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Dark Chronicle
Dark Chronicle
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Dark Chronicle
European cover art featuring the two main characters, Monica and Max
DeveloperLevel-5
PublisherSony Computer Entertainment
DirectorAkihiro Hino
Producers
  • Akihiro Hino
  • Kabayashi Yasuhide
Designers
  • Akihiro Hino
  • Yasuhiro Akasaka
  • Yoshiaki Kusuda
ProgrammerKenji Matsusue
Artists
  • Takeshi Majima
  • Jun Sonobe
WriterAkihiro Hino
ComposerTomohito Nishiura
PlatformPlayStation 2
Release
GenreAction role-playing
ModeSingle-player

Dark Chronicle,[3] released as Dark Cloud 2 in North America, is a 2002 action role-playing game developed by Level-5 and published by Sony Computer Entertainment for the PlayStation 2 (PS2). It was released in Japan before releasing in English in 2003. An emulated version of the game was released for the PlayStation 4 through the PlayStation Network in 2016.

The game is a successor to 2000's Dark Cloud, with which it shares the same basic game mechanics but features new characters and plot. Players control two main protagonists, Max and Monica, who must work together to stop the game's main antagonist, Emperor Griffon, from destroying the world. The game features themes of time traveling, with Max and Monica trying to prevent Griffon's destruction by altering the past to change the future.

The game was met with positive reviews from critics, who praised the improvements over Dark Cloud, in particular the graphics and variety of gameplay styles. Dark Chronicle won several awards, and sold roughly 250,000 copies in Japan within a month.

Gameplay

[edit]
A female video game character lifts a rock. A large, humanoid rock enemy character blocks her progress.
Combat in Dark Chronicle. Monica lifts up a rock to throw at an approaching enemy.

Dark Chronicle is an action role-playing game played from a third-person perspective. The player moves through procedurally-generated dungeons, battles monsters and collects items.[4] Throughout most of the game, players control characters Max and Monica. Max fights with a wrench as his melee weapon and a gun as his ranged weapon. Monica uses a sword and a magical bracelet.[5] Combat in the game uses real time hack and slash techniques.[6] Each character also has a unique combat ability: Max can pilot a customizable, mech-like vehicle called the Ridepod, and Monica can shapeshift into monsters.

Unlike most action role-playing games in which the characters level-up, weapons in Dark Chronicle instead do the leveling. Once a certain number of experience points (called "absorption points") have been gained, the weapon is automatically leveled up. As weapons level up, their number of "Synthesis Points" increases, determining how many "spectrumized" items can be attached to it. Most items in this game can be broken down, or "spectrumized", which turns the item into a "SynthSphere" that can be attached to a weapon to raise specific stats, depending on its properties.[7][8] Attachments cost synthesis points; when the weapon's points are depleted, no more attachments can be made until the weapon is leveled up and more synthesis points are attained. Weapons can also be spectrumized but the resulting SynthSphere will be unstable unless the weapon is level five or higher.[9]

Weapons can be evolved into a more powerful form if certain requirements are met; some also require the player to have defeated particular types of enemies.[10]

As in Dark Cloud, weapons wear out over time and must be repaired to avoid breakage. In contrast with Dark Cloud, broken weapons do not disappear from the players' inventories but become unusable until repaired and lose some of the experience they have accrued.[5] As in the previous game, characters can only grow stronger by consuming particular items that permanently increase their health points and defense.

A video game screen showing a landscape with grass, trees and houses. A hill in the foreground has a large conifer tree and a green construction.
Georama mode in Dark Chronicle. Here, the player places a house on a previously placed hill in Sindain to affect events in the game's future world.

A major component of Dark Chronicle's gameplay involves special items called "Geostones" which are used to rebuild the world outside the dungeons.[7] When removed from the dungeon, Geostones can be placed into the database of a machine called the "Carpenterion", which turns them into plans for building objects, including houses, trees, lights and rivers, which the player may build once the plans are available and the player has the necessary materials.[5] At this point, the player can enter "Georama mode"—a gameplay mode similar to city-building games—and arrange the pieces on the landscape. Buildings can then be populated with villagers recruited from other levels throughout the game. Certain conditions must be met for each village; when each condition is completed, something significant in the future changes. Each Georama map must complete as many of the conditions for that map as possible; it is not necessary to achieve 100% to advance the plot in any map, but doing so earns the player bonus items.[11]

The player can recruit non-player characters (NPCs) onto their teams at various points in the game by performing specific tasks. These characters are never controllable and do not appear in battle, but players can access a party member's special ability through the "Characters" portion of the menu. Each character has a different ability and only one can be active at a time. Some characters can influence a battle, such as increasing item drops and adjusting enemy behavior; others can produce certain items inside or outside dungeons.[7]

Fishing is another feature of the game; players can catch fish to breed and train in their fish tanks. Later in the game, players' fish can be entered into weigh-in competitions and races.[12] The game also has an invention system with which players take photographs of various items and combine them to generate ideas for inventions, which can be created if players have the required materials.[5][13] A golf minigame called "spheda" is playable on every completed floor.[14]

Plot

[edit]

A princess runs to her father's room in a castle in a panic. She arrives to find a man standing over her dead father's body. The man disappears in a ball of light.

