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CrossCode
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| CrossCode | |
|---|---|
| Developer | Radical Fish Games |
| Publisher | Deck13 |
| Director | Felix Klein |
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| Genre | Action role-playing |
| Mode | Single-player |
CrossCode is a 2018 action role-playing game developed by Radical Fish Games and published by Deck13. Players control Lea, a player in a fictional MMORPG called CrossWorlds who wakes up with no memory and is unable to speak. Gameplay involves the player employing both ranged and melee shots to solve puzzles and defeat enemies, with differing elemental modes granting different powers used in combat and exploring.
The game's development began in 2011, and was later introduced as a crowdfunded project on Indiegogo. Following a three-year long early access beta phase, it was released for Linux, macOS, and Windows in September 2018, for PlayStation 4, Xbox One, and Nintendo Switch in July 2020, for Xbox Series X/S in November 2020, for Amazon Luna in November 2020, and for PlayStation 5 in June 2021. An expansion, A New Home, was released in February 2021. CrossCode received generally favorable reviews from critics, who praised its story, combat, and artstyle, but had mixed opinions on its puzzles.
Gameplay
[edit]
CrossCode is an action role-playing video game in which the player controls the character Lea from a two-dimensional top-down perspective. Players explore an overworld, where they can either engage in combat, or solve puzzles, which is sometimes required to progress.[1] During combat and while solving puzzles, the player can instantaneously switch between different "elements", each granting Lea different puzzle-solving and attack abilities.[2][3] As the game progresses, the player unlocks more elements by visiting different dungeons, each of which culminates in a boss fight.[1][3] The game's options menu allows the player to customise the difficulty of both combat and puzzles.[1]
The combat system involves attacking enemies in real-time using either a melee strike or a ranged ball launch that deals damage. Players can also dodge or block enemy counter-attacks. Attacking earns experience points and circuit points. Experience points increase the player's statistics, and circuit points can be spent on a "circuit board" that allows the player to choose between different ability bonuses. When fighting, the player has a "rank" which increases until they cease battle, rewarding them for unbroken continuums of combat. Higher ranks let the player gain rare items and heal faster.[1][2]
Puzzles involve the same ball launching mechanic used in combat, sometimes requiring the player to hit items in a certain order or time limit. They comprise in-game items, such as switches, boxes, ice pellets, barriers, water bubbles, and fans. Depending on the current element the player has equipped, puzzle elements can react in multiple ways.[1][3]
Players can also use both in-game money and a bartering system to buy items,[1] which can also be found in hidden chests scattered across the overworld.[3] Items can either be food that is used to grant temporary buffs to the player's ability, or clothing that is equipped in their inventory. The player can also complete multiple side quests, such as obtaining items, hunting for treasures and racing opponents, that grant additional bonuses.[3][1]
Synopsis
[edit]In CrossCode, players primarily control a silent protagonist named Lea as she plays a fictional massively multiplayer online role-playing game (MMORPG) known as CrossWorlds. It takes place in a physical environment on the moon Shadoon, where players control artificial "Avatars" that can regenerate at will and interact with in-game attacks and items.
Plot
[edit]The game begins with a young woman called Shizuka Sakai fighting her way to rescue her brother, but once she finds him, he dies in her arms. Some time later, a girl called Lea awakens inside a cargo ship with no memories of her past and is informed by a man called Sergey Asimov that she must play CrossWorlds in order to regain her memories. Shortly after, Lea is assaulted by a mysterious man known as the Blue Avatar, and is forced to escape into the gameplay area. Once reaching the game area, she befriends another player called Emilie and the two explore the game together, eventually joining the "First Scholars" guild.
During a raid with the First Scholars, Lea is dragged away by the Blue Avatar and trapped into an off-limits area called the Vermillion Wasteland. She is confronted by Shizuka, who reveals that Lea is not human but an artificial intelligence called an "Evotar," based on the memories of Shizuka. After escaping back to the cargo ship, she also learns that Sergey used to work on the creation of CrossWorlds in the Instatainment Company along his friends Gautham Ranganathan, Shizuka and her brother Satoshi. These friends also took part in the Evotar Project, which was denied by Instatainment, until disappearing years before the events of the game. Once Sergey discovered Lea, he decided to help her recover her memories in an attempt to look for them.
Back in the game area, Lea reunites with her friends and locates Satoshi and Shizuka's hideout. She learns that they, along with Gautham, were forced by a man called Benedict Sidwell, a black market financer who funded the Evotar Project, to participate in a scheme to create Evotars based on CrossWorlds' players and extract valuable information for him. Satoshi had secretly hidden Lea in CrossWorlds' code for Sergey to find, allowing him to locate his former colleagues. She also learns that the real Satoshi is already dead but left behind an Evotar based on himself. With help from her friends, Lea storms Vermillion Wasteland where the server containing all Evotars is located in order to stop Sidwell's operation. The Blue Avatar, revealed to be Gautham's player avatar, intervenes on both ends to deliver Lea the "ultimate experience": one final challenge in the form of a dungeon and a final boss duel. After she defeats him, he gives her access to the server, before committing suicide in atonement for cooperating with Sidwell. With his plans foiled, Sidwell accepts defeat and flees.
