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Chrono Trigger Replay Part 1: Subverting Tropes and Rewriting Your Future

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Chrono Trigger Replay Part 1: Subverting Tropes and Rewriting Your Future

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Chrono Trigger Replay Part 1: Subverting Tropes and Rewriting Your Future

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Published on September 22, 2015

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Chrono Trigger is considered one of the greatest, if not the greatest, JRPG of all time, and for good reason. It’s a unique mix of Dragon Quest’s quirky but epic narrative, Final Fantasy’s character driven journeys, Dragon Ball’s visual aesthetics, Ninja Gaiden’s cinematic flair, and some of the best retro music ever composed.

So it’s surprising that when you break down the plot structure and examine the individual story elements, it’s actually rife with fantasy tropes. The princess disguising herself as a commoner to mingle with the people; the heroic quest undertaken without any consideration of the larger context; and an apocalyptic end of the world scenario these young heroes have to overturn. I realize a trope is different from being trite or cliche. At the same time, the combination of these seemingly overused elements is, strangely enough, part of Chrono Trigger’s brilliance, its almost intangible cohesion that has never been emulated, not even in its underappreciated sequel, Chrono Cross.

Because the narrative pieces are so familiar, it allowed the developers to plays with expectations, twisting them right at the moment when players thought they knew what was coming. Marle is the perfect example as the adventurous princess who gets thrown back in time. In most RPGs, the quest is driven by the goal of saving a princess/queen/damsel in distress. But in Chrono Trigger, after following Marle back to Guardia in 600 AD (would that be CE now?), Crono finds she is safely ensconced in Guardia Castle, amused that the people of that time are mistaking her for the missing queen. It seems like an anticlimactic resolution until she explodes into thin air. Her appearance in the past actually caused the demise of that time’s queen, who happens to be Marle’s ancestor, since they called off the rescue party meant to save her after she was kidnapped. Animated in charming Akira Toriyama fashion, it illustrated how the past affected the future, which is your present but your future and your past at the same time.

Context is important here; playing as a kid, the time paradox was riveting, heightening the stakes in a way that piqued me. The way it illustrated the threads of causality was impactful in the way it not only got me to reconceive time, but fantasy storytelling as well. It was also the most unique iteration of the “save the princess” trope I had experienced, complete with quantum mechanics and time travel. On top of that, it’s not like she goes off and lives happily ever after in some fantasy land once you do rescue her. Instead she joins your group and becomes an integral party member, blowing away foes with her trusty crossbow.

It’s this experimenting with tropes I want to cover in the first part of this Chrono Trigger replay that goes from the beginning of the game all the way up until your preparation for battle with Magus. I’ll be focusing specifically on the future, your trial, and boy heroes.

 

2300AD

2300AD is a dystopian ruin set in a roboticized society. The contrast with the medieval past is starkly bleak, and the plight of the humans is destitute with no conceivable hope. The environments have changed from the vibrant hues of Guardia Kingdom to the grim undertones marking the aftermath of a horrific Armageddon. Humans are kept alive through enertrons, even though they’re starving because they have no food (are the enertrons chemical and hormonal injections, similar to the processed junk that we eat today, only in energy form?). I’d seen and read about apocalyptic landscapes before in films and books, but it was always with the awareness that I was reading a novel in that setting or watching a film with imminent doom as its backdrop. The future of 2300AD was an unexpected shock on both a visual and emotional level, even though in itself, the idea of a destroyed planet isn’t original per se. Rather, it’s the time jump, contrasting the past and future, that makes this age so disturbing. When Lucca uncovers the fact that it was a strange monster called Lavos that annihilated the world, I felt an immense sense of loss. That’s why I didn’t question Crono and company’s determination to change the past and set things right. When Lucca says, “Let’s go,” you can either reply, “Okay!” or “No…”—I emphatically declared “Okay!” and even though it’s only the illusion of choice, I loved the group’s sense of nobility, their unquestioning leap into doing what is right without any regards to the consequences or even the feasibility of their task.

