Chrono Cross
Chrono Cross | |
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Windows | |
Release | PlayStationNintendo Switch, PlayStation 4, Windows, Xbox One
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Genre(s) | Role-playing |
Mode(s) | Single-player |
Chrono Cross[b] is a 1999 role-playing video game developed and published by Square for the PlayStation video game console. It is set in the same world as Chrono Trigger, which was released in 1995 for the Super Nintendo Entertainment System. Chrono Cross was designed primarily by scenarist and director Masato Kato, who had help from other designers who also worked on Chrono Trigger, including art director Yasuyuki Honne and composer Yasunori Mitsuda. Nobuteru Yūki designed the characters of the game.
The story of Chrono Cross focuses on a teenage boy named
Upon its release in Japan in 1999 and North America in 2000, Chrono Cross received critical acclaim, earning a perfect 10.0 score from
Gameplay
Chrono Cross features standard
Battle and Elements
![Two characters in foreground in battle poise, menu with "Attack", "Element", "Defend", "Run Away", boxes with health statistics for characters "Serge", "Kid", and "Mel", stone floor, gold robotic enemy facing the characters](http://upload.wikimedia.org/wikipedia/en/thumb/d/d3/Chronocrossbattlescreenshot.png/220px-Chronocrossbattlescreenshot.png)
The Element system of Chrono Cross handles all magic, consumable items, and character-specific abilities. Elements unleash magic effects upon the enemy or party and must be equipped for use, much like the materia of 1997's
Another innovative aspect of Chrono Cross is its stamina bar.
Parallel dimensions
!["Home World", an archipelago featuring fishing settlements, a city, and a volcanic mountain range surrounding a stone fort](http://upload.wikimedia.org/wikipedia/en/thumb/3/3c/Navigatingelnido.png/220px-Navigatingelnido.png)
The existence of two major
Plot
Characters
Chrono Cross features a diverse cast of 45 party members. Each character is outfitted with an innate Element affinity and three unique special abilities that are learned over time. If taken to the world opposite their own, characters react to their counterparts (if available). Many characters tie in to crucial plot events. Since it is impossible to obtain all 45 characters in one playthrough, players must replay the game to witness everything. Through use of the New Game+ feature, players can ultimately obtain all characters on one save file.
Lynx, a cruel agent of the supercomputer FATE, is bent on finding Serge and using his body as part of a greater plan involving the Frozen Flame. Lynx travels with
To accomplish this goal, Harle helps Lynx manipulate the Acacia Dragoons, the powerful militia governing the islands of El Nido. As the Dragoons maintain order, they contend with Fargo, a former Dragoon turned pirate captain who holds a grudge against their leader, General Viper. Though tussling with Serge initially, the Acacia Dragoons—whose ranks include the fierce warriors Karsh, Zoah, Marcy, and Glenn—later assist him when the militaristic nation of Porre invades the archipelago. The invasion brings Norris and Grobyc to the islands, a heartful commander of an elite force and a prototype cyborg soldier, respectively, as they too seek the Frozen Flame.
Story
The game begins with Serge located in El Nido, a tropical archipelago inhabited by ancient natives, mainland colonists, and beings called Demi-humans. Serge slips into an
Able to return to Another world, Serge allies with the Acacia Dragoons against Porre and locates that dimension's Dragon Tear, allowing him to return to his human form. He then enters the Sea of Eden, Another world's physical equivalent of the Dead Sea, finding a temporal research facility from the distant future called Chronopolis. Lynx and Kid are inside; Serge defeats Lynx and the supercomputer FATE, allowing the six Dragons of El Nido to steal the Frozen Flame and retire to Terra Tower, a massive structure raised from the sea floor. Kid falls into a coma, and Harle bids the party goodbye to fly with the Dragons. Serge regroups his party and tends to Kid, who remains comatose. Continuing his adventure, he obtains and cleanses the corrupted Masamune sword from Chrono Trigger. He then uses the Dragon relics and shards of the Dragon Tears to create the mythic Element Chrono Cross. The spiritual power of the Masamune later allows him to lift Kid from her coma. At Terra Tower, the prophet of time, revealed to be Belthasar from Chrono Trigger, visits him with visions of Crono, Marle, and Lucca. Serge learns that the time research facility Chronopolis created El Nido thousands of years ago after a catastrophic experimental failure drew it to the past.[14] The introduction of a temporally foreign object in history caused the planet to pull in a counterbalance from a different dimension.[15] This was Dinopolis, a city of Dragonians—parallel universe descendants of Chrono Trigger's Reptites. The institutions warred and Chronopolis subjugated the Dragonians. Humans captured their chief creation—the Dragon God, an entity capable of controlling nature.