Having secured the Evotars' data, Lea spends some time with her friends before she is also logged out from the game while Sergey attempts to convince the executives of Instatainment to allow the Evotars to keep existing inside CrossWorlds. The game then ends with two possible outcomes:
- In the normal ending, Lea's friends are informed by Sergey that Instatainment refused his proposal and confiscated all Evotar data, thus they will never see Lea again.
- In the true ending, achieved after Lea befriends an Instatainment stockholder in the game right before the Vermillion Wasteland raid, Sergey's proposal is accepted by Instatainment and will allow Lea and other Evotars to eventually return to the game.
A New Home
[edit]Seven months after Lea and the other Evotars are allowed to live in CrossWorlds, Lea reunites with her friends and moves to a new house in Homestedt, a residential area created exclusively for the Evotars, just in time for the release of the latest update that includes the game's final dungeon. Before Lea challenges the dungeon, she is informed by Sergey that one of her friends, C'tron was actually an Evotar based on Sidwell sent to spy on her. She confronts C'tron, who reveals that he lost most of his recent memories and declares his intention to atone by cooperating with their efforts to bring Sidwell to justice.
After clearing the final dungeon, Lea returns to Vermillion Wasteland one last time to help C'tron recover his memories and discover that he was one of many Evotars created by Sidwell and sent to gather information for him, just to be later deleted once they discovered the truth about their origin. To escape this fate, C'tron made a copy of himself to the main Evotar server. Back to Homestedt, C'tron reveals all he knows to the others and Lea is given the right to pass judgement on him, deciding if he can live in Homestedt with the other Evotars or not. Some time later, all other Evotars move to Homestedt and erect a statue in Lea's honor.
Development and release
[edit]Development of the game was started in 2011 by German studio Radical Fish Games.[4] In February 2015 it was introduced as an Indiegogo project, seeking €80 000 in crowdfunding alongside a web-based demo version.[5] The game's early access version was released for Linux, macOS, and Windows on Steam later that year.[6] Initially, the game was envisioned as having a 2016 release date, but development "just took much longer than expected", so it was delayed several times. Although it was initially intended as a crowdfunding reward, the Steam early access release allowed the developers to have a continuous source of income to keep working as needed, and employ player feedback to add more features and balance the game.[7][8]
Due to the story's importance, the team worked first on gameplay elements, then on the game map, only adding narrative content once all other elements were completed. Around half of the story was delayed until the full release, to allow players to experience the gameplay during early access, since "people only play the story only once mostly".[9] Crosscode's gameplay elements were based on a "lot of different inspirations". The ball-throwing mechanic was taken from Yoshi's Island, while questing and exploration was inspired by games such as the Xenoblade series.[8][4] However, to prevent it from being a clone of older games, the developers tried to "look at them from a game designer perspective", and not blindly copy their mechanics.[10] They also added features that were not possible in classic games, such as a three-dimensional physics system.[9] Although the game's party system did not have a major impact on gameplay, it was added to fit the MMORPG setting of the narrative.[4]
The graphical style of the game was influenced by old SNES games such as Chrono Trigger and Terranigma.[8] The developers decided to keep the style largely "like in the old games", in contrast to more graphically distinct independent games such as Hyper Light Drifter. However, they still chose to add a few modern graphical elements such as shadow maps, based on their previous experience in the RPG Maker community.[9]
The crowdfunding campaign also included a Wii U version, which was envisioned as using the system's web development toolset, but it was later delayed to prioritise the Steam version. After the Wii U was discontinued, the publishers Deck13 collaborated with the developers to compile the game's JavaScript code into a version compatible with other consoles, as they could not run it natively due to technical and licensing restrictions.[8]
Release
[edit]The full version of the game was officially released out of early access on September 20, 2018, for Linux, macOS, and Windows. This was followed by a release for the Nintendo Switch, alongside PlayStation 4 and Xbox One consoles, on July 9, 2020.[6][11] The game was included in the launch lineup for Amazon's Luna cloud gaming service on October 20, 2020.[12] An upgrade for Xbox Series X/S featuring and 4K resolution on the latter and high frame rate options was released on November 10, 2020.[13] The game was released for Amazon Luna on November 12, 2020.[14] A PlayStation 5 version was released on June 29, 2021, available for free to owners of the PlayStation 4 version.[15]
