Hey, folks. I heard about Maddy Myers‘s game jam, “Towerjam,” an effort to get some games made about characters that are usually not the focus–NPCs, captive princesses, parents and children left behind, and the like.
I’m no designer, but I HAVE been meaning to mess around with Twine for a good long while, and this was the catalyst for me finally getting off my butt and making it happen.
So, I wrote a (brief, abstract, somewhat circular) Twine adventure. It’s about Chrono Cross.
Why not give it a go? While you’re at it, check out the rest of the Towerjam submissions. And maybe go replay Chrono Cross!
The wind is howling outside my windows. It’s nearing midnight.
I can think of few locales in any video game that haunted me so much as the Dead Sea in Chrono Cross. It was altogether foreign and alien–a futuristic world, frozen in time, captured at the very moment of cataclysm.
There are a number of revelations that occur when you visit the Dead Sea, but I’ll not discuss them, for the dual reasons that they’re not particularly compelling out of context and that I don’t want to ruin them for those who haven’t played the game. (You should. You really should.)
Yasunori Mitsuda’s gloomy piano does wonders here in terms of conveying a sense of ruin and mystery. Indeed, listen to the track and imagine exploring any derelict structure, in reality or in fiction. I think you’ll find it an excellent fit.