Elsewhere, a boy named Max from the town of Palm Brinks attends a circus. By coincidence, he overhears a conversation where ringmaster Flotsam pressures the town mayor Need to find a special stone located in the town. Max makes a loud noise and unintentionally gets Flotsam's attention - who notices Max is wearing the special stone as a pendant. Max escapes, and embarks on an adventure by leaving the town via the sewers.

After leaving the town, Max is told that 15 years ago Emperor Griffon destroyed the world but spared Palm Brinks because he wanted a special stone - Max's pendant - and that Flotsam is one of Griffon's henchman. Flotsam again finds Max but is interrupted and defeated by the princess, who we learn is called Monica. Monica lives in the time 100 years after Max's present. Like Max, she has a special stone. Their two stones - called atlamillia - allow them to travel between Max's time and Monica's time.

Max and Monica use their new ability to time travel, as well as the reopening of the railroad by Mayor Need to go on a mission rebuilding areas of the world that Griffon destroyed. In doing so, they fix the future - Monica's time - allowing them to get the help from the future they need to beat Griffon.

During these adventures, they learn that Emperor Griffon possesses a gold atlamillia - the most powerful of the three - but desires the other two to make him all powerful. Upon the completion of Paznos, a flying fortress capable of transforming into a mech, Max and Monica use it to help defeat Griffon's army in Monica's time. During the battle, Max and Monica receive word that Ixion, a time-traveling train, has also been completed at Luna Lab.

Max and Monica use Ixion to head 10,000 years into the past to face Emperor Griffon, a young moon-person who lives in Moon Flower Palace. He tricks them into thinking they had defeated him, stealing their atlamillia and revealing his real form. Griffon plans to summon the Star of Oblivion, which will destroy all life on Earth and allow a new, better world to grow in its place. He starts by moving his palace into the sky of Max's time to destroy the world.

Max and Monica return to Max's time with Ixion, and travel to Kazarov Stonehenge - a place that can act as a time portal - allowing them to bring Paznos to Max's time. They activate it, and Paznos arrives in Max's time and sends the Moon Flower Palace crashing to the ground.

Once again, Max and Monica face Griffon at the Palace. They instead meet a woman named Alexandra, who tells them she owns the Palace and that Griffon was once an orphan child called Sirus, whom Alexandra adopted. Sirus has forgotten his childhood because of the evil inside him. Alexandra asks them to restore the palace's garden to remind Sirus of his old life.

They do so and confront Griffon. These old memories weaken Griffon and Max and Monica manage to defeat him - turning him back into Sirus, who is mortally wounded. A Dark Element rises from Sirus' body and calls the Star of Oblivion. The Element reveals it was born from Sirus' hatred of humans and plans to rule over the destroyed Earth. Max, Monica and Sirus defeat the Element. Sirus stops the Star of Oblivion, dying in the process.

Development

[edit]
Cutscene showcasing the cel shading on Max along with Level-5's "tonal rendering", which applies smooth shaded foreground characters on detailed backgrounds.

Rumors about Dark Chronicle first appeared in April 2002, when Level-5 Inc. updated its website with an image of a silhouette from its newest game, although no other details were made available at the time.[15] The game was officially announced on May 16, when Level-5 launched a full website that revealed the new game would include Dark Cloud's Georama mode and had more features than its predecessor. The site also demonstrated the cel-shaded graphics and featured pictures of the two protagonists.[16]

You can fill your world with anything you want to invent. But there are things that we can not create - the unquestionable truths of today, and of course our own memories and even history itself.

—promotional blurb for Dark Chronicle[17]

More information was revealed at E3 later in May, when Sony Computer Entertainment announced the game would be released in Japan and Europe as Dark Chronicle and in North America as Dark Cloud 2, with a release date of late 2002 to early 2003.[18] The invention system, which according to Sony would feature over 100 hours of gameplay, was also demonstrated for the first time.[19] IGN and GameSpot both featured previews of the game based on the E3 demo; IGN focused on the improved Georama system and praised the cel-shaded graphics,[20] and GameSpot looked at the dungeons, finding the combat improved from the first game.[21]

The visual style of Dark Chronicle departs from that of Dark Cloud by using cel shading. Level-5 referred to the graphic style as "tonal rendering"; the main characters have a smooth, shaded look and the backgrounds have detailed textures and lighting.[17] The main characters have a higher polygon count than the supporting characters and are composed of 2,500 to 3,000 polygons. Supporting characters are composed of 1,500 to 2,000 polygons. The game's graphics were created with Softimage 3D. Cutscenes use the models that are used in normal gameplay, both of which are generated in real-time, thus costume changes are carried over from gameplay to cutscenes. Akihiro Hino, the game's writer, director, designer and producer, said that "smooth transitions between gameplay and event scenes help increase the empathy for the game". Soft textures were used to create a uniform feel for the visuals and to minimize the computer-generated appearance of the cel shading. Texture mapping was used occasionally to emulate lighting. The game's production took almost two years; the CG production and game development occurred simultaneously.[22]

