Difference between revisions of "Crusader of Centy"

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'''''Crusader of Centy'''''
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[[Image:Crusader of Centy - GEN - USA.jpg|thumb|256x256px|North American box art.]]
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'''''Crusader of Centy''''' is an action adventure game developed by [[NexTech]] and published by [[Atlus]] for the [[Genesis]] on 1994-06-17. It was marketed in Japan as part of the [[Mega RPG Project]], and attempt to publish more RPGs on the [[Mega Drive]] to compete with the growing library on the [[Super Famicom]]. In the game, you play the 14-year-old boy Corona who tries to uncover the mystery of why monsters have recently become more dangerous. Along the way, he learns combat techniques and attracts animal flowers which give him special abilities. The game play borrows heavily from ''[[The Legend of Zelda: A Link to the Past]]''.
 +
 
 +
==Personal==
 +
I saw this game being reviewed on a video of lesser-known Genesis RPGs, and the video footage made the game look really interesting. I started playing it and found that it look and sounded great, but didn't really play all that well. Still, it was enjoyable enough to keep playing and I beat it on 2020-05-17. I saved the game world with a hero named Corona while staying at home in the real world to avoid the coronavirus.
 +
 
 +
==Status==
 +
I don't own this game, but have beaten it.
  
 
==Review==
 
==Review==
 +
{{Video Game Review|5|5|8|7|6|Genesis}}
 +
 +
{{Spoilers}}
 +
 
===Good===
 
===Good===
* The art is bright and colorful with very cheerful characters, and the developers used a lot of tricks to create great visual effects.
+
* The art is bright and colorful with very cheerful characters. I especially love the angry squirrel.
* The game's music if very good. Lots of fun track, but moody music as well.
+
* The developers used a lot of programming tricks to create great visual effects. As well a nice pixel art effects, like the footprints in the sand.
 +
* The game's music, composed by [[Motokazu Shinoda]], is very good. It has several hummable melodies as well some moody music and driving boss tracks.
 
* I like the special animation for diagonal movement.
 
* I like the special animation for diagonal movement.
* The cheetah race is a nice mini-game.
+
* The cheetah race and river-crossing logic puzzle is a nice mini-game.
* The game has several nice touches added to it, like footprints in the sand.
+
* There are a fair amount of optional hidden objects to find which helps replay.
  
 
===Bad===
 
===Bad===
* The story is lame. Monsters have recently got worse, so let's send a 14-year-old boy, and only the boy, to figure out why?
+
* The story is a complete mess. It begins very underwhelming with a threat of more aggressive monsters. You're a 14-year-old boy who begins training to help find out why, but your mission training is interrupted when a fortuneteller replaces your ability to understand human language with that of animal and plant language. You're constantly side-tracked with other missions involving mythology like the [[Tower of Babel]] as well as fairy-tales like ''[[Little Red Riding Hood]]'' and ''[[The Wonderful Wizard of Oz]]''. You don't even finish your training until well past the halfway mark of the game!
* The player control could be better. It never feels entirely fluid, and I always bump into things that I don't feel like I should be bumping into.
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* The player control could be better. It never really felt fluid and it took me a lot of bumping into things before I become acclimated.
* Many times throughout the game I was at a loss for where to go next. I'm fine with dialogue that doesn't hold your hand, but this game often doesn't even give you a clue where to go next. Also, a lot of the clues require talking to people multiple times before they give you hints.
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* Many times throughout the game I was at a loss for where to go next. Part of this is from the large winding maps full of dead-ends and useless areas, but the other part is a lack of cues pointing your way. Sometimes you have to talk to the same person multiple times before they will give you the information necessary to progress. There is even one case where to have to read a sign after a specific event to go further (even if you've read it already and know what it says).
* Although the sword swings a large arc, it only hits things directly in front of you. This is very apparent when trying to cut down grass, and hitting monsters isn't much easier.
+
* Although you swing your sword in a large arc, it only hits things directly in front of you. This is very apparent when trying to cut down grass, and hitting monsters isn't much easier.
* The map design leaves a lot to be desired. Most grass and crates aren't worth cutting, and the maps are large and empty. I would prefer the maps to either be smaller or more populated.
+
* The map design leaves a lot to be desired. Nearly all of the grass and crates aren't worth cutting open, and the maps are large and empty. I would prefer the maps to either be smaller or more populated.
* I don't get why your animal helpers hover behind you where ever you go. It's rather distracting.
+
* I don't get why your animal helpers hover behind you where ever you go, it's rather distracting.
* You mass a lot of gold, but there are very few things to spend it on.
+
* You amass a lot of gold, but there are very few things to spend it on. Other than a couple small purchases, you're just saving up for one expensive thing, and, after that, gold is meaningless.
* Some of the hidden objects are a bit too hidden like the fence post that requires you to jump on it over 30 times before the secret is revealed.
+
* Some of the hidden objects are a bit too hidden, like the fence post that requires you to jump on it over 30 times before the secret is revealed. Few of these things are necessary, but they're not the kind of thing a person would stumble upon without a hint book.
* I like the idea of being able to speak to plants and animals, but, by taking away the player's ability to speak to humans at the same time, it ends up forcing the player revisit a lot of areas they already did to see what the humans would have said.
+
* I like the idea of being able to speak to plants and animals, but, by taking away the player's ability to speak to humans so early in the game, and for such a long time, causes problems. The player is forced to revisit a lot of areas to see what the humans would have said.
 