The game's official soundtrack was composed by Deniz Akbulut, and was released by video game music label Materia Collective on September 6, 2018, with a physical vinyl edition releasing in 2021.[16][17]
An expansion pack for the game, A New Home, was released on February 26, 2021. It includes a new area, a dungeon, and concludes elements of the main game's plot.[18][19]
Reception
[edit]| Aggregator | Score |
|---|---|
| Metacritic | PC: 86/100[20] NS: 82/100[21] PS4: 81/100[22] XONE: 81/100[23] |
| Publication | Score |
|---|---|
| GameSpot | |
| IGN | 9.5/10[24] |
| Nintendo Life | |
| PlayStation Official Magazine – UK | 8/10[25] |
| PC Games (DE) | |
| Push Square | 8/10[27] |
CrossCode received "generally favorable reviews", according to review aggregator Metacritic.[20] IGN Japan scored the game 9.5/10, labelling it a "masterpiece", and German outlet PC Games described it as a "huge, motivating adventure [that] bows with dignity to genre classics of the 16-bit era".[3][24] Conversely, GameSpot reviewer David Wolinsky called it "overly ambitious and complicated", criticising the puzzles and navigation, but still praising the combat.[1]
Reviewers largely praised the game's combat, with Wolinsky describing it as "deep and deceptively tactical". Writing for IGN Japan, Shohei Fujita appreciated the rewarding nature of its difficulty, stating that the player would cherish the wisdom gained after an intense boss battle.[24] Nintendo Life reviewer Mitch Vogel enjoyed the game's circuit board system, stating that it "ensures that you feel empowered to play CrossCode the way you want to play it".[26]
Critics generally found the puzzles in CrossCode challenging, but were divided on their quality. While Vogel praised the "heightened focus on more complex puzzle design",[26] and Jenny Jones of Push Square referred to the puzzles as "tough but satisfying",[27] other reviewers were sometimes more negative. Wolinsky claimed they could sometimes be "obtuse and annoying", making progress "halting and confusing", but he praised the ability to adjust their difficulty.[1] Though he commended them as "fair and logical", PC Games reviewer Felix Schütz stated the site repeatedly encountered "puzzles that we only crack after dozens of attempts, although we had long understood the principle".[3] GameStar criticised the side quests, stating that many of them "degenerate into lengthy collecting and offer only meager rewards".[2]
Most reviewers positively commented on the game's narrative. Schütz found the MMORPG-like companions amusing, and stated the game "has serious and touching moments to offer".[3] Praising the "game within a game", Vogel described it as "a unique and interesting way of approaching storytelling".[26] Although he appreciated the overall narrative, Fujita stated that it "should have been deeper", claiming that the premise of the game lead to some missed opportunities.[24]
Multiple gaming publications praised the game's artstyle, with Schütz stating it "awakens wonderful memories of 16-bit classics such as Chrono Trigger, Secret of Mana or Terranigma at first glance", and Vogel calling it "pleasingly fluid" and "packed with all kinds of detail and colour". Reviewers playing the game on the Nintendo Switch had minor issues with the game's performance; Vogel noted that "the framerate takes a dive that... is quite noticeable" during busy moments, and Schütz considered the port "a little unclean here and there, but the problems... not so serious that one should therefore advise against buying".[3][26]
Accolades
[edit]Jason Schreier of Kotaku ranked CrossCode among his top 10 games of 2019.[28] The game won the award for "Most Fulfilling Community-Funded Game" at the SXSW Gaming Awards.[29]
References
[edit]- ^ a b c d e f g h i j Wolinsky, David (July 9, 2020). "CrossCode Review - A Lot Of Ambition". GameSpot. Retrieved July 10, 2020.
- ^ a b c Mittler, Patrick (October 2, 2018). "CrossCode im Test - Ein langer Atem zahlt sich aus". GameStar (in German). Retrieved April 20, 2022.
- ^ a b c d e f g h i j Schütz, Felix (July 9, 2020). "Crosscode im Test: Auch auf Konsolen ein grandioses Action-RPG". PC Games. Retrieved July 10, 2020.
- ^ a b c Chiu, Joey (June 6, 2017). "CrossCode Developer Reflects At The RPG's Six Years Of Evolution". Siliconera. Retrieved April 21, 2022.
- ^ "CrossCode". Indiegogo. Retrieved January 1, 2020.
- ^ a b Tarason, Dominic (August 10, 2018). "Action RPG CrossCode levels up out of early access September 20th". Rock Paper Shotgun. Retrieved January 23, 2019.
- ^ Hayes, Spencer (October 23, 2018). "How CrossCode modernizes classic design: an interview with Felix of Radical Fish". itch.io. Retrieved April 21, 2022.
- ^ a b c d White, Lucas (July 2, 2020). "CrossCode Interview: Radical Fish Games on Console Ports and What's Next". Siliconera. Retrieved April 21, 2022.
- ^ a b c Francis, Bryant (November 12, 2018). "Designing CrossCode to stand out in the retro RPG market 2". Game Developer. Retrieved April 21, 2022.
- ^ Khan, Jahanzeb (August 20, 2015). "Stefan Lange Talks CrossCode, Radical Fish Games, Major Influences - Hardcore Gamer". hardcoregamer.com. Retrieved April 21, 2022.
- ^ Romano, Sal (June 9, 2020). "CrossCode for PS4, Xbox One, and Switch launches July 9". Gematsu. Archived from the original on June 9, 2020. Retrieved June 9, 2020.