An emulated version of the game for the PlayStation 4 through the PlayStation Network was released in January 2016. It features 1080p resolution, trophy support, Remote Play, and Share Play compatibility.[23][24]

Music

[edit]

The game's music was composed and produced by Tomohito Nishiura. A two-disc album, Dark Chronicle Original Sound Tracks, was released in Japan by Scitron on February 19, 2003. GameSpot's Brad Shoemaker wrote that "Dark Cloud 2's music ranges from good to excellent", and said that "generally there are enough tunes that you won't get too bored of hearing any particular one".[7] IGN's Kaiser Hwang wrote that "the music in Dark Cloud 2 ranges from really good, to really really good, to exceptionally good".[5] A remix album, Dark Chronicle Premium Arrange, was published in Japan by Team Entertainment on April 21, 2004. It consists of 12 arranged tracks from the game by Yasunori Mitsuda, Shinji Hosoe, Motoi Sakuraba, Yoko Shimomura, Noriyuki Iwadare, Kenji Ito and The Black Mages.

Sequel

[edit]

A sequel, potentially titled Dark Cloud 3, was first rumored to be in development for PlayStation 3 in an alleged leak published in 2006 by PSMania [it], which said Level-5 was aiming for a March 2009 release.[25] In 2009, Level-5 manager Yoshiaki Kusuda said that although the company did not have a "specific plan for a sequel", it would "seriously consider making it" if fans asked for it often enough, leading Kotaku writer Stephen Totilo to encourage readers to request the game.[26] Totilo reported in 2010 and again in 2012 that several people had misread the original 2009 interview, were emailing him and asking him to make it.[27][28] Reporting on a 2017 interview that Hino gave to Nikkei Business Publications,[29] Rolling Stone lamented that a Dark Cloud 3 was not among Level-5's plans for the Nintendo Switch.[30] Hino told Polygon that Level-5 could not produce a new Dark Cloud game on its own because the license was co-owned by Sony.[31]

Reception

[edit]

Dark Chronicle received generally favorable reviews, with an aggregate score of 87 out of 100 on Metacritic, based on forty-one reviews.[32] GameSpot's Brad Shoemaker scored the game 9 out of 10, calling it "one of the finest games released for the PlayStation 2 so far" and "an aesthetic masterpiece". He praised the variety of the gameplay, writing that "there's so much to do that it's almost overwhelming" and concluded that "Dark Cloud 2 is simply a class act all the way. Every element of the game, from the georama system to the weapon upgrading to the interaction with a large cast of characters, displays a polish and attention to quality that you find only in real classics".[7] The publication named Dark Chronicle the best PlayStation 2 game of February 2003.[41]

IGN's Kaiser Hwang also scored the game 9 out of 10, calling it "arguably the best looking PS2 game out there". He concluded that "Dark Cloud 2 takes the standard sequel road and gives us everything that made the original Dark Cloud great, only bigger and better... The leap in quality between the two games really is amazing. From the incredible graphics, to the great sound, to the refined gameplay, Dark Cloud 2 just oozes of quality and polish".[5] Eurogamer's Ronan Jennings also scored the game 9 out of 10, writing "it deserves credit for making us focus on actually doing things. Its qualities aren't designed to bring quick gasps from casual gamers—they are designed to keep people like you playing for hours on end. Add great graphics, decent music and quality voice acting to the mix and there's not much to say against it".[8][36] GameSpy's Christian Nutt scored the game 4 out of 5, saying it fell just short of being a classic: "The biggest and most obvious problem with the game has to be its story. There was not a single, solitary moment during the game where I was even the slightest bit interested in or entertained by its copious, well-voiced, cinematic sequences. His conclusion was: There's no question in my mind that Dark Cloud 2 is one of the most solid RPG adventures for the PS2; but... it doesn't quite live up to its potential. If Level-5 had worked out all of the kinks, it'd be one of my favorite games for the PS2. Sadly, it's not. While it has my grudging respect, there are many games that I prefer, thanks to DC2's idiosyncrasies".[35]

Game Revolution's Johnny Liu awarded the game a B, praising the graphics and variety of gameplay but said it became somewhat repetitive towards the end: "Dark Cloud 2 is very serial in nature. It's a game you can pick up and play for a few hours, stomping though a few dungeon floors, trying to solve a problem or two, but after a while it meanders towards repetition. In truth, the game is filled with innumerable challenges, likable characters and a high production value. But beneath the surface, the lightweight story and characters combined with the almost rigidly episodic game flow still hold it back".[34]

Sales and awards

[edit]

Dark Chronicle sold 235,917 copies in Japan by the end of 2002.[42]

The game won "Best PlayStation 2 Game" (2003) from GameSpot[38] and nominated for "Console Role-Playing Game of the Year" (2004) from the Academy of Interactive Arts & Sciences.[39] It was also nominated for "Best Adventure Game" at the 1st British Academy Games Awards, losing to The Legend of Zelda: The Wind Waker.[40] It received a "Silver Award" from Electronic Gaming Monthly and a "Bronze Award" from PSM.[43] Dark Chronicle was named "Game of the Month" for February 2003 and given an "Editor's Choice" award by IGN, which in 2010 placed it at #31 in their "Top 100 PlayStation 2 Games".[44]

