Conclusion: it works quite nicely for the tone of the game. There were no obvious clipping problems, no garish texture issues, just a solid colorful visual presentation. One neat little perk is the ability to recolor a Moogle, a feature found in the original Crystal Chronicles but without the map altering effects found in that game. It's a bit of a time killer but certainly one that can lead to all manner of hilarity should you gather some friends around to swap Moogles.
Excerpt: When compared to its GameCube elder, Final Fantasy Crystal Chronicles: Ring of Fates is noticeably similar, yet on the whole, quite a different game. Noteably, it keeps the multiplayer aspect while not making it a massive pain in the ass.
Final Fantasy Crystal Chronicles: Ring of Fates Review
13 March 2008
Excerpt: If you paled at the thought of having to lug around a bucket of myrrh in the newest foray into the world of Crystal Chronicles, you can put a lid on your worries. All told, Ring of Fates is a much more user-friendly experience than its predecessor, and lets up to four players beat up on some monsters without needing a bunch of extra cables or unnecessary hardware.
Pros: Each character has a unique selection of attacks and tribal abilities, Slick mix of monster killing, platforming, and puzzle-solving, Charming cast of characters, Up to four local players can adventure together
Cons: Certain tasks are cumbersome to pull off in the single-player campaign, Useless artificial intelligence, Major slowdown in ad hoc play, and no Wi-Fi multiplayer
Conclusion: So, an action-RPG with a 10 to 15 hour quest must not have that much replay value, right? Wrong. Ring of Fates not only offers its basic story mode and multiplayer, but it also has multiple difficulties, an extra dungeon/boss, and the option to carry over data with each play through. Throw in the surprisingly fun “moogle-painting”, caravan racing (think a simple Mario Kart clone), and extra quests (boss rush), and you have a winner.