![]() This one is unlocked by playing an entirely separate story arc centred round the character of Nemesia. Instead, they affect a completely new ending beyond the original "best" ending. A few unfortunate outcomes of the original story can now be made right, although they do not affect the original ending, despite the fact that they take place before it. The meat of the additions, though, is to be found in the new content - the new story elements. A few new nodes in the main original story, for instance, help make returning to some specific points in time a bit easier, without having to retrace too many steps to get to this one point where a side-quest obtained later can finally be completed, and so on, and so forth. Thankfully, a plethora of additions were added in to entice even owners of the original to dive back in. ![]() Even if that was all there was to the game, the original was such an amazing experience that it would still be enough, however, that wouldn't be much of an incentive for those that already own the original to come back for more, even if perhaps the late limited release on the original DS, which did see at the very least a second print from Atlus USA, and the lack of a release in Europe at the time, severely limited its impact on the market. The engrossing grid-based battle system is back and still in place, and jumping around in time, experiencing events found in both timelines and changing things in one to affect the other is still as great and original an experience as it ever was seven years ago. The core experience here is largely identical to the original game. Both games were available on the Nintendo DS and even if it did not enjoy the same prestigious reputation that Squaresoft's classic did, at least it had the advantage of being a completely original title and not a port. It cannot be overstated that Radiant Historia was already at the time an extremely good game, the likes of which didn't have, and still doesn't have, anything to be envious of the likes of Chrono Trigger when it comes to telling a good story based on time travel. The story told here is one of political and military plots, friendship, and even love at times, and decidedly takes on very sombre and serious tones geared perhaps more towards a teenage and adult audience than towards children, which in the world of JRPGs is not something often seen and even something worthy of applause. Stocke becomes the wielder of the White Chronicle early on, a powerful artefact that grants its bearer the power to move through time, jumping back to previously experienced events to change their outcome using the knowledge acquired along the way, but also to jump between two alternate realities that each hinge on whether he remains an SI agent or not. The two children will, therefore, guide Stocke, an Alistellian Secret Intelligence agent, on his quest to affect history and guide it towards the best possible outcome for himself and the people around him, the continent, and the world at large. ![]() ![]() Teo and Lippti, two ethereal beings bearing the appearance of children, watch over time and space and cannot help but be saddened by the state the world is in and where it's headed at this rate, with war raging between nations of the continent, mainly between Granorg and Alistel, over the few remaining fertile lands capable of harbouring life. The continent of Vainqueur is being swallowed, along with the rest of the world, by a phenomenon called the desertification, which, as its name suggests, sees every piece of fertile green land being turned into a lifeless desert. ![]()
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