References

[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Dark Chronicle (known as Dark Cloud 2 in ) is an action role-playing video game developed by Level-5 and published by Sony Computer Entertainment for the . It was first released in on November 28, 2002, followed by on February 17, 2003, and and Australia in September 2003. The game is the sequel to 2000's and features innovative mechanics such as , customizable weapon synthesis, and the Georama system for rebuilding villages from collected pieces. The story is set across multiple eras, primarily beginning in 1950s-inspired Palm Brinks, where players control Max, a young , and Monica Raybrandt, a spy from the year 3000. After Max discovers a powerful called the "atlamillia," he is pursued by the Black Knight, leading to a partnership with Monica, who has time-traveled to the past to prevent a future catastrophe. Together, they journey through time to thwart Emperor Griffon, a villain seeking to conquer the world using dark powers and ancient technology. The narrative spans futuristic cities, ancient ruins, and industrial landscapes, emphasizing themes of , friendship, and preserving history. Gameplay centers on dungeon exploration in procedurally generated underground areas, where players battle enemies in real-time combat using upgradable weapons and special abilities unique to each character. Outside dungeons, the Georama mode allows players to reconstruct destroyed towns by placing building parts, fulfilling specific requirements to advance the story and unlock bonuses. Additional systems include photography to capture monster data for inventions, a fishing minigame, and Spheda, a golf-like sport. The game offers over 100 hours of content, including side quests and extensive customization. Upon release, Dark Chronicle received widespread critical acclaim for its engaging , charming , and creative features, earning an aggregate score of 87/100 on based on 41 reviews. It was praised by outlets like (9.0/10) for improving upon its predecessor and blending RPG elements innovatively. The title has since been re-released digitally on and remains a favorite among JRPG enthusiasts for its depth and replayability.

Gameplay

Combat and Exploration

Dark Chronicle employs a third-person perspective with a real-time combat system that emphasizes fluid action, similar to classic action-adventure games. Players initiate battles by approaching enemies in the open world, utilizing a lock-on targeting system to circle foes, perform backflips for evasion, and execute basic melee combos by repeating standard attacks. Combat incorporates melee strikes, ranged projectile weapons, and magic, allowing for versatile engagement without transitions to separate battle screens. Players can switch seamlessly between protagonists Max and Monica, each offering distinct playstyles that encourage tactical decisions during fights. Max relies on his wrench for powerful melee combos and a customizable gun for ranged assaults, enabling aggressive close-quarters tactics. In contrast, Monica wields a sword for swift melee attacks and employs her magical bracelet to fire energy projectiles or transform into summoned monster forms via medallions, providing options for elemental magic and temporary ally-like abilities. The weapon leveling system revolves around absorption points (ABS) earned from defeating enemies, which fill a gauge to trigger upgrades upon reaching capacity. These levels enhance core attributes like attack power and unlock synthesis points for adding elemental affinities, such as fire or wind, to exploit enemy weaknesses. This mechanic ties progression directly to combat performance, as higher-level weapons offer improved durability and specialized effects. Exploration centers on procedurally generated dungeons featuring randomized layouts, unpredictable enemy placements, and hidden treasure chests that yield items like goods and crafting materials. These multi-level structures demand thorough navigation to uncover keys, geostones for later rebuilding efforts, and special drops including atlamillia fragments that enable between eras. Boss encounters demand to dodge telegraphed attacks and environmental interaction, such as using switches or hazards, often necessitating character swaps to apply optimal strategies.