I know ambivalence and moral choices are part of the modern day RPG, the conflicted hero who often can choose not to do what is right. But there is something refreshingly honorable in Crono’s stalwart goodness. That goes hand in hand with Yasunori Mitsuda’s empowering score that always ‘triggers’ at the right time (in this instance, Crono’s theme).

Each of the characters represents an ideal that is straightforward to pinpoint down to even their elemental affiliation for magic. As much as I like modern JRPGs, most of the characters fall flat and blend into one another. They too represent tropes, but not memorable ones, definitely leaning towards the cliche rather than embodiments of traits I admire. That’s been my biggest problem with current Final Fantasy games; I can’t name a single character I really liked in the last few, other than maybe Auron in FFX. In contrast, I appreciated and understood what each of the Chrono Trigger characters represented, from the fierce and protective Ayla with her prehistoric sensibilities, to the spunky inventor friend, Lucca, who accidentally uncovers time travel, to the conflicted Robo who is torn between his desire to help humanity and to better understand his programming.

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Sacrifice is a key aspect of all their journeys, and each of them has to give up something dear to them in order to undertake their role in the monomyth. In Robo’s case, it’s companionship with the rest of the R-series who brutally attack him and chuck his remains in the garbage when he tries to defend his human friends. I choked up as a kid when that scene first happened, outraged, hoping he could be salvaged. Even in this replay, I found myself moved by Robo’s decision. Sentimental? Yes. Maybe even a little melodramatic. But perfectly executed so that when Lucca eventually fixes him again, I was thrilled. It also helps that he kicks robot ass with his power fists.

 

The Trial

Chrono Trigger as a project was conceived on a road trip to America. While researching computer graphics, the videogame trinity of Hironobu Sakaguchi (Final Fantasy), Yuji Horii (Dragon Quest), and Akira Toriyama (Dragon Ball) decided to try something bold, something no one had ever done before. They brought in Masato Kato (who had worked on the amazing cutscenes for Ninja Gaiden on the original NES) as scenario writer to work with Horii on the story. Horii has a rich narrative background, inspiring the whole visual novel genre with his ingenious and unexpectedly deep Portopia Serial Murder Case developed in 1983 (which inspired developers like Hideo Kojima of Metal Gear fame). All his stories are rife with eccentric twists, a dark sense of humor, and unexpected moments of humanity that shine through. For western audiences, playing and appreciating Chrono Trigger for the first time, this was as close to understanding the fervor for the Dragon Quest games Japanese gamers had, and still have.

As much as I loved the heroism, the different eras, and the characters, oddly enough the part that struck me most were three seemingly unimportant decisions I made early in the game at the Millennial Fair. The first is to eat a stranger’s lunch to heal yourself, a common enough occurrence in most JRPGs; the second is after you first bump into Marle, you can either help her up, or retrieve her pendant for her and then assist her to her feet; and the third is to aid a little girl in finding her cat. Pretty standard fare in RPGs without any apparent consequences. Or so I thought.

After you rescue Marle and return to 1000AD, you’re put on trial for allegedly kidnapping the princess, thanks to a judicial system you helped inspire back in 600AD. It’s a dramatic scene, a gorgeous scrolling background, stained glass window with the weights of justice on it, officials whispering to each other, crowds watching with anticipation. I wondered what the trial would be about, and when they asked questions about my moral character, I thought I would be exonerated, no problem. That’s when they did a flashback to the sandwich I’d eaten earlier in the game, or in their eyes, “stolen” from an old man. Then the fact that, to save a few seconds, I picked up the pendant before helping Marle up, indicating that I had an ulterior motive for befriending her in the first place. In my defense, my attorney pointed out how I helped the little girl find her missing cat.

Even Kafka’s Trial couldn’t make me feel more paranoid about my past decisions. I didn’t even remember eating the guy’s sandwich, and yet somehow, the 16-bit game had kept tabs on my decisions. What else was it aware of? I’d never seen anything like this in a game before where I was held accountable for past decisions. The combination of Horii’s story telling, Toriyama’s art, Sakaguchi’s sense of scale, Masato’s cinematic angles, and Mitsuda’s score was compelling.