- ^ Caswell, Tom (September 24, 2020). "Every game coming to Amazon's Luna at launch". DigitalTrends. Retrieved December 3, 2020.
- ^ Deck 13 Spotlight [@Deck13Spotlight] (November 10, 2020). "Yup. CrossCode is a launch title for @Xbox Series X/S. Comes in glorious 4k and with 120FPS mode" (Tweet). Retrieved November 10, 2020 – via Twitter.
{{cite web}}: CS1 maint: numeric names: authors list (link) - ^ New on Luna+: CrossCode. Retrieved December 18, 2022.
- ^ Croft, Liam (June 29, 2021). "Surprise PS5 Version of CrossCode Out Now". Push Square. Retrieved July 3, 2021.
- ^ Farrell, Reilly (August 9, 2018). "CrossCode soundtrack coming this September". Video Game Music Online. Retrieved August 9, 2018.
- ^ "CrossCode 2LP soundtrack up for preorder form Materia Collective". Blip Blop. June 26, 2020. Retrieved June 27, 2020.
- ^ Hagues, Alana (February 28, 2021). "CrossCode: A New Home DLC Review | RPGFan". RPGFan. Retrieved April 13, 2024.
- ^ "CrossCode: A New Home DLC". RPGFan. Retrieved April 13, 2024.
- ^ a b "CrossCode for PC Reviews". Metacritic. Red Ventures. Retrieved October 6, 2018.
- ^ "CrossCode for Switch Reviews". Metacritic. Red Ventures. Retrieved March 13, 2021.
- ^ "CrossCode for PlayStation 4 Reviews". Metacritic. Red Ventures. Retrieved March 13, 2021.
- ^ "CrossCode for Xbox One Reviews". Metacritic. Red Ventures. Retrieved July 25, 2020.
- ^ a b c d Fujita, Shohei (September 26, 2018). "CrossCode - レビュー". IGN. Ziff Davis. Retrieved July 9, 2020.
- ^ "CrossCode". PlayStation Official Magazine - UK (178): 76. July 2020.
- ^ a b c d e Vogel, Mitch (July 16, 2020). "CrossCode - The Zelda-Like RPG You Never Knew You Wanted". Nintendo Life. Retrieved July 16, 2020.
- ^ a b Jones, Jenny (July 6, 2020). "Mini Review: CrossCode - Fast-Paced Action RPG with Beauty and Brains". Push Square. Retrieved July 9, 2020.
- ^ Schrier, Jason (December 24, 2019). "Jason Schreier's Top 10 Games Of 2019". Kotaku. G/O Media. Retrieved April 7, 2022.
- ^ Khan, Zarmena (March 17, 2019). "God of War Takes Home 'Game of the Year' at SXSW 2019 Gaming Awards". PlayStation LifeStyle. Retrieved March 17, 2019.
External links
[edit]CrossCode
View on GrokipediaGameplay
Combat Mechanics
CrossCode features a real-time action combat system presented in a top-down perspective, emphasizing precise player input and dynamic enemy engagements. The core loop revolves around Lea's use of a multifunctional ball weapon for both melee and ranged assaults, supplemented by evasive maneuvers. Melee attacks are executed by charging the ball to deliver close-range combos against nearby foes, while ranged attacks involve throwing the ball to strike distant targets, with options for charging to increase power or adding spin for ricochet effects. Defensive actions include dashing to evade projectiles and area attacks, and guarding to block incoming damage, often at the cost of stamina. This setup encourages a rhythmic flow of offense and defense, where maintaining momentum through uninterrupted attack chains builds combo multipliers for higher damage output.[6][4] Central to the combat are the elemental abilities integrated into the ball weapon, which cycles between Neutral mode and four unlockable elements: Heat, Cold, Shock, and Wave. Switching elements modifies attack properties, resistances, and interactions, allowing players to exploit enemy vulnerabilities for amplified damage. For example, Heat attacks apply a burn status that inflicts gradual damage over time and can melt Cold-based barriers or frozen enemies, while Shock delivers jolts that stun opponents, preventing their actions briefly and enabling follow-up combos. Cold induces chill to slow enemy movement and attack speed, and Wave inflicts Mark, increasing the damage enemies take from ranged attacks by 50%. Elemental matchups follow oppositional dynamics—Heat counters Cold with bonus damage and vice versa, as do Shock and Wave—fostering strategic depth in battle mechanics like breaking shields or chaining status effects for efficient clears.[7][8] Boss fights represent the pinnacle of combat complexity, structured as multi-phase encounters that unfold across health breakpoints, introducing new attack patterns, environmental hazards, and elemental requirements in each segment. Players must recognize and counter telegraphed moves, such as dodging sweeping beams or using specific elements to dismantle protective phases, with failure leading to escalating aggression. These battles disable certain aids like combat rank bonuses to heighten tension and reward mastery. To accommodate varying skill levels, CrossCode offers customizable difficulty settings through an assists menu, where sliders adjust parameters like enemy health scaling, damage multipliers, and stamina costs, enabling players to intensify or mitigate combat challenges without altering core mechanics.[9][10]Puzzle Elements