Invention and Georama

In Dark Chronicle, the serves as a core creative hub where the Max combines photographic ideas captured with his camera to unlock blueprints for crafting various items, including tools, weapons, and vehicle components. Players photograph specific objects or "scoops" throughout the game world to fill the Idea Book, then select three compatible ideas in the workshop to invent a new blueprint, such as merging images of a belt, can, and pipe to create an Energy Pack for the Ridepod. Once invented, items are constructed using collected crafting materials like scraps of metal, rolling logs, and hunks of , which are obtained from exploration, including enemy drops; for instance, building a basic Energy Pack requires 20 scraps of metal, one thick hide, and two hunks of copper, along with 350 gilda. This system emphasizes experimentation, as not all idea combinations yield successful inventions, with compatibility determined by thematic alignment of the photographed elements rather than random chance. The Georama mode enables players to reconstruct destroyed towns and villages, fostering a sense of player agency in world-building by placing structures, , and non-player characters (NPCs) to fulfill expansion criteria. Accessed via the Georama after downloading geostones from dungeons, this mode requires specific materials for , such as four rolling logs and two rough rocks to build a Straw , alongside gilda for costs like 520 gilda per unit. and elements, like a basic needing two rough rocks for 40 gilda, connect areas and balance the landscape, while NPCs must be assigned to compatible buildings meeting their preferences—for example, placing Bruno in a Church or ensuring a is nearby for Gordon's to satisfy recruitment conditions. Materials for Georama, including lumber types like rolling logs for wooden structures or bundles of for roofing, are gathered from dungeons and shops, with precise placement ensuring and population growth to meet goals like 15 river parts and 4,850 gilda for a region like Sindain. Completed Georamas unlock new story chapters and bonus features, such as photo opportunities for additional ideas. Central to both systems is the Ridepod, a customizable companion invented early in the game that Max pilots for enhanced mobility and combat support. Equipped with modular parts slotted into categories like core, arms, body, legs, and energy packs—limited by the core's capacity, up to 300 points with the Master Grade Core—players upgrade it by inventing and building components, such as the Jet Hover legs (requiring 30 sticky clay, six fire elements, and 15 hunks of ) for flight traversal or the Nova Cannon IV arm (attack power of 1,600) for ranged weapons. Tools like kits for defense or legs for hovering affect dungeon navigation by allowing access to elevated areas or faster enemy clears, while energy packs provide up to 300 hit points to sustain prolonged use; these upgrades also influence performance, such as quicker times in Wipe-Out challenges. The Ridepod's fuel, crafted later via inventions like Ridepod Fuel from luna stone shards, , and stardust pond, depletes during operation and combat, tying directly into material management. Georama mode integrates with the Ridepod by providing testing grounds for flight modules in rebuilt environments, and mechanics enable reconstruction across past and future eras, using -sourced materials to alter landscapes progressively.

Minigames

Dark Chronicle features several optional minigames that provide diversions from the main RPG progression, offering rewards such as items, Georama components, and contributions toward 100% completion unlocks. These activities emphasize skill-based challenges and integrate with core mechanics like and exploration, allowing players to use crafted tools for enhanced performance. The system involves equipping a rod and bait or lures at designated spots near bodies of water, where players cast lines and engage in a timing-based reeling mini-game to catch of varying sizes and rarities. Caught can be used for cooking recipes, trading with NPCs, or entered into the Finny event, a board game-style mini-game where trained compete on tracks to earn prizes like medals and accessories. Rods are upgradable via the workshop, improving stats such as strength and luck to target larger catches, and contests occur periodically in Palm Brinks for additional rewards. Spheda is a paddle-ball sport resembling , played in dungeon arenas where players strike a through floating hoops or into time distortions using precise power and angle controls, with environmental hazards like and gravity affecting shots. Scoring depends on distance, accuracy, and shots taken, unlocking new courses and prizes such as weapons, absorb materials, and Georama parts as progress advances; Ridepod attachments, like boosters, can improve control and performance in these sessions. Additional minigames include photo challenges using Max's camera to capture specific subjects, ideas, and scoops for recipes and story progression, with over 100 shots required for full completion yielding items and upgrades. Ridepod racing occurs in select events, where the customizable mech navigates tracks against opponents, rewarding parts and enhancements that tie into capabilities. These activities collectively encourage experimentation with inventions, such as camera lenses or Ridepod gadgets, to optimize outcomes and access hidden content.

Characters

Protagonists

Max is the primary male of Dark Chronicle, a 13-year-old aspiring inventor residing in the town of Palm Brinks during the game's 1950s-inspired present era. As the son of the wealthy , he inherits a family legacy tied to machinery and , often tinkering with gadgets and assisting neighbors with repairs, though he initially shows reluctance toward grand , preferring his quiet inventive pursuits. Max wields a for close-range combat and guns for ranged attacks, complemented by his ability to pilot the customizable Ridepod vehicle, which he upgrades using scavenged parts. His focuses on tools and materials for , allowing him to craft items essential for progression, such as weapons or utilities from photographs of real-world objects. In the English version, Max is voiced by . Monica Raybrandt serves as the female protagonist, a 15-year-old princess and knight from 100 years in the future relative to Max's time, driven by her duty to safeguard the Atlamillia stones—magical artifacts central to time travel and world restoration—after her kingdom falls to destruction. Trained in combat from a young age, she arrives in Max's era seeking the red Atlamillia stone to alter history and prevent catastrophe. Monica employs the Fairy King's sword for melee strikes and a magical bracelet that enables ranged magic blasts, the "Steal" ability to capture enemy skills, and transformation into over 100 monster forms using collected badges, allowing her to summon or embody creatures for battle. Her inventory emphasizes monster badges and summons, providing versatile combat options distinct from Max's mechanical focus. In the English dub, she is voiced by Anndi McAfee. Throughout the game, Max evolves from a hesitant tinkerer into a heroic inventor, leveraging his creations to solve puzzles and aid in rebuilding efforts, while Monica matures from a duty-bound royal into a formidable , honing her prowess against escalating threats. Their personal arcs intertwine through dual-perspective cutscenes that highlight their contrasting viewpoints—Max's optimistic ingenuity against Monica's resolute sense of responsibility—fostering mutual growth as they collaborate. Players switch between the two in to exploit their unique abilities, such as Max's Ridepod for or Monica's transformations for powerful assaults, while their combined use of Atlamillia stones drives the time-travel narrative to restore fractured eras.

