Category Archives: Game Design

When Robots Hit the Bricks, Something’s Gotta Give

This is Robo from Chrono Trigger. Even if you’ve given that classic RPG half a baker’s dozen playthroughs, take a good look as if you were seeing him for the first time.

Chrono Trigger's Robo, one of Akira Toriyama's only well-known characters who isn't a Dragon Quest monster and also doesn't have the face of Goku, Trunks, Bulma, or Videl. Not a knock on him! I like the bold and sharp lines in his style and if I was an artist who made something as popular as Dragonball, I'd want all my other works to scream 'Hey, I'm the creator of Dragonball' too.

From a glance at him, anyone would think this character will feel significantly different from other party members. His arms are longer than humans’, he wears some kind of steam pack, his eyes are probably equipped with superior sensors and he doesn’t need to blink, and most importantly, he’s made of metal.

None of this translates to noticeable gameplay differences, though. He can take a hit better than Crono, but not immensely better. He’s the slowest party member, but still comparable to Marle’s speed. He’s strong, but Ayla’s stronger. You can even feed him potions like he has a digestive system. In short, Robo is a robot purely for story flavor. There’s nothing wrong with that and he’s a memorable and beloved character for good reason, but let’s compare him with other games’ takes on mechanical heroes.

Click here and you, too, can learn how to do the Robot!