Going forward, I paid attention to every decision I made, no matter how trivial. I was even worried about taking treasure chests from the prison, concerned it might have an impact on the story down the line. My wife, who went through this new playthrough with me, also asked similar questions after the trial, wondering if any future actions might affect a sequence further in the game. What’s worse was we felt guilty, even though we knew were innocent. We shouldn’t have eaten that guy’s sandwich!

 

The Hero

I don’t like the idea of kid heroes, especially “chosen” ones who will “save the world.” There is nothing really special about them, only that they were randomly selected, preordained by the fates. Not only is it silly, but it takes away from the whole idea of choice and determination. If there’s one thing Chrono Trigger makes clear, it’s that our decisions, even trivial ones, have an impact. We can change almost anything, even defy death. So I groaned out loud when I found out that a so-called “Hero” showed up to save Guardia in 600AD from the villain Magus and was an annoying brat named Tata who fits into the stereotype of the boy hero down to his design. Everyone is in awe of him, including his parents, who can’t stop boasting about him.

I was relieved when, shortly afterwards, we meet Tata and discover he is a fraud. He merely found the Hero’s Badge, and as he had aspired to be a knight, he faked his heroic identity. Another trope teased, then overturned, which also makes Tata a more sympathetic and interesting character.

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The true hero, it turns out, isn’t the great knight Cyrus, who has gone missing, but instead, a frog. The Frog. But even that seems a whimsical claim because Frog—later revealed to be Glenn, squire to Cyrus—was a failure who was helpless to watch his best friend and mentor die at the hands of Magus. He is stuck in a depressed rut, wallowing in self-pity, and only joins you after you fix the Masamune (which includes a bit of a detour to 65,000,000 BC).

I loved Frog as a hero because he went against expectations. An amphibious knight who’s in hiding barely seems like the savior capable of stopping the all powerful Magus. But just as much as the metamorphosis is visual, he’s mentally wracked by guilt and remorse. That doesn’t stop him from being a powerful ally as his X Strike with Crono is one of the most sublime attacks in any game. Frog epitomizes nobility to a fault. He also provides interesting juxtaposition against characters like the more free spirited Lucca, who shares one of the heartier exchanges during Frog’s first exit, as well as his animosity and hatred for Magus. The conflict with the blue-haired magician takes focus as defeating him becomes one of the major prerequisites for vanquishing Lavos—or so the party believes. I hated Magus for Frog’s sake and couldn’t wait to destroy him. Little did I know, I had just fallen for another trope that was going to be turned on its head.

 

chrono

When I first pitched the idea of a replay/retrospective, it was in large part inspired by how much I was enjoying the rewatches and reread articles on Tor.com. But as I delved into Chrono Trigger, I realized there was so much I loved and wanted to cover, I didn’t even know where to start. Fortunately, the editors challenged me with the idea of exploring some interesting themes, including familiar tropes in the first section, that had me playing the game from a very different perspective.

If there’s one thing that has continually impressed me through the replay, it’s that I discover something completely new each time I go through it. The game is a harmonious series of triggers, fusing the art, writing, music, and gameplay that works seamlessly and makes the whole experience feel like the pinnacle of all things RPG, gaming, and storytelling. I’m convinced the creators had a time travel machine that let them iterate on Chrono Trigger until they arrived at perfection.

Continue on with Part 2, which covers the Magus Wars and the fall of Zeal.
Head to Part 3, which covers the open world adventure after the first encounter with Lavos.

Peter Tieryas is the author of United States of Japan (Angry Robot, 2016) and Bald New World. He tweets at @TieryasXu.

About the Author

Peter Tieryas

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Peter Tieryas is the author of United States of Japan (Angry Robot, 2016) and Bald New World. He tweets at @TieryasXu.
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Brent
9 years ago

Fantastic article. Chrono Trigger is probably (proooobably) ahead of FFVI as my favourite game of all time. You really nailed a lot of the nostalgia that myself and others feel when thinking about/revisiting this game and gave interesting examples as to how these feelings are spurred by certain fantasy/sci-fi/gaming tropes. Looking forward to Part 2!