Antagonists and Supporting Characters

Emperor Griffon serves as the primary in Dark Chronicle, a tyrannical ruler from the future who destroys Monica's homeland, murders her father, and dispatches his forces 100 years into the past to seize Max's red jewel—one of the Atlamillia stones essential for his quest for and unchallenged power. His actions create time distortions that the protagonists must repair, driving the narrative conflict through his relentless pursuit of the stones to erase threats to his empire. Griffon undergoes transformations across different eras, culminating in battles where players confront his evolving forms, including a grounded stance in later phases that demands strategic dodging and ranged attacks. Griffon's true identity is Sirus, his original name revealed during key confrontations, where he manifests in a robotic form as his own advisor, emphasizing his dual nature as both schemer and enforcer. Supporting antagonists bolster his regime, such as minor bosses like the Dark Genie, a genie-like entity that appears as a formidable encounter tied to the series' lore of destructive spirits. These foes contribute to the game's tension by guarding key areas and Atlamillia fragments, often requiring specific tactics like anti-status amulets to counter their debilitating attacks. The Dark Element emerges as the ultimate boss, spawned from Griffon's deep-seated hatred and negative emotions, representing the culmination of his corrupting influence on the world's timeline. Among the supporting characters aiding the protagonists, Cedric stands out as Max's close friend and inventive collaborator, specializing in the design and upgrades for the Ridepod—a mechanical companion central to exploration and combat customization. He provides practical assistance through repairs and gadget enhancements, reflecting the game's emphasis on as a counter to Griffon's mechanical threats. The Fairy King acts as Monica's mentor from her era, offering guidance on time travel and magical abilities derived from the Atlamillia, helping her navigate the challenges of altering history without further unraveling reality. Town residents and other NPCs play crucial auxiliary roles, populating rebuilt villages via the Georama system and influencing interactions based on their distinct personalities—such as a owner's cheerful demeanor yielding supportive dialogues or a blacksmith's gruff nature unlocking combat-related quests. These characters are recruited early in places like Palm Brinks, where they offer side quests for resources, provide lore on local histories affected by Griffon's invasions, and enhance Georama layouts to foster bonds that symbolically resist the antagonist's world-erasing ambitions. Their placement in reconstructed towns not only unlocks bonuses like increased stamina but also deepens narrative immersion through personalized responses to the protagonists' progress.

Plot

The story of Dark Chronicle spans multiple time periods and locations, focusing on themes of invention, time travel, and preventing catastrophe. It primarily follows two protagonists: Max, a teenage inventor from the idyllic town of Palm Brinks in an alternate 1950s, and Monica Raybrandt, a fairy tale princess from the year 3000 who possesses the ability to transform into monsters. The narrative begins in Palm Brinks, where Max lives with his father, the town's mayor, and works as an apprentice at an inventor's workshop. Max is haunted by the disappearance of his mother years earlier and receives a red Atlamillia—a magical jewel pendant—from her that grants limited time-travel capabilities. During a visiting circus performance, Max is targeted by the troupe's sinister leader, who seeks the Atlamillia. Max flees on a train and encounters Monica, who has traveled back in time using her own blue Atlamillia to avert a dystopian future. Monica reveals that her father, King Raybrandt, was assassinated, and the world is now ruled by the tyrannical Emperor Griffon, who wields dark powers derived from ancient technology and the "Dark Elements" to conquer humanity. Griffon, aiming to eliminate potential threats to his rule, has sent agents like the Black Knight into the past to destroy key historical "Origin Points" that could inspire future rebellion. Max and Monica form an alliance, using their combined Atlamillia to journey through time and space. Their adventure takes them to diverse locales across eras: the ancient elven village of Sindain in the distant past, where they ally with the diminutive Firbits to combat mechanical threats; the pastoral Balance Valley, threatened by experimental machinery; the coastal resort town of Veniccio, infiltrated by Griffon's forces; the desert ruins of Jolian; and the industrialized Starlight Canyon. In each region, the duo explores procedurally generated dungeons to retrieve Geostones—powerful artifacts needed to rebuild the areas' "Origin Points" via the Georama system—and defeat bosses aligned with Griffon. Rebuilding these points not only advances the story but also alters the future by preserving cultural and technological legacies. Along the way, they recruit allies, uncover clues about Max's , and learn of Griffon's origins as a power-hungry inventor corrupted by the Dark Genie, an ancient evil entity. As the plot unfolds, Max and Monica confront the Black Knight and Griffon's lieutenants, including the circus master revealed as a pawn. They discover that Griffon plans to harness the power of all Atlamillia to summon the Dark Genie and reshape reality. The climax occurs in Griffon's futuristic fortress in the year 3000, where the heroes battle the emperor and seal away the Dark Genie. With Griffon defeated, the timeline is restored, ensuring a peaceful future. In an optional epilogue, Max and Monica return to a sealed mine to contain remnants of the dark forces, solidifying their bond and hinting at further adventures. The story emphasizes friendship, creativity, and the impact of actions across time, with lighthearted moments interspersed among the epic conflicts.