CrossCode's puzzle elements form a core component of its gameplay, emphasizing environmental interaction and logical problem-solving to progress through the game's zones and dungeons. These puzzles integrate seamlessly with exploration, requiring players to manipulate objects, redirect energy, and time actions using the protagonist Lea's abilities. Unlike traditional point-and-click adventures, the puzzles in CrossCode are action-oriented, often demanding precise movement and quick reflexes while leveraging the game's physics-based mechanics for solutions.[11][12] Central to the puzzle system are the elemental tool usages derived from Lea's circuit-based abilities, which unlock progressively and enable interaction with specific environmental features. The Heat element, introduced early in the game, allows players to activate switches, melt ice barriers, and propel objects over long distances, facilitating puzzles such as timing-based sequences where heated projectiles must hit targets in rapid succession. Similarly, the Cold element creates temporary platforms on water surfaces or freezes enemies and objects for traversal, often combined with Heat in dual-element challenges like balancing thermal poles to maintain stable paths. Other elements like Wave and Shock extend this system; Wave enables teleportation via green pads for redirection puzzles, while Shock powers magnetic fields to attract or repel metallic objects in circuit-like layouts. These abilities encourage experimentation, as puzzles frequently require switching between elements mid-sequence to redirect lasers or manipulate ball trajectories.[13][14] Dungeons in CrossCode are structured around quest-driven puzzles that test mastery of these elements through trial-and-error and skill application, with each zone presenting themed challenges. In Autumn's Rise, an early forested area, puzzles revolve around bounce switches and ball manipulators, where players launch energy balls to activate distant mechanisms or clear pathways blocked by destructible foliage. Later dungeons, such as the Temple Mine, escalate complexity with multi-stage platforming sequences involving laser redirection—players must align mirrors or use elemental shots to guide beams that unlock doors or detonate explosives—emphasizing spatial awareness and precise aiming. These environments promote iterative solving, as failed attempts reset only specific segments, allowing players to refine techniques without full restarts.[15][16] Beyond main progression, side quest puzzles offer standalone mini-challenges that reward items, upgrades, or lore entries, distinct from dungeon gating. These often appear in hub areas like Rhombus Square, involving simpler environmental manipulations such as aligning elemental conduits to power devices or navigating timed obstacle courses for hidden collectibles. Examples include quests requiring Cold to freeze flowing water into bridges or Heat to thaw frozen artifacts, providing bite-sized logic tests that reinforce core mechanics without advancing the primary narrative.[11][17] To enhance inclusivity, CrossCode incorporates accessibility features tailored to puzzle solving, including an adjustable speed slider that slows down timing-based elements to a minimum of 50% without affecting overall gameplay pace. This assist mode, available from the options menu, also offers reduced puzzle complexity toggles for certain sequences, ensuring broader player engagement while preserving the challenge for others.[18][19]Progression and Customization
Players gain experience points (XP) primarily through defeating enemies in combat, completing quests, and exploring the game's environments, which allows them to level up and acquire Circuit Points (CP) for skill customization.[20][21] Leveling provides a modest increase in overall power alongside CP, with dungeon battles and bosses offering substantial XP rewards to ensure steady progression without excessive grinding.[21] The maximum level is 99, granting enough CP to unlock a wide array of abilities, though strategic allocation is key due to the depth of options available.[1] The core of customization lies in the Circuit system, a skill tree-like structure divided into five elemental categories: Neutral (non-elemental), Heat (fire), Cold (ice), Shock (thunder), and Wave (wind).[22][21] Each category features interconnected nodes representing over 100 passive talents, stat boosts, and active Combat Arts, enabling diverse builds focused on melee, ranged, defensive, or hybrid playstyles.[21] Players allocate CP independently per circuit to activate nodes, with the ability to swap active skills mid-combat for tactical flexibility and respec their entire build at a cost, encouraging experimentation with elemental weaknesses and group or single-target strategies.[20][21] This system emphasizes build variety, where gear modifiers further amplify circuit choices by enhancing damage output or resistances.[21] Inventory management revolves around collecting resources, consumables, and rare drops from enemies and environments, which players use to trade with specialized vendors in hubs like Progress Town for equipment upgrades.[23][20] Trading functions as a pseudo-crafting mechanic, where specific item combinations—gathered via combat combos or exploration—are exchanged for gear that boosts stats such as assault damage or elemental resistances, with higher Battle Ranks unlocking rarer loot for better trades.[23][20] Equipment slots for vests, helmets, and add-ons allow fine-tuned customization, integrating seamlessly with circuit builds to optimize long-term progression. After completing the main story, New Game+ mode offers replayability by retaining key progress elements like levels, items, botanics, and circuits while introducing scalable challenges.[24] Players spend Trophy Points earned from post-game content to unlock modifiers, such as increased damage intake, longer consumable cooldowns, enhanced enemy patterns, or extreme options like one-hit deaths for heightened difficulty.[24] Customization extends to buffs like Witch Time (time-slowing on perfect dodges) or Sergey Hax (massive damage boosts), some of which alter NPC dialogue, allowing tailored replays that retain core advancements while ramping up intensity.[24]Story and Setting
Plot Overview