* Dippy takes a lot of the skill out of the game by allowing you to be immune to spikes and conveyors. It wouldn't be as bad if he were optional, but he's a mandatory companion.
 
* Dippy takes a lot of the skill out of the game by allowing you to be immune to spikes and conveyors. It wouldn't be as bad if he were optional, but he's a mandatory companion.
* In the American release, there are a fair amount of typos in the dialogue including improper word-wrapping, incorrect scrolling, and inconsistent spacing after punctuation.
+
* In the American release, there are a fair amount of typos in the dialogue including improper word-wrapping, incorrect scrolling, spelling errors, and inconsistent spacing after punctuation.
* By allowing the player to save pretty much anywhere in the game, [[save scumming]] becomes a problem.
+
* By allowing the player to save pretty much anywhere in the game, [[save scumming]] becomes a problem. Although, you have to reset your Genesis to take advantage of it.
 
* All of the spike jumping in Camillia Desert is pretty annoying.
 
* All of the spike jumping in Camillia Desert is pretty annoying.
* Bosses don't flash or knock-back when you injure them, so you have to watch their apple counter to tell when you're actually able to hit them.
+
* Many bosses don't flash or knock-back when you injure them, so you have to watch their apple counter to tell when you're actually hitting them.
* When you go into the past, in order to keep players limited to just specific areas of the game, the developers just don't like the player leave certain areas. It would have been nicer if they made a barrier on the map so it didn't look so silly.
+
* When you're in the past, in order to keep players limited to just specific areas of the game, the developers just don't let the player leave certain areas. It would have been nicer if they made a barrier on the map so it didn't look so silly.
 
* For some reason, the penguin has a duck's bill.
 
* For some reason, the penguin has a duck's bill.
  
 
===Ugly===
 
===Ugly===
* While there isn't anything too bad with this game, it is a shameless ripoff of ''[[The Legend of Zelda: A Link to the Past]]''.
+
* The game is a shameless ripoff of ''[[The Legend of Zelda: A Link to the Past]]'', but they lost all of the game's magic and finesse, and created a rather hollow simulacrum.
 +
* The story tries to teach the message that monsters aren't evil, in fact, they're quite peaceful, but they were the victims of a massive natural disaster which brought them to the human world. So, rather than learn to live in harmony, you attack and kill the majority of them, and destroying the energy force that brought them here, and they're all sucked back to their dark underground home world. The story "solves" the problem of xenophobia by segregating everyone forever.
  
 
==Media==
 
==Media==
 
===Box Art===
 
===Box Art===
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<gallery>
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Crusader of Centy - GEN - Japan.jpg|This art was used on the original Japanese box and the Korean release. It has Corona and his animal pals running from the dragon Maldra. The quality of the art is good, but Corona's character design is awful with his ridiculously huge hands and feet. The clay tablet lettering is kind of nice though.
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Crusader of Centy - GEN - France.jpg|The European box is pretty abstract. A Renaissance-era sword with a mirrored pixelated face and hands? I don't get it. The lettering seems both fantasy and historic at the same time.
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Crusader of Centy - GEN - USA.jpg|The North American box art mixes the fantasy sword with the historic clay tablet, which isn't too bad.
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</gallery>
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===Documentation===
 
===Documentation===
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<gallery>
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Crusader of Centy - GEN - Japan - Manual.pdf|Japanese manual.
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Crusader of Centy - GEN - USA - Manual.pdf|North American manual.
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Crusader of Centy - GEN - Japan - Pin.jpg|The Japanese release came with a metal [[Mega RPG Project]] pin.
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</gallery>
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===Videos===
 
