Review cover CrossCode (Nintendo Switch)
Official GBAtemp Review

Product Information:

  • Release Date (NA): July 9, 2020
  • Release Date (EU): July 9, 2020
  • Publisher: Deck13
  • Developer: Radical Fish Games
  • Genres: Puzzle, RPG
  • Also For: Computer, PlayStation 4, Xbox One

Game Features:

Single player
Local Multiplayer
Online Multiplayer
Co-operative
After being released on PC, Radical Fish Games’ breakout title CrossCode launches on consoles in a few days. With a retro aesthetic combining fresh puzzle and RPG mechanics in a sprawling world for hours and hours of adventure, is this your summer getaway?

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CrossCode takes place in a future where technology enables MMO games to take place in the real world. Gamer’s avatars are synchronized, complete with 5 senses, in a dedicated play zone within the physical world and go about completing quests in CrossWorlds, the in-game game (meta!). CrossWorlds players, named Seekers, have to follow the Track of the Ancients, or a set of challenges concocted by the cryptic Ancients laid out in a series dungeons and quests.

You play as one such Seeker, Lea, whose memories have been wiped and, to top it off, a bug prevents her from talking. Guided by real-world programmer Sergey, you are tasked to find her identity by venturing forth in CrossWorlds, exploring its 7 diverse areas, clearing dungeons, while meeting other Seekers. As you progress and regain Lea’s memories, the pieces of the puzzle as to how she found herself amnesiac in a game will start to fit together and display the bigger, darker picture that the colorful palette of CrossCode hides.

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Visually, CrossCode strikes hard on the retro nostalgia chord. Its top-down, 2D graphics could easily confound one as coming from an SNES game. In fact, even its official description labels it as packing “16-bit SNES-style graphics.” Its visuals are a reminiscent blend of A Link To The Past and Secret of Mana, supplemented with original audio straight from the glorious 2D gaming era. It's an audiovisual delight that is brought to life throughout its 30-80 hours (!) of playtime with meticulous details in every scene. These scenes are brought to life with the numerous chatty NPCs, some of whom have side quests to offer, most of which are filler fetch quest which nevertheless breath some life in the game and encourage exploration.

Hammering in the stellar presentation done by the developers is the make-believe MMORPG aspect of CrossWorld. While CrossCode is an offline game, its plot mostly takes place in an MMO game and this is masterfully depicted. You notice fellow Seekers running past you as they head to their next destination; you can find them discussing gameplay features, sharing their stories, befriending fellow players--there are even guilds to join and the game's lore to unravel through exploration. You’ll eventually join one such guild and pair up with fellow newcomers like Emilienator and C’tron who bring about lively discussions in your party, as well as help you out in battles (except in dungeons which are done solo).

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Even if CrossCode looks and sounds like a retro game, it plays like a contemporary game. This is thanks to its fresh mechanic that blends RPG and puzzle mechanics into one and a twin-stick control scheme alien to the SNES era. As an RPG, you’ll have to manage Lea’s equipment, advance her skill tree and engage in real-time combat as you progress from one region to another. Then there’s the puzzle aspect where you have to use a ricocheting, ball-throwing mechanic to activate switches to progress in dungeons or side quests.

Lea’s twin-stick, ball-throwing technique is also an integral aspect of the combat. By taking advantage of closed spaces and environmental features, you can do more damage with a single ball throw as it bounces off surfaces and does multiple hits. Moreover, other than long-range, ball-hurling attacks, you can also block, dodge and perform melee moves on enemies. Mixing these make for fast-paced battle rounds that feel satisfying to execute thanks to the fluid, intuitive controls.

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Battles are quite challenging, often pitting you against one tough enemy, only to find two more emerge right after your short-lived victory. But then the ensuing victory feels even more satisfying, provided that you didn’t die already. In this way, CrossCode forces you to stay on top of your game, by optimizing your equipment, making use of recovery items and leveling up Lea’s stats via the skill tree. It can feel unforgiving at times and force you to grind and seek better equipment, an aspect I’m not particularly a fan of in RPGs. Thankfully, the developers made the difficulty settings adjustable on-the-fly if you want to enjoy the game without much of a challenge.