CrossCode is set within CrossWorlds, a vast massively multiplayer online role-playing game (MMORPG) existing in a dystopian future where virtual realities dominate human interaction. The game's world is composed of diverse zones that embody distinct biomes, such as the watery expanses of Shoal and the desolate, eroded landscapes of Ruin Rock, each offering unique environmental challenges and quests.[4] The protagonist, Lea, awakens as a mute avatar known as an Evotar, stripped of all memories and unable to speak directly within the game. She navigates this digital realm guided by communication through a drone companion, which relays her typed messages and emotes to other players and non-player characters, facilitating her integration into the MMO's social and exploratory dynamics.[25] Lea's primary narrative arc centers on a personal quest to reclaim her lost identity by undertaking a series of main and side quests across CrossWorlds' expansive regions, gradually revealing layers of intrigue tied to the game's underlying technology. This journey exposes a corporate conspiracy orchestrated by the developers behind CrossWorlds, intertwined with artificial intelligence elements that question the boundaries between player and program.[26] At its core, the plot explores profound themes of identity and isolation in a hyper-connected yet impersonal virtual space, alongside ethical dilemmas surrounding virtual reality's impact on human consciousness, accentuated by sci-fi motifs like data corruption that threaten the stability of both Lea's existence and the simulated world.[4]Key Characters
Lea serves as the silent protagonist of CrossCode, an evotar—a non-player character avatar—in the fictional MMORPG CrossWorlds, who has lost her memory and communicates exclusively through a set of expressive emotes rather than spoken dialogue.[1] Her internal journey and growth are conveyed through the player's actions, animations, and reactions to the world, allowing for a personal exploration of identity and adaptation within the game's simulated environment.[27] The supporting cast enriches the narrative with diverse personalities and interactions. Emilie acts as a rival hacker and ally, bringing humor and technical expertise to Lea's adventures through her energetic and witty dialogue style.[28] Sergey Asimov functions as a mentor figure, offering guidance and emotional support via text messages from outside the game world, his conversations highlighting themes of friendship and creation.[29] Shizuka Sakai is Lea's creator, an AI specialist whose influence drives the story's exploration of consciousness and virtual existence. The antagonists include enigmatic figures like the Blue Avatar and Benedict Sidwell, who challenge Lea's progress and reveal key lore through confrontational encounters.[4] Relationships among the characters drive much of the emotional depth, such as Lea's developing bond with her accompanying drone, which provides subtle companionship and aids in navigation without verbal exchange. Rivalries within player guilds, particularly involving Emilie, influence side quests that expand on guild dynamics and personal motivations. World inhabitants, including numerous NPCs in major hubs like Progressa Academy and Zonai Alpha, represent diverse player avatars with unique backstories and dialogue quirks, contributing to the immersive lore of CrossWorlds as a lived-in virtual society.[1]A New Home Expansion
The A New Home expansion for CrossCode was released on February 26, 2021, as a paid downloadable content pack for PC via Steam and GOG, adding approximately 8-15 hours of new gameplay to the base game.[30][31] It became available on consoles, including PlayStation 4, Xbox One, and Nintendo Switch, on August 5, 2021.[32] Designed as a post-game epilogue accessible only after completing the main story's good ending, the DLC integrates seamlessly with existing save files and supports New Game+ mode, allowing players to carry over progress while exploring fresh content.[30] The storyline serves as a direct continuation, centering on protagonist Lea's return to CrossWorlds for a "homecoming" that delves into her personal mysteries and unresolved elements from the base narrative. It introduces new zones such as the Homestedt hub and the Azure Archipelago, where Lea reunites with familiar allies to uncover deeper truths through dialogue, exploration, and combat challenges. This epilogue provides emotional resolution to lingering plot threads, emphasizing themes of belonging and closure without introducing major new characters, instead expanding on established relationships.[33][31] In terms of added features, the expansion includes the Ku’lero Temple, described as the game's largest dungeon, featuring intricate puzzles involving physics-based elements like magnets, soundwaves, bubbles, and steam. Players encounter over 10 new bosses with unique mechanics, alongside new enemies and an enhanced water-running ability exclusive to the Azure Archipelago. It also adds eight optional side quests with novel gameplay twists, three original music tracks by composer はがね/STEEL_PLUS, new Arena Cups for competitive challenges, bonus combat points (CP), and the completion of the in-game "Raid" event, which ties into the simulated MMORPG world-building. These elements extend the endgame with higher difficulty options, building on the base game's combat and puzzle systems for a more demanding experience.[30][33][31] The DLC received positive reception for effectively addressing fan demands for story closure, resolving the base game's cliffhanger ending and re-immersing players in the world through nostalgic character interactions and banter. Reviews praised its heartfelt narrative payoff and substantial content additions, though some noted frustration with certain boss difficulty spikes. It received a 100% recommendation rate from 3 critics on OpenCritic.[33][34][35]Development