Avatar
9 years ago

I absolutely admit to being biased as a music teacher, but I think it’s impossible to discuss this game without the music.

You mention the discovery of Lavos scene.  How can you discuss the “Okay!” choice without the adrenaline rush that is the Chrono Trigger main theme that starts as soon as you make the choice?  It’s not only an outrageously good “main titles” theme, it fits in perfectly with this and several other scenes throughout the game.

I started to write an essay on how the character themes of this game are all relative to each individual character’s story arc, but I started sounding too long winded even for myself.  My point is, the music in this game is baller as hell and deserves plenty of attention.  You go, Mitsuda.

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9 years ago

To this day, I still remember going on trial and getting nailed for eating that guy’s sandwich and engaging in other completely bog-standard RPG protagonist shenanigans; it’s left me with a healthy sense of paranoia.

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9 years ago

This is gonna be a fun week.

 

There’s some other fun subversion of the “boy hero” trope, but I’ll wait ’til tomorrow to bring it up, because spoilers. If you’ve played the game before, you know what I’m talking about.

 

A friend of mine recently brought up the point that, as the silent player cipher character, Crono is pretty passive- one could argue Lucca and  Marle as the main characters. Lucca invents time travel, basically, and Marle is the one who gets the idea of “let’s save the world!

Jason_UmmaMacabre
9 years ago

I always loved the fact that Crono is a mute. It makes him less of a character that is played and more of a stand in for the player.

As for memorable FF characters. I would agree. They don’t write them like they used to. Except for Balthier in FF XII. I loved him. 

Jason_UmmaMacabre
9 years ago

, I love Final Fantasy XII. It was easily the best since VII. I never went deep into the combat system. I preferred to play it like Secret of Mana (another favorite) and give my side characters basic commands and control their magic use. I’m really looking forward to FF XV. The combat system sounds pretty cool.

Jason_UmmaMacabre
9 years ago

, I never had the chance to finish Vagrant Story, but from what I played of it, I remember it being pretty great. FF Tactics never did anything for me. I’ve got friends who swear by it, but I never got into the combat. I’m playing through FF VII right now, but after this talk, I may need to pick up FF XII next. It really was one of my favorites. 

ChocolateRob
9 years ago

I love Vagrant Story but I hated FFXII. I also really like Tactics but with the only problem being that I suck at it, I mostly love it for the art and plot.

Vagrant Story is easily one of my favourites though, I have its artwork up in my hall, I edited the cutscenes and boss fights into a movie on youtube (in 21 parts) and filled the description boxes with extras, ultimania translations, character bios, item descriptions, Ye olde English dictionary, drinks lists and so on. The soundtrack is certainly played a lot on my Ipod (I had the Staff Roll played on Classic FM a few weeks ago during one of their videogame specials), I’ve customised the VS characters page on TV tropes a wee bit too.

On the other hand I mostly played Chrono Trigger as a set up for playing Chrono Cross, I fell in love with that one just from seeing and hearing the Scars of Time intro on the internet. I am a sucker for games involving time travel (my other favourite in that regard is the Legacy of Kain series) so long as they have some kind of consistency to their rules, I’m fine with paradoxes (Chrono Trigger’s taking an item from a box then jumping back in time to also loot it then is a hoot) but I’ve become less of a Doctor Who fan simply because it never makes any real sense.

Quick look at my gaming shelves to see how many games involve time travel – Dino Crisis, Final Fantasy I, Legacy of Kain, MediEvil 2, Chrono Trigger/Cross, Valkyrie Profile, Jak & Daxter, Onimusha 3, Okami, Fatal Frame (sort of), Shadow of Memories/Destiny, Star Ocean, Bioshock Infinite, Prince of Persia, Life is Strange.

The strongest of these being – Legacy of Kain series, Chrono Trigger/ Cross, Prince of Persia SoT trilogy, Shadow of Memories and Life is Strange.

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Aaron
9 years ago

Love this game even to this day, I will be reading this replay every update.