Development

Production

Development of Dark Chronicle was undertaken by Level-5, beginning in 2000 under the leadership of , who served as producer, director, and main programmer. The project adhered to a two-year development cycle, allowing the team to build upon the success of their previous title, , while creating a distinct . This timeline enabled simultaneous progress on core gameplay systems and cinematic elements, resulting in a comprehensive RPG experience. The art direction emphasized a cel-shaded visual style, which Level-5 termed "tonal rendering" to achieve dynamic lighting and a blend of animated and realistic aesthetics for characters and environments. This approach departed from the more realistic look of Dark Cloud, aiming to enhance the game's whimsical tone and playability on PlayStation 2 hardware. Design decisions focused on delivering over 100 hours of gameplay through innovative mechanics, including procedurally generated dungeons for exploration and the Georama system for town-building and character progression. Drawing influences from Dark Cloud's core loop of dungeon crawling and rebuilding, the team shifted emphasis to a time travel narrative, where players alternate between past and future eras to alter events and prevent catastrophe. Technical optimizations targeted the PlayStation 2's capabilities to support real-time hack-and-slash combat, customizable mech battles, and interactive building simulations without compromising performance. was implemented in both Japanese and English, supporting full localization efforts that included translated scripts and cultural adaptations for global audiences. A playable demo highlighting these features was presented at the 2002 , generating early buzz for the title's ambitious scope.

Music

The music of Dark Chronicle was composed by Tomohito Nishiura in one of his early major scoring efforts. The orchestral comprises 77 tracks across two discs, blending adventurous and atmospheric pieces to complement the game's time-travel narrative and diverse settings. The original soundtrack album was released in Japan on February 19, 2003, by Scitron Digital Content, capturing the full score with a total runtime of over two hours. It includes vocal elements, such as the opening theme "Time is Changing," composed by Nishiura with lyrics by Mike Reagan and performed by Chiyo Yano (Japanese version) and Barbara Cohen (English version). In the game, the score dynamically adapts to gameplay contexts, shifting intensity during combat sequences and providing serene backdrops for Georama town-building activities to heighten immersion. A remix album titled followed on April 21, 2004, published by King Records, featuring reimagined tracks by prominent composers such as , , , , Noriyuki Iwadare, Kenji Ito, and . The composition earned acclaim in reviews for its original and evocative score, often highlighted as a standout element of the game's audio design.

Release

Versions and Ports

Dark Chronicle was first released for the in on November 28, 2002, under its original title, followed by on February 17, 2003, as Dark Cloud 2, and and on September 12, 2003, retaining the Dark Chronicle name. Regional variations primarily involved the title change for the North American market to align with the branding of its predecessor, , while the European release used the Japanese title. Additional differences include adjustments, with the European PAL version running at 50 Hz compared to the 60 Hz standard in and , resulting in approximately 17% slower gameplay in the PAL region. Minor textual changes, such as localized names for bosses, enemies, and items, also exist across versions to accommodate language and cultural adaptations. An emulated port of Dark Chronicle (titled Dark Cloud 2 in ) launched digitally on the PlayStation 4 via the on January 19, 2016, featuring up-rendering to resolution, trophy support, , and Share functionality. This version is backward compatible with the , allowing play on the newer console without additional enhancements. As of 2025, no official ports exist for PC or platforms. The PS4 digital re-release remains available for purchase on the . Community-driven enhancements, such as HD texture mods for PlayStation 2 emulators like , have emerged to improve visuals on PC setups.

Sequel Plans

In the years following the release of Dark Chronicle, Level-5 explored ideas for a third entry in the series, with early rumors in the mid-2000s suggesting development for the , potentially following the completion of other projects like White Knight's Story. These plans ultimately did not advance, attributed to licensing arrangements and co-ownership of the with , which required joint approval for any new titles. The IP's shared ownership between Level-5 and has been a persistent barrier to sequel development, limiting Level-5's ability to pursue projects independently. In a 2017 , Level-5 CEO highlighted the company's enthusiasm for reviving the series, noting, "There has been a lot of requests and voices to create a Dark Cloud 3 or some form of Dark Cloud," but emphasized that "That IP is co-owned or managed by Sony Computer Entertainment, so it's not something that we can do or act upon on our own." Hino also revealed that Level-5 and Sony had engaged in negotiations regarding the IP in the past, though no agreement led to production. Hino reiterated interest in a during the , contingent on sufficient demand and Sony's cooperation, but as of November 2025, no official announcements for Dark Cloud 3 or related projects have been made by either company. Fan-driven efforts have continued to advocate for revival, including online petitions such as a January 2024 Change.org campaign urging Level-5 to release a new title, which garnered support from enthusiasts citing the series' innovative . Similar campaigns on platforms persisted through 2024 and into 2025, though they have not prompted official responses. The January 2016 PlayStation 4 release of Dark Chronicle—available via —briefly sparked renewed discussions about a potential , with forums and reviews highlighting the game's enduring appeal and calling for Level-5 to expand the franchise. However, these talks did not lead to concrete progress, as IP constraints remained unresolved. While no direct emerged, elements of Dark Cloud influenced Level-5's later titles, notably White Knight Chronicles (2008) and its 2011 , which incorporated the Georama town-building mechanic as a multiplayer hub for quests. This feature echoed the inventive world-reconstruction systems central to Dark Cloud and Dark Chronicle, positioning White Knight Chronicles as a that adapted core ideas without continuing the original storyline.