Additionally, puzzles also offer quite the challenge but unlike battles, their difficulty can’t be adjusted. It mostly takes some trial-and-error and close scrutiny of your environs to know where the ball can reach and if you need to be on a higher altitude to hit a certain switch. However, solutions to puzzles aren’t as obvious at times and a hint would be helpful in these situations, but CrossCode unfortunately lacks those. Nevertheless, successfully completing puzzles gives a rewarding feeling, almost comparable to defeating the game’s towering bosses.

Indeed, CrossCode offers a lot to take in, with the RPG mechanic, tough fights and head-scratching puzzles, which all add up to have players face a noticeable learning curve. However, as you get the hang of it, you’ll get to appreciate the seamless blend of RPG and puzzle tactics that move the game forward and which gives it a unique edge. Such a blend of genres is tricky, as I noticed in my recent review of Disintegration, which mixed RTS and FPS gameplay at the expense of key features. CrossCode on the other hand is not lacking in puzzle nor RPG features, hence the initial steep learning curve, but which plays in its favor in the long run.

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I played the Nintendo Switch version of CrossCode and the console does feel like a perfect fit for the game, especially in handheld mode. However, I did notice some sporadic framerate drops, which were more noticeable in enemy-heavy scenes with lots of movements during battle frenzies. Personally, this hiccup didn’t bother me nor made me feel at a disadvantage but it’s still surprising that the Switch has difficulties handling such a less graphically-demanding game.

Nevertheless, if you are a fan of RPG titles looking for something new to play, CrossCode should be your next game to consider diving into. It offers a fresh mechanic which sits well in the RPG genre, offers scalable difficulty for every level of gamers and offers an intriguing plot in a beautifully crafted world. It’s not a perfect title, especially with the occasional need to grind and the trial-and-error aspect of its compulsory puzzles, but its presentation and the novelty of its gameplay compensate to make for a memorable experience. And at $20 on the Nintendo eShop, it's well worth the cost.

For collectors, there’s also are physical, boxed versions (yes, plural) ready to be pre-ordered right now via this link

CrossCode - Coming to Switch & PlayStation 4 - Official Announcement Trailer

Verdict

What We Liked ...
  • Seamless blend of RPG and puzzle gameplay mechanic
  • Presentation
  • Challenging, yet satisfying gameplay
What We Didn't Like ...
  • Learning curve
  • Puzzles lack hint and often rely on trial-and-error
  • Occasional need to grind
  • Some framerate issues on Switch
8
Gameplay
CrossCode manages to successfully merge two genres into one but the puzzles could use some hints over relying on trial-and-error and the RPG aspect would benefit from less need to grind.
9
Presentation
Radical Fish Games crafted a believable MMO experience in an offline game with beautiful, lively aesthetics.
8
Lasting Appeal
Despite its retro look, CrossCode packs over 30 hours of playtime, with quite an initial learning curve, and more if you wish to indulge in the side quests which are unfortunately mostly random fetch quests.
8.5
out of 10

Overall

A hidden indie gem that will surely entice RPG fans with its nostalgic look, excellent presentation and unique blend of puzzle and RPG mechanics.
Switch had issues with ps2 games, with build engine games, but uneven framerate on pixelated indie...
 
@Reploid Gonna go out on a limb here and say it might have to do with the game being made with either Java, HTML, or some other programming language you don't usually see with a game on PC, and in the process of porting the games to consoles, it involved converting the code to C++ in some form or fashion. That's just what I heard.

Honestly, maybe its just me, but while the game is fine and all, with a great OST, good platforming, etc., after playing it for a good afternoon, it seemed...kind of shallow. Like, you have to do a lot of grinding, and the battle music cutting out the music of the area got really annoying because I really wanted to listen to some of this game's awesome OST while in the middle of a fight kind of like in the Castlevania games, but instead, you get this battle theme that's OK, but is kind of RPG Maker-tier in quality. The S-Rank theme is cool, though, even if I kind of have to question the point of said ranking system given it doesn't dole out more rewards unlike a certain game series where the devils may or may not cry, but whatever.

Does it pick up or get more interesting after the first dungeon that aren't the barrage of tutorials at the beginning? Like, I'm talking after the snow town area?
 
@Reploid Gonna go out on a limb here and say it might have to do with the game being made with either Java, HTML, or some other programming language you don't usually see with a game on PC, and in the process of porting the games to consoles, it involved converting the code to C++ in some form or fashion. That's just what I heard.