 

I see a lot of people mentioning Final fantasy but no one is mentioning Suikoden, so for those who love JRPGs and might be looking for one they missed you should all try Suikoden 1 A great but kind a paint by numbers JRPG, and Suikoden 2 which is honestly the best JRPG ever made. The rest of the series is good too but it can’t quite top 2. 

Nazrax
9 years ago

I was even worried about taking treasure chests from the prison, concerned it might have an impact on the story down the line.

This is a really minor “mechanics” spoiler, but I’ll white it out anyway in case anyone cares:

Taking the chests doesn’t affect the story, but it does affect what loot you get. Many chests show up in more than one time period, and opening a chest in the past also opens it in the future. You really want to open all the chests in the future first, then go back and open the ones in the past. Not only do you get more goodies, but the chests in the future always contain upgraded versions of their past selves.

[/spoiler]

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Admin
9 years ago

Oddly, FF12’s battle system is the only one I have fun playing! Probably because it allows you to break the game through leveling and obtaining the ultimate weapon right away.

Although I think I’d like FF8’s junction system if they added Double-Draw and Triple-Draw options to it. Drawing is so slowwwww.

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Athreeren
9 years ago

@2: Yes, it’s a fine moment. But have you listened to Frog’s theme recently? With such music, that guy just can’t not be a hero. When he picks up the Masamune and decides to join you, and you hear that music, you know that this time he’s here to stay.

@7: I think the Frog/Magus ending makes it clear who the main character is. And this has to be the real ending, for sheer epicness!

Jason_UmmaMacabre
9 years ago

, What system was Suikoden 2 on? After hearing you talk about it, I want to give it a whirl. 

, I was 17 years old when I tried FF Tactics, so my patience level was probably not where it should have been. :) I just started FF VII, so I’m not even out of Midgar yet, but I’m loving it. Besides the graphics (which really don’t make a game), it hold up really well. I think I will need to hunt down a copy of Vagrant Story. I’ll get it in there with my classic replays of FF VII, FF IX, & Legend of Dragoon. I’ve been playing KOTOR a lot on my tablet lately.

, I HATED the draw system in FF VIII. At the time, it took me right out of the game. I still have it though. Maybe I’ll have to go back to that one too.

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Kyle Otaku
9 years ago

Well I finally made it to Magus on my very first play-through.  Definitely enjoying it, can’t believe I said it seemed like it had a higher difficulty earlier… it’s now been amazingly easy except/until I got to Magus, who very much kicked my butt multiple times before I finally stocked up on some Mid-Tonics.  I don’t think I’d realized how many tropes were in it until reading this, it has just been a very fascinating story.  I very much agree with the neuroses about choice, when I was locked in jail I was struggling to decide if it would make me seem more innocent to stay put or if I needed to break out because the chancellor was so obviously a crook. 

For whatever reason, I’m not loving the music as much as you folks.  I don’t dislike it by any means, but it is just video game music, it’s not blowing me away.  I wonder if this is because I don’t have the nostalgia factor.  I played FF6 when it had first come out and want to play that game again for the music alone, but this so far just hasn’t grabbed me.  I think I expected it to be a bit more… industrial?

Definitely enjoying the game though (might be slacking from work a little bit, teehee).

Oh, and on a FF6 replay.. yes please.  :-)  I’ve heard stories (rumors?) that there’s a fan translation of FF6 which includes much more of the original Japanese story that had to be cut out of the original USA release due to memory limitations.

ChocolateRob
9 years ago

@16 Hmm, how to describe LoK, First off it has the greatest thespy voice acting of any series (which also makes for some hilarious out-takes). The series evolves a fair bit throughout its five iterations so which game you play first can influence how you enjoy the series, I started with the second (Soul Reaver) and did not get to try the first until I’d played the rest, as such I’d misunderstood a few plot points. The first game (Blood Omen) really sets up a unique gothic world with a deep mythology but the 2D graphics are pretty dated now.