===Videos===
{{#ev:youtube|dq7fDSYeM84|256|inline|Longplay.|frame}}
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{{#ev:youtube|dq7fDSYeM84|256|inline|Longplay - USA.|frame}}
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{{#ev:youtube|pAUo8I07iu4|256|inline|Longplay - Spanish.|frame}}
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{{#ev:youtube|ORnPArwfVjQ|256|inline|Speedrun - Japanese.|frame}}
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 +
==Credits==
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{| class="wikitable" |
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! Roles !! Staff
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|-
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| Executive Producer || [[Katsuji Aoyama]]
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|-
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| Producer, Scenario || [[Yayoi Onda]]
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|-
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| Game Design || [[Yayoi Onda]], [[Toshio Toyota]]
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|-
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| Main Programmer || [[Yukihiko Tani]]
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|-
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| Sub Program || [[Toshio Toyota]], [[Satoshi Otake]]
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|-
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| Character Designer, Graphic Designer || [[Toshio Yamamoto]]
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|-
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| Graphic Designers || [[Kazuhiro Nagata]], [[Masayuki Matsushima]]
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|-
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| Object Designers || [[Yoshihisa Shimizu]], [[Kiyoka Tajima]]
 +
|-
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| Boss Character Designer || [[Yoshitaka Maki]]
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|-
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| Music Composer || [[Motokazu Shinoda]]
 +
|-
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| Sound Operator || [[Noriyuki Iwadare]]
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|-
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| Special Thanks || Mucky, [[Isao Mizoguchi]]
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|}
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 +
==Titles==
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{| class="wikitable"
 +
! Language !! Native !! Transliteration !! Translation
 +
|-
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| English (Europe)|| Soleil ||  ||
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|-
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| English (US) || Crusader of Centy || ||
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|-
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| Japanese || 新創世記ラグナセンティ || Shin Soseiki Ragunasenti || New Genesis Ragnacënty
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|-
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| Korean || 라그나센티 신창세기 || Sinchangsegi Lageunasenti || Ragnacent New Genesis
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|}
  
 
==Links==
 
==Links==
 
{{Link|MobyGames|https://www.mobygames.com/game/genesis/crusader-of-centy}}
 
{{Link|MobyGames|https://www.mobygames.com/game/genesis/crusader-of-centy}}
 +
{{Link|Wikipedia|https://en.wikipedia.org/wiki/Crusader_of_Centy}}
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{{Link|StrategyWiki|https://strategywiki.org/wiki/Crusader_of_Centy}}
 
{{Link|GameFAQs|https://gamefaqs.gamespot.com/genesis/586122-crusader-of-centy}}
 
{{Link|GameFAQs|https://gamefaqs.gamespot.com/genesis/586122-crusader-of-centy}}
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{{Link|TCRF|https://tcrf.net/Crusader_of_Centy}}
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{{Link|TVTropes|https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/CrusaderOfCenty}}
  
  
Line 48: Line 122:
 
[[Category: Media Theme - Fantasy]]
 
[[Category: Media Theme - Fantasy]]
 
[[Category: Video Games That Fail the Bechdel Test]]
 
[[Category: Video Games That Fail the Bechdel Test]]
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[[Category: Games I've Beaten]]

Revision as of 13:58, 18 May 2020

North American box art.

Crusader of Centy is an action adventure game developed by NexTech and published by Atlus for the Genesis on 1994-06-17. It was marketed in Japan as part of the Mega RPG Project, and attempt to publish more RPGs on the Mega Drive to compete with the growing library on the Super Famicom. In the game, you play the 14-year-old boy Corona who tries to uncover the mystery of why monsters have recently become more dangerous. Along the way, he learns combat techniques and attracts animal flowers which give him special abilities. The game play borrows heavily from The Legend of Zelda: A Link to the Past.

Personal

I saw this game being reviewed on a video of lesser-known Genesis RPGs, and the video footage made the game look really interesting. I started playing it and found that it look and sounded great, but didn't really play all that well. Still, it was enjoyable enough to keep playing and I beat it on 2020-05-17. I saved the game world with a hero named Corona while staying at home in the real world to avoid the coronavirus.

Status

I don't own this game, but have beaten it.

Review

Video Game Review Icon - Enjoyment.png Video Game Review Icon - Control.png Video Game Review Icon - Appearance.png Video Game Review Icon - Sound.png Video Game Review Icon - Replayability.png
5 5 8 7 6

Best Version: Genesis

— This section contains spoilers! —

Good

  • The art is bright and colorful with very cheerful characters. I especially love the angry squirrel.
  • The developers used a lot of programming tricks to create great visual effects. As well a nice pixel art effects, like the footprints in the sand.
  • The game's music, composed by Motokazu Shinoda, is very good. It has several hummable melodies as well some moody music and driving boss tracks.
  • I like the special animation for diagonal movement.
  • The cheetah race and river-crossing logic puzzle is a nice mini-game.
  • There are a fair amount of optional hidden objects to find which helps replay.

