one? It's all here. I respect the diversity, and being such a mixed bag actually works in the setting's advantage. The game sounds good, sometimes great. Not spectacular, but almost never less than good. STORY: There's very little I can say about this, but I'll just say that while it's not a groundbreaking masterpiece, it still made me care. That's a credit in itself. Chrono Ark puts a much heavier emphasis on story than most of its genre contemporaries, which is told over several runs, key game events, you know the drill by now. The game uses the tools it has to do a competent job of telling you the story it wants to tell, and it's a perfectly fine story. The issue is, there's words. A lot of words. This wouldn't be an issue if it wasn't for our next topic: WRITING AND LOCALIZATION: This is it. The real mixed bag. I have no doubt that the original Korean writing is solid, and I've heard the Japanese localization is actually very good, but if you're reading a review in English, odds are you want your text in English. The English localization starts with a very unflattering first impression that gradually gets better throughout. They have a new person in charge of the English loc, and the stark contrast in the quality between very early content and stuff released much later is almost jarring. Still, even the really early stuff is perfectly understandable and mostly just clunky and lacking in tone, intelligible if poor prose. Things get better quickly, and even the weaker localization performances manage a few gems from time to time. Story text aside, there's a more important implication with questionable localization, and that's gameplay related text. Card and skill descriptions are generally clearly conveyed. Keywords make sense, keyword descriptions explain themselves well enough (Sheathe didn't explain itself very well until a short while ago, but that's been fixed too) and buffs and debuffs communicate what they do well enough. Gameplay text really isn't impacted beyond a few clunky wordings, and I never felt scammed due to something not explaining itself adequately. Again, the English text makes a poor first impression, but gets MUCH better very quickly, so don't panic. It's a solid game with very high highs and few lows. Mixed first impressions, but improves greatly. A lot of love on the mechanical side, and it shows. Good game.
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