Honestly, maybe its just me, but while the game is fine and all, with a great OST, good platforming, etc., after playing it for a good afternoon, it seemed...kind of shallow. Like, you have to do a lot of grinding, and the battle music cutting out the music of the area got really annoying because I really wanted to listen to some of this game's awesome OST while in the middle of a fight kind of like in the Castlevania games, but instead, you get this battle theme that's OK, but is kind of RPG Maker-tier in quality. The S-Rank theme is cool, though, even if I kind of have to question the point of said ranking system given it doesn't dole out more rewards unlike a certain game series where the devils may or may not cry, but whatever.

Does it pick up or get more interesting after the first dungeon that aren't the barrage of tutorials at the beginning? Like, I'm talking after the snow town area?
Definitely picks up the pace after the first dungeon, which is my least favourite, around midway. Like I said, give it time and you'll get to appreciate it better.
 
@Reploid Gonna go out on a limb here and say it might have to do with the game being made with either Java, HTML, or some other programming language you don't usually see with a game on PC, and in the process of porting the games to consoles, it involved converting the code to C++ in some form or fashion. That's just what I heard.

The game was created with the Impact javascript game engine. The guy who lead the Switch port talked about the process, and how it was insanely difficult because JS lacks any kind of meaningful structure necessary to do a automated translation to another language, and the game's codebase is enormous and all single-threaded (which is bad for the Switch's weak CPU). Full talk here
 
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I haven't noticed much grind like people are saying, might be because I'm the guy who will do most side quests before moving on, but good equips are easy to find if you like exploring and with the quests, getting to the appropriate level wasn't difficult. It is my favorite game of all time so I'm definitely biased.
 
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I had three free months of XBOX Game Pass on PC and I picked this up yesterday. I'm right before the first dungeon. I'm fine with the game overall, but my god is it unbelievably weeb. Japanese names, references, ninja running, etc. It's super cringe.
 
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I had three free months of XBOX Game Pass on PC and I picked this up yesterday. I'm right before the first dungeon. I'm fine with the game overall, but my god is it unbelievably weeb. Japanese names, references, ninja running, etc. It's super cringe.

I mean, it's clearly drawing inspiration from Zelda, Phantasy Star, .hack, and plenty of other games made in Japan, so...what did you expect?
 
I mean, it's clearly drawing inspiration from Zelda, Phantasy Star, .hack, and plenty of other games made in Japan, so...what did you expect?
You can draw inspiration, but that doesn't mean you have to shoehorn stuff like "Bento-chan" and a bunch of other super Japanese stuff when the devs are all White Europeans. If they were Japanese developers, I wouldn't care, just as I wouldn't care if they threw in some super European stuff, because they are from that area. This is just weird weeb stuff.
 
You can draw inspiration, but that doesn't mean you have to shoehorn stuff like "Bento-chan" and a bunch of other super Japanese stuff when the devs are all White Europeans. If they were Japanese developers, I wouldn't care, just as I wouldn't care if they threw in some super European stuff, because they are from that area. This is just weird weeb stuff.

What's next? White European voice actors should voice White European characters only? Black characters should only be voiced by black actors, etc.? Darth Vader shouldn't be voiced by James Earl Jones in future releases of Star Wars?

 
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What's next? White European voice actors should voice White European characters only? Black characters should only be voiced by black actors, etc.? Darth Vader shouldn't be voiced by James Earl Jones in future releases of Star Wars?


I agree. Sounds like a wonderful idea.
 
"It mostly takes some trial-and-error and close scrutiny of your environs to know where the ball can reach and if you need to be on a higher altitude to hit a certain switch"

Okay, but why is that a reason to lower the score? isn't the whole point of puzzles to learn from mistakes, AKA trial-and-error?
It's not like you need the answer in words. You don't even get punished for it.
 
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I hadn't heard about this game until now, looks fun! I like ricochet type games. The battle systems in old RPG games usually bore me (Chrono-trigger being the exception), so this has me excited.

Thanks for doing this review and I look forward to the release!
 
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Well this game has been even more fun than I expected!

Has anyone managed to get rid of the drops to 30fps though? I tried slight overclocking but it didn't help. It's weird, only 2 CPU cores using less than 50%, and less than 50% load on GPU too.

It happens at certain parts of fights, and noticeable in some of the outside areas, like that first Rookie City.

It's not going to make me stop playing but it would be nice to achieve 60fps at all times.

(I'll test how it performs without the update, maybe that's an issue like it was with SpongeBob.)