Reception

Critical Response

Dark Chronicle received generally positive reviews upon its initial release, earning an aggregate score of 87 out of 100 on based on 41 critic reviews for the version. Critics frequently praised the game's innovative gameplay mechanics, particularly the Georama town-building system and the invention workshop, which allowed players to customize environments and weapons in creative ways that set it apart from traditional RPGs. The vibrant, cel-shaded visuals and whimsical art style were also highlighted as strengths, contributing to an engaging and charming atmosphere. However, common criticisms included a simplistic storyline that lacked depth compared to contemporaries, as well as repetitive dungeon crawling that could feel grindy despite the variety in combat. IGN awarded the game a 9 out of 10, commending the refined Georama mode for its depth and replayability, noting how it transformed world-building into a core, enjoyable element of the adventure. GameSpot similarly gave it a 9 out of 10, appreciating the diverse combat options across playable characters and the seamless integration of mini-games that added variety to the action-RPG formula. Edge magazine was more reserved, scoring it 6 out of 10 and acknowledging the appealing art direction while critiquing the slow pacing and familiar dungeon designs that echoed the original Dark Cloud without sufficient evolution. Reviewers often compared the Georama system favorably to building mechanics in other RPGs like Final Fantasy X, though noting its more hands-on, inventive approach provided greater player agency. The 2016 PlayStation 4 port, released in and later in other regions, was generally well-received for making the classic accessible to new audiences via digital download and improved controls, with an average user rating of around 8.5 out of 10 across platforms. Critics and players appreciated the enhanced resolution and the opportunity to revisit the title without needing original hardware, emphasizing its enduring appeal in gameplay innovation. However, it faced backlash for emulation issues, including graphical glitches like white lines during cutscenes and occasional crashes in the invention menu, which detracted from the experience on modern hardware.

Sales and Awards

Dark Chronicle achieved strong commercial performance in , selling more than 250,000 units by early 2003. In Western markets, the game saw moderate success, with approximately 260,000 units sold in and 250,000 in . Globally, it reached approximately 960,000 units sold, falling short of million-seller status unlike some contemporaries but proving profitable for developer Level-5. The port, released in 2016 as part of the PS2 lineup, sold modestly with approximately 163,000 units. The game earned notable recognition, winning GameSpot's Best Game of 2003. It was nominated for Console Role-Playing Game of the Year at the 7th Annual Interactive Achievement Awards in 2004. Additionally, it received a for Best at the 1st .

Legacy

_Dark Chronicle's innovative integration of town-building mechanics into action RPG gameplay has left a lasting mark on the genre, serving as an early pioneer for creativity-driven experiences. Critics and retrospectives have highlighted how its georama system—allowing players to reconstruct villages and influence narratives through construction—influenced subsequent titles, with explicitly channeling elements of Dark Cloud's world-rebuilding alongside Minecraft's sandbox style. Similarly, the game's blend of exploration, crafting, and whimsical storytelling previewed the creativity-focused RPGs that became prominent in later years, including the series. Level-5's development of Dark Chronicle helped solidify the studio's signature approach to accessible, adventure-oriented RPGs with vibrant worlds and character-driven quests, elements that carried forward into their later franchises like , which expanded on collectible companions and lighthearted narratives. As of 2025, Dark Chronicle remains accessible primarily through PlayStation Plus Premium's Classics Catalog, where it is playable on modern PlayStation hardware with added features like trophies and improved visuals; it was added to the PlayStation Plus Extra and Premium catalogs in 2022. There is no official native PC port, but a dedicated emulation community sustains interest via tools like , supporting widescreen patches, depth-of-field enhancements, and de-interlacing mods to modernize the experience. Complementing this, an active scene offers high-definition texture packs and quality-of-life improvements, such as installation guides for 4K visuals and 60 FPS gameplay on emulated setups. The game has cultivated a devoted , often praised in retrospectives as an underappreciated gem of the PS2 era for its inventive mechanics and emotional depth, despite modest initial sales. This enduring fanbase is evident in ongoing petitions on platforms like , where supporters from 2023 to 2025 have advocated for an HD remaster and even a 3 sequel, citing the series' untapped potential for updated graphics and expanded building systems to reach new audiences. retrospectives and playthroughs frequently emphasize its nostalgic appeal, drawing parallels between its invention-focused gameplay and modern creations like The Legend of Zelda: Tears of the Kingdom's Ultrahand mechanics, where players fuse objects for problem-solving and exploration. Such comparisons underscore gaps in official support, with fans noting that a full HD remake could revitalize its georama features for contemporary hardware, bridging its pioneering ideas with today's open-world crafting trends.

References

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