The most important aspect of the series’ mythology are the Pillars of Nogoth an ancient edifice tied to the physical and spiritual health of the land. Reaching up to the heavens and deep into the earth, these columns each govern a principle of the world (Mind, Death, Nature, Time etc) and are each linked to an immortal guardian sorcerer (collectively the Circle of Nine). However the guardian of Balance Ariel is murdered and upon discovering her body her lover, and guardian of the Mind, Nupraptor sinks into a paranoid despairing madness. As the guardians are all linked Nupraptor’s madness infects all of them and they turn their powers against the land.

Into this corrupt world the nobleman Kain is born, one day he is accosted by bandits and murdered however the Guardian of Death Mortanius appears to him and offers him a chance at revenge. Kain is resurrected as a vampire and quickly kills his murderers only to be told by Mortanius that they were only the tools of his murder and directs him to the Pillars. There he meets the spirit of Ariel who tells him that the only release from his vampiric life is to cleanse the corruption of the Pillars by killing the Guardians so that new ones can be born. So begins Kain’s quest to cleanse Nosgoth.

A top down 2D game filled with many nasty ways of dispatching enemies to feed on their blood, graphically simple but an amazing open world to explore with many secrets to discover.

At the end of the game you are given a choice between saving the world or accepting his vampiric nature and ruling it as a dark overlord instead. Soul Reaver is set centuries later taking the evil ending as canon, Kain has conquered the corrupted world and created a vampire empire. In the opening Kain’s first lieutenant Raziel is executed for having the gall to evolve before his master by growing wings. Kain tears the wings from his back and has Raziel’s brothers cast him into the lake of the dead where the waters will dissolve him for eternity, centuries later Raziel is resurrected by the mysterious Elder God as a soul devouring wraith, able to travel between the material and spectral realms. So begins Raziel’s quest for revenge.

This game is now fully 3D (and with no loading times) but the world is now a stark ruin of its former self, the combat involves finding ways to kill vampires based on their weaknesses  (impalement, immolation, immersion in water or sunlight) and devouring their souls to keep Raziel in the material realm. Exploration is done in either the spectral or material realms with the spectral being a twisted version of the material where time stands still. As Raziel devours the souls of his brothers he gains new abilities such as swimming or wall climbing, he is also able to find elemental glyphs to cast spells that either disable or destroy his enemies. There are a lot of things to find in this game too, the last outpost of the humans can be missed entirely. There are humans scattered through the game and their behavior is affected by Raziel’s actions, if you kill the vampire hunters they will all attack you but if you don’t harm them then all the humans will treat him as a deity and offer themselves up as a light snack. However the ending was rushed and leaves on a cliffhanger as Raziel chases Kain through a time portal into the past. I was outraged by the anticlimactic ending but when the plot was picked up in Soul Reaver 2 I forgave it entirely.

Soul Reaver 2 was when the series’ themes of destiny and free will really came to the front. Raziel pursues Kain  throughout Nosgoth’s history but learns more of his own destiny and purpose and the true nature of Nosgoth’s corruption.

The nature of Time travel is understood much more clearly from this point on. Basically, altering history is not conventionally possible even with access to a time machine. Any actions that your future self takes in your past have always been the past of your present self. Kain always made his empire, Raziel always chased him into the past. However there is one method in which you can derail history completely and cause a new timeline (but that’s a spoiler), it happens very few times in the series but the first time is near the end of the first game. The series is made up of plots within plots by assorted chessmasters all claiming the same pawn and trying to change history to their advantage.

SR2 ends with history changing, Blood Omen 2 stars Kain’s past self in between the events of BO1 and SR1 during this new timeline. The last game; Defiance stars both Kain and Raziel and continues exactly from where they ended in SR2 but it is what they do here (in the past) that causes the events of BO2 to happen. BO2 is a bit of a dark horse (quality wise) in the series I should mention but some still prefer it to the rest.

So I may have gone on a bit there but there are no real spoilers and the series is very complicated to follow. Alternatively you can try my youtube channel where I did with this series what I did with Vagrant Story (described above), I turned all the cutscenes (and enough gameplay to gel it together) into movies to watch with lots of extras in the description boxes (note – I cut out all menus and subtitles that break immersion, I call them plot walkthroughs) My youtube channel is the same name as here.