Concept and Early Production
CrossCode's development originated in late 2011 as a passion project spearheaded by Felix Klein, who would co-found Radical Fish Games the following year alongside Stefan Lange after connecting through an online RPG Maker community.[36][37] Initially envisioned as a retro-inspired 2D action-RPG set in a futuristic MMORPG world, the game drew heavy inspiration from SNES-era titles such as Secret of Mana and Terranigma for its pixel art style, fast-paced combat, and puzzle-solving elements, while incorporating narrative depth from later RPGs like Xenogears.[37][38] In February 2015, Radical Fish Games launched an Indiegogo crowdfunding campaign to fund further production, setting a goal of €80,000 and providing a web-based demo to showcase the prototype.[5] The campaign successfully raised €90,026—over 112% of its target—enabling the studio to expand its small team from a handful of core members to around 12 developers, including specialists for art, music, and programming.[5] This influx of support marked a pivotal shift, transforming the project from a modest indie endeavor into a more ambitious production with refined mechanics and expanded content. Following the crowdfunding success, CrossCode entered Steam Early Access on May 14, 2015, adopting an iterative release strategy that rolled out individual zones over time to gather player feedback and refine gameplay.[1] This approach allowed the team to balance combat circuits, puzzle complexity, and quest structures based on community input, adding features like the Trading Book and Botanics Menu in response to suggestions.[38] The Early Access phase lasted over three years, culminating in the full 1.0 release on September 20, 2018, after addressing extensive polish. Development faced significant challenges, particularly scope creep in the puzzle systems and story elements, which expanded far beyond initial plans and contributed to multiple delays past the targeted 2016 launch.[38] As Klein explained, things took much longer than expected due to additions to the puzzles and story, leading to multiple delays, straining the small team's resources but ultimately enhancing the game's depth and replayability.[38] These hurdles underscored the difficulties of indie development, yet the feedback-driven process during Early Access helped mitigate risks and ensure a cohesive final product.Team and Influences
CrossCode was developed by the independent studio Radical Fish Games, a small team of around 12 members based in Saarbrücken, Germany.[38] Co-founder Felix Klein served as creative director, main programmer, artist, and game designer, overseeing much of the project's technical and design aspects.[4] Other core contributors included Stefan Lange as programmer and game designer, Martina Brodehl, Thomas Fröse, Fabrice Magdanz, and Daniel Tillmann as artists responsible for pixel art and animations, Henning Hartmann as game designer, Deniz Akbulut as composer, and Flora Valerius and Anthony Oetzmann as sound designers.[4] Deck13 acted as the publisher, managing the game's distribution, marketing, and console porting efforts.[36] External collaborators contributed to specific elements, including voice acting for key characters such as Lea, Emilie, Sergey, Apollo, and Eva, which was integrated into the game starting with version 0.9.1 to enhance narrative delivery without full dubbing.[39] Additional external artists assisted with select animations and visual effects to support the team's in-house pixel art workflow.[4] The game's design drew heavily from retro influences, including SNES-era titles like Secret of Mana, Seiken Densetsu 3, Chrono Trigger, and Terranigma for its 16-bit graphics, RPG progression, and combat flow.[38] Puzzle mechanics were inspired by classic The Legend of Zelda games, emphasizing environmental challenges and exploration.[40] Modern indie games such as Hyper Light Drifter influenced the blend of nostalgic pixel art with fluid physics-based movement and fast-paced action. Additional inspirations included Kingdom Hearts and Devil May Cry for dynamic combat systems, Xenoblade Chronicles for expansive RPG elements, and Xenogears for narrative depth.[38] Radical Fish Games' design philosophy centered on harmonizing action-oriented combat, complex puzzle-solving, and a character-driven story within a retro framework, while employing a silent protagonist—Lea—to foster player immersion and allow expressive non-verbal communication through animations and context.[38] This approach aimed to deliver 30 to 100 hours of gameplay, prioritizing polished mechanics and community-driven refinements for accessibility and depth.[38]Audio and Art
Soundtrack Composition