Bad

  • The story is a complete mess. It begins very underwhelming with a threat of more aggressive monsters. You're a 14-year-old boy who begins training to help find out why, but your mission training is interrupted when a fortuneteller replaces your ability to understand human language with that of animal and plant language. You're constantly side-tracked with other missions involving mythology like the Tower of Babel as well as fairy-tales like Little Red Riding Hood and The Wonderful Wizard of Oz. You don't even finish your training until well past the halfway mark of the game!
  • The player control could be better. It never really felt fluid and it took me a lot of bumping into things before I become acclimated.
  • Many times throughout the game I was at a loss for where to go next. Part of this is from the large winding maps full of dead-ends and useless areas, but the other part is a lack of cues pointing your way. Sometimes you have to talk to the same person multiple times before they will give you the information necessary to progress. There is even one case where to have to read a sign after a specific event to go further (even if you've read it already and know what it says).
  • Although you swing your sword in a large arc, it only hits things directly in front of you. This is very apparent when trying to cut down grass, and hitting monsters isn't much easier.
  • The map design leaves a lot to be desired. Nearly all of the grass and crates aren't worth cutting open, and the maps are large and empty. I would prefer the maps to either be smaller or more populated.
  • I don't get why your animal helpers hover behind you where ever you go, it's rather distracting.
  • You amass a lot of gold, but there are very few things to spend it on. Other than a couple small purchases, you're just saving up for one expensive thing, and, after that, gold is meaningless.
  • Some of the hidden objects are a bit too hidden, like the fence post that requires you to jump on it over 30 times before the secret is revealed. Few of these things are necessary, but they're not the kind of thing a person would stumble upon without a hint book.
  • I like the idea of being able to speak to plants and animals, but, by taking away the player's ability to speak to humans so early in the game, and for such a long time, causes problems. The player is forced to revisit a lot of areas to see what the humans would have said.
  • Dippy takes a lot of the skill out of the game by allowing you to be immune to spikes and conveyors. It wouldn't be as bad if he were optional, but he's a mandatory companion.
  • In the American release, there are a fair amount of typos in the dialogue including improper word-wrapping, incorrect scrolling, spelling errors, and inconsistent spacing after punctuation.
  • By allowing the player to save pretty much anywhere in the game, save scumming becomes a problem. Although, you have to reset your Genesis to take advantage of it.
  • All of the spike jumping in Camillia Desert is pretty annoying.
  • Many bosses don't flash or knock-back when you injure them, so you have to watch their apple counter to tell when you're actually hitting them.
  • When you're in the past, in order to keep players limited to just specific areas of the game, the developers just don't let the player leave certain areas. It would have been nicer if they made a barrier on the map so it didn't look so silly.
  • For some reason, the penguin has a duck's bill.

Ugly

  • The game is a shameless ripoff of The Legend of Zelda: A Link to the Past, but they lost all of the game's magic and finesse, and created a rather hollow simulacrum.
  • The story tries to teach the message that monsters aren't evil, in fact, they're quite peaceful, but they were the victims of a massive natural disaster which brought them to the human world. So, rather than learn to live in harmony, you attack and kill the majority of them, and destroying the energy force that brought them here, and they're all sucked back to their dark underground home world. The story "solves" the problem of xenophobia by segregating everyone forever.

Media

Box Art

Documentation

Videos

Longplay - USA.
Longplay - Spanish.
Speedrun - Japanese.

Credits

Roles Staff
Executive Producer Katsuji Aoyama
Producer, Scenario Yayoi Onda
Game Design Yayoi Onda, Toshio Toyota
Main Programmer Yukihiko Tani
Sub Program Toshio Toyota, Satoshi Otake
Character Designer, Graphic Designer Toshio Yamamoto
Graphic Designers Kazuhiro Nagata, Masayuki Matsushima
Object Designers Yoshihisa Shimizu, Kiyoka Tajima
Boss Character Designer Yoshitaka Maki
Music Composer Motokazu Shinoda
Sound Operator Noriyuki Iwadare
Special Thanks Mucky, Isao Mizoguchi

Titles

Language Native Transliteration Translation
English (Europe) Soleil
English (US) Crusader of Centy
Japanese 新創世記ラグナセンティ Shin Soseiki Ragunasenti New Genesis Ragnacënty
Korean 라그나센티 신창세기 Sinchangsegi Lageunasenti Ragnacent New Genesis

Links

Link-MobyGames.png  Link-Wikipedia.png  Link-StrategyWiki.png  Link-GameFAQs.png  Link-TCRF.png  Link-TVTropes.png