![crosscode a promise is a promise final quest crosscode a promise is a promise final quest](https://i.pinimg.com/originals/f0/00/bb/f000bb7fb1707f897736172620721ecc.jpg)
On some level, the in-game MMORPG universe, CrossWorlds, is a caricature of its genre and its community.
![crosscode a promise is a promise final quest crosscode a promise is a promise final quest](https://www.heypoorplayer.com/wp-content/uploads/2020/07/CrossCode-4.jpg)
This recursive nature may give it the appearance of being the Xzibit meme of RPGs (“I heard you like RPGs, so I put an RPG in your RPG so you can RPG as you RPG”), but even that is a gross simplification of what CrossCode offers. At the beginning, her speech is only limited to saying “hi”. Meanwhile, Lea, who’s aware of her avatar status within this so-called physical videogame, has not only lost the memories of her previous playthrough, but also her ability to speak. The inevitable eventually occurs, of course, in which both worlds collide through some coincidence.īut before that happens, you’ll spend long hours going through levels, performing the perfunctory motions of being in an MMORPG without actually being in one. But instead of a virtual world, the adventuring takes place elsewhere in a separate, physical planet, which means that both CrossCode’s videogame universe and the real world co-exist in the same realm. You play as Lea, an avatar within an in-universe MMORPG called CrossWorlds. What’s CrossCode then? At its core, it’s a game that’s reminiscent of and heavily influenced by JRPGs of old. This is done by framing its story as a “game-within-a-game”, lightly knocking on the fourth wall rather than blustering through it, showing familiarity with the genre, while subverting it at the same time. Learning all the facets of its world - from the combat system to trading with merchants - does take a substantial amount of time, but it also makes every minute of this long stretch of time matter. Like most RPGs, CrossCode is an immense and time-intensive experience.
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In a hard-hitting investigative report, one player was commended for finally “getting to the good shit” at the 117-hour mark of a fictional game, while his roommate scoffed at him for only making it mid-way through the game. Satirical website Hard Drive once ran a story which poked fun at the long, drawn-out nature of most RPGs.