Chrono Trigger: More Touchscreen UI Thoughts

By now I have found that “Save” button that I couldn’t find in my previous session, and am making copious use of it. It turned out to be offscreen, at the bottom of a swipe-to-scroll panel that certainly didn’t work that way on the original console. So let’s talk a little more about the UI changes that were made for the iOS port.

Obviously all of the menus are completely redesigned. The screen where you enter the names of player cahracters, for example, brings up the standard iOS keyboard, rather than making you select each letter with a virtual D-pad in strict imitation of the original. In the pause menu, which is where you do things like examine your character stats and equip new equipment, there are on-screen buttons for paging through your roster of characters without leaving your current sub-menu, something that was handled by the controller’s shoulder buttons on the Playstation.

But the same menus bear artifacts of the old UI. Sometimes you have to tap a button twice — for example, when selecting a save to load. Why? As near as I can tell, it’s treating the first tap as selecting the item, as you would with the D-pad, and the second tap pressing the A button. Something in the underlying code is expecting those two distinct actions, and someone decided to not rewrite things that deeply. A different but even stronger example: dialogue choices. Most dialogue doesn’t contain choices — as in most JRPGs, the protagonist’s spoken lines are for the most part merely implied by other characters’ reactions, but every once in a while you have to make a choice between two or more explicit options in response to a direct question. In the original, your choices would be displayed in a little window at the bottom of the screen, and you’d use the D-pad to move a cursor up and down between them. On iOS, your choices are displayed in big translucent buttons overlaid on the whole scene, the better to thumb them on a tiny phone screen. But the same text is still displayed, redundantly, in the little window at the bottom. Presumably because some developer decided that removing it was more trouble than it was worth.

One thing I said before turns out to be incorrect: you cannot select monsters in combat by tapping on them directly. Most of the combat interface uses tappable buttons, but targets have to be chosen by cycling through the options by either tapping left/right buttons or swiping, and that’s kind of horrible. I just didn’t notice this at first because the initial combats were too simple for it to be applicable. Facing one opponent, I tapped on it, and my tap was recognized — it was just recognized as a generic tap-anywhere-to-confirm-current-selection. I suppose that the way enemies move around makes the conversion more complicated here, but it’s nothing that would be beyond the realm of possibility for a more thorough port, so I’m disappointed with the actuality there.

But then, I feel a bit like the mere shift to tapping may fundamentally alter the feel of combat in the first place. The controller interface meant that substantial portions of combat — the bits where you just want the next guy to hit whoever’s handy — could be accomplished by pressing the button that’s already under your thumb a few times. The touchscreen UI makes this more difficult, and forces you to keep looking at your fingers, which is to say, away from the action. I feel like combat here is hectic, with all its frantic tapping, and that I’m constantly having to get a handle on what’s going on more quickly than I’m comfortable with. But then, when I think back on it, I remember having similar sentiments back on the PS2. Maybe I should just shift down from Active Battle Mode to Wait Mode, at least for a while.

Yes, it's a tutorial on how to press buttons.Back in Crono’s home town, there’s a motley bunch of family members and random adventurers hanging out in the mayor’s house to provide a tutorial when spoken to (the family providing basic interaction instructions, the adventurers focusing more on combat). I actually missed them the first time I played through the game’s opening, so effective was the game at steering me towards the plot. The way you interact with the game in iOS is so changed that much of this tutorial had to be altered, but I’m pleased to say that whoever wrote the new stuff managed to ape the conversational style of the original admirably, in all its goofiness.

2 Comments so far

  1. Mark on September 28th, 2012

    “Wait” mode is generally to be preferred; it will pause the combat while you are in a submenu such as selecting a tech or choosing a target for an attack, but not while at the top-level menu. If it feels almost too hectic now, then it will be even worse when you start to have a decent number of options in each submenu. In either mode, the combat is paused during attack and spell animations.

    How are the loading times in iOS, compared to the Playstation version? I recall the PSX port would noticeably hang at the beginning and end of every battle, which of course the SNES and DS versions would not do.

  2. Carl Muckenhoupt on September 29th, 2012

    Yeah, Wait mode seems better here. I was reluctant to use it because I always stick with Active mode in those Final Fantasy games that give you the choice, because it almost seems like cheating there. But the battle system in Chrono Trigger is much more complicated, what with the geometric attack patterns. In FF, you can usually get into a mode where you know what you want each character to do well in advance. You can’t do that if you need to optimize the effects of your combo by cycling through all the available targets to see the effects.

    As for load times, it seems pretty much instantaneous. At no point in iOS have I sat waiting for anything other than an animation.

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