Edit: I can't launch the game w/o the update. Only options are cancel or download. So I'll hope for a future update to fix this.
 
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I've just grabbed it from game pass, £1 well spent it seems :~)
I ended up switching to the GoG version so I can run it through Steam for controller configuration because it's impossible to adjust controller support for GamePass and I don't own an XBox controller. While you can access the folder after switching permissions, everything is encrypted and you can't really do anything else. I normally use Steam desktop configuration for most GamePass games and I actively pray a gamepass game doesn't have any controller support at all so I can tie keyboard keys to buttons on my generic controller, but I couldn't for Cross Code because buttons are hardcoded in and are broken for non-Xbox controllers.
 
The framerate issues are due to the fact that the Switch doesn't allow for dynamic compilation, so the JavaScript source for the game had to be ahead-of-time transpiled into C++ and compiled (note that even if the Switch supported dynamic code execution, the game is resource intensive enough it might not have worked). There was a good talk about how this was done:

Just because a game looks like a retro 16-bit game does not mean that it was built like one, or that it isn't significantly more resource intensive.

It's also worth noting that the official console release announcement on discord state that
Note: Current versions might have issues with occasionally low fps, slow menu loading, sound glitches and language issues (especially for Asian languages) => These issues have been mostly fixed/improved internally and will soon be released with patches!
 
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The framerate issues are due to the fact that the Switch doesn't allow for dynamic compilation, so the JavaScript source for the game had to be ahead-of-time transpiled into C++ and compiled (note that even if the Switch supported dynamic code execution, the game is resource intensive enough it might not have worked). There was a good talk about how this was done:

Just because a game looks like a retro 16-bit game does not mean that it was built like one, or that it isn't significantly more resource intensive.

It's also worth noting that the official console release announcement on discord state that


So, he should have delayed the release to August/whenever it's done and actually ready to launch, got it.
 
So, he should have delayed the release to August/whenever it's done and actually ready to launch, got it.
Potentially, but I suspect the ball was in motion for a while. I've been (re-)playing on the Switch, and the lag when opening the menu in the city is irritating, but the game is definitely still playable, and I haven't run into any crashes or bugs, so I don't really fault them for not delaying the launch. The devs have been adding features, content, and optimizations to CrossCode (for free) for years, so I'm not sure that the game will be completely "done" for a while. I do find it irritating that getting patches certified by Nintendo seems to be so hard for indie devs; for games on Android or Steam developers can release updates every 20 minutes if they want to.
 
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With docked clock speeds the game seems to stay at 60 most of the time. Playing actual docked mode is probably similar. GPU at 384 just isn't enough. 691 has done pretty good.

Looking forward to that update though! Hopefully it'll natively hold 60fps.

Edit: it's still at 30 when in some parts of Rookie village, but much more smooth.
 
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Potentially, but I suspect the ball was in motion for a while. I've been (re-)playing on the Switch, and the lag when opening the menu in the city is irritating, but the game is definitely still playable, and I haven't run into any crashes or bugs, so I don't really fault them for not delaying the launch. The devs have been adding features, content, and optimizations to CrossCode (for free) for years, so I'm not sure that the game will be completely "done" for a while. I do find it irritating that getting patches certified by Nintendo seems to be so hard for indie devs; for games on Android or Steam developers can release updates every 20 minutes if they want to.

I don't mind free updates that add more stuff to the game. It's part of the reason why I've kind of put off playing through Shovel Knight until they seemingly have finished updating the game in the past year or so. But performance issues should be ironed out before launch, IMHO.
 
I mean there are other bugs (in v1.3.0) that are already fixed on PC that will hopefully be in the console patch. For example, it's currently impossible to get 100% chests because Bergen Village gets stuck at 17/18, and the Crocus Pocus quest is bugged.
 
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Just 100% the game. NG+ with the hacks enabled change some dialogue and makes it funny enough for a second play-through. I'm glad I one-shot everything because otherwise I couldn't see myself playing through a second time.
 
Review cover
Product Information:
  • Release Date (NA): July 9, 2020
  • Release Date (EU): July 9, 2020
  • Publisher: Deck13
  • Developer: Radical Fish Games
  • Genres: Puzzle, RPG
  • Also For: Computer, PlayStation 4, Xbox One
Game Features:
Single player
Local Multiplayer
Online Multiplayer
Co-operative

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