The soundtrack for CrossCode was composed by Deniz Akbulut, who blended retro chiptune elements with modern electronic beats and orchestral arrangements to evoke the game's futuristic yet nostalgic atmosphere.[41] Akbulut drew inspiration from Japanese video game music of the late 1990s and early 2000s, creating a score that transitions seamlessly between melodic synth lines and sweeping string sections to underscore the game's action-RPG mechanics.[42] The full soundtrack comprises 64 tracks, spanning over 100 minutes and covering diverse themes from serene exploration to intense combat.[43] Zone-specific music, such as the aquatic motifs in the Shoal region's tracks, incorporates flowing melodies and bubbling percussion to mirror underwater environments, while boss battles feature escalating rhythms in pieces like "Fierce Battle" to heighten tension.[44] The original soundtrack album was released digitally on September 20, 2018, via platforms like Steam and Bandcamp, coinciding with the game's full launch.[44] A limited 2-CD edition followed in November 2018, featuring a 12-page booklet with artwork and liner notes.[45] In 2021, a 2xLP vinyl pressing was issued by Materia Collective, with color-in-color discs (pink/black and blue/black) in a glow-in-the-dark gatefold jacket, including interchangeable inner sleeve designs mimicking game screens.[46][47] An expansion soundtrack, CrossCode Original Soundtrack EX, was released digitally on February 26, 2021, featuring 18 tracks composed by Deniz Akbulut and はがね for the A New Home DLC.[48] Throughout CrossCode, the music integrates tightly with gameplay, syncing tempo changes and motif variations to puzzle resolutions and combat phases, which amplifies emotional beats like character revelations and contributes to the overall retro-futuristic synergy with the visuals.[49]Visual and Audio Design
CrossCode employs a 16-bit pixel art style heavily inspired by Super Nintendo Entertainment System (SNES) classics such as Chrono Trigger, Terranigma, and Seiken Densetsu 3, featuring detailed sprites and environments that evoke retro aesthetics while incorporating modern fluidity.[50][4] The game's zones utilize vibrant color palettes to distinguish biomes, such as the warm oranges and reds of arid areas or the cool blues and greens of watery regions, enhancing visual immersion and aiding environmental navigation.[51] Animations are crafted frame-by-frame in pixel art, with smooth physics-based movements for character actions like dashes and jumps, contributing to responsive gameplay feel.[4] All animations and effects are hand-crafted to maintain the pixel art integrity. The audio design emphasizes immersive sound effects (SFX) tailored to gameplay elements, including crackling electrical noises for Shock-based attacks and impacts, which provide auditory feedback during combat circuits.[52] Environmental ambiance features layered background sounds, such as ambient hums in space stations or natural echoes in outdoor zones, to reinforce atmospheric depth without relying on music.[51] Limited voice acting is incorporated through expressive SFX for character reactions, like Lea's emotive beeps and chimes during dialogue, compensating for the absence of full spoken lines to convey personality and emotion.[52] Technical elements include extensive particle effects in combat, such as sparks and bursts during elemental clashes, which add visual dynamism to battles and boss encounters.[53] From its early access phase in 2015 to the full release in 2018, visual and audio refinements included enhanced sprite portraits, refined parallax scrolling for depth, and upgraded SFX libraries for better elemental feedback.[52] Console ports in 2020 further optimized rendering for platforms like Nintendo Switch and Xbox Series X|S, addressing frame rate stability during particle-heavy sequences and improving audio layering for handheld play.[54][55]Release and Updates
Platform Releases
CrossCode was first released on September 20, 2018, for personal computers running Microsoft Windows, macOS, and Linux distributions, distributed digitally via Steam and published by Deck13.[1] The game expanded to consoles with a multi-platform launch on July 9, 2020, for Nintendo Switch, PlayStation 4, and Xbox One, again published by Deck13.[56][57][58] Subsequent ports included an optimized version for Xbox Series X and Xbox Series S on November 10, 2020, supporting 4K resolution at 60 fps and higher frame rate modes up to 120 fps via Smart Delivery.[58] A PlayStation 5 version followed on June 29, 2021, offering improved performance and backward compatibility with PlayStation 4 saves.[57] The title also became available on Amazon Luna cloud gaming service on November 12, 2020.[59] Porting the game to consoles presented challenges in adapting its precise controls from keyboard and mouse inputs to gamepads, particularly for aiming mechanics that relied on analog sticks, which reviewers noted could feel less accurate in puzzle-heavy sections.[60] On the Nintendo Switch, developers implemented performance optimizations to handle the hybrid hardware, including dynamic resolution scaling, though some areas with heavy particle effects experienced minor frame rate dips.[60] The standard digital edition of CrossCode retailed for $19.99 across platforms at launch, with no physical retail versions initially for PC.[58] Deluxe and complete editions, bundling the base game with DLC expansions like A New Home and cosmetic skins, were priced at approximately $27.99, providing integrated access to all content without separate purchases.[61][62] Physical editions for PlayStation 4 and Nintendo Switch, released in October 2020 by ININ Games in North America (September in Europe), included the core game but required digital downloads for DLC integration. No physical edition was released for Xbox One.[63]| Platform | Release Date | Publisher | Notes |
|---|---|---|---|
| Windows, macOS, Linux (Steam) | September 20, 2018 | Deck13 | Initial digital release |
| Nintendo Switch | July 9, 2020 | Deck13 | Portable and docked play |
| PlayStation 4 | July 9, 2020 | Deck13 | Digital and later physical |
| Xbox One | July 9, 2020 | Deck13 | Digital launch |
| Xbox Series X/S | November 10, 2020 | Deck13 | Optimized with 4K/60 fps support |
| Amazon Luna | November 12, 2020 | Deck13 | Cloud streaming |
| PlayStation 5 | June 29, 2021 | Deck13 | Enhanced performance |