Chronopolis divided this entity into six pieces and created an Elements system. FATE then
After Serge returned home, FATE sent Lynx to kill Serge, hoping that it would release the Arbiter lock. Ten years after Serge drowned, the thief Kid—presumably on Belthasar's orders—went back in time to save Serge and split the dimensions. FATE, locked out of the Frozen Flame again, knew that Serge would one day cross to Another world and prepared to apprehend him.[20] Lynx switched bodies with Serge to dupe the biological check of Chronopolis on the Frozen Flame. Belthasar then reveals that these events were part of a plan he had orchestrated named Project Kid. Serge continues to the top of Terra Tower and defeats the Dragon God. Continuing to the beach where the split in dimensions had occurred, Serge finds apparitions of Crono, Marle, and Lucca once more. They reveal that Belthasar's plan was to empower Serge to free Schala from melding with Lavos, lest they evolve into the "Time Devourer", a creature capable of destroying spacetime.[21] Lucca explains that Kid is Schala's clone, sent to the modern age to take part in Project Kid.[22][23] Serge uses a Time Egg—given to him by Belthasar—to enter the Darkness Beyond Time and vanquish the Time Devourer, separating Schala from Lavos and restoring the dimensions to one. Thankful, Schala muses on evolution and the struggle of life and returns Serge to his home, noting that he will forget the entire adventure. She then seemingly records the experience in her diary, noting she will always be searching for Serge in this life and beyond, signing the entry as Schala "Kid" Zeal, implying that she and Kid have merged and became whole again. A wedding photo of Kid and an obscured male sits on the diary's desk. Scenes then depict a real-life Kid searching for someone in a modern city, intending to make players entertain the possibility that their own Kid is searching for them. The ambiguous ending leaves the events of the characters' lives following the game up to interpretation.[24]
Relation to Radical Dreamers
Chrono Cross employs story arcs, characters, and themes from
Development
Square began planning Chrono Cross immediately after the release of
![A Japanese man with left-parted hair, a brown leather jacket, and a blue shirt](http://upload.wikimedia.org/wikipedia/commons/thumb/5/53/Tanaka.jpg/220px-Tanaka.jpg)
We didn't want to directly extend Chrono Trigger into a sequel, but create a new Chrono with links to the original.[25] Yes, the platform changed; and yes, there were many parts that changed dramatically from the previous work. But in my view, the whole point in making Chrono Cross was to make a new Chrono with the best available skills and technologies of today. I never had any intentions of just taking the system from Trigger and moving it onto the PlayStation console. That's why I believe that Cross is Cross, and NOT Trigger 2.[30]
— Masato Kato
When creating a series, one method is to carry over a basic system, improving upon it as the series progresses, but our stance has been to create a completely new and different world from the ground up, and to restructure the former style. Therefore, Chrono Cross is not a sequel to Chrono Trigger. Had it been, it would have been called Chrono Trigger 2. Our main objective for Chrono Cross was to share a little bit of the Chrono Trigger worldview, while creating a completely different game as a means of providing new entertainment to the player. This is mainly due to the transition in platform generation from the SNES to the PS. The method I mentioned above, about improving upon a basic system, has inefficiencies, in that it's impossible to maximize the console's performance as the console continues to make improvements in leaps and bounds. Although essentially an RPG, at its core, it is a computer game, and I believe that games should be expressed with a close connection to the console's performance. Therefore, in regards to game development, our goal has always been to "express the game utilizing the maximum performance of the console at that time." I strongly believe that anything created in this way will continue to be innovative.[8]
— Hiromichi Tanaka
Full production began on Chrono Cross in mid-1998.
As production continued, the length of Cross increased, leading the event team to reduce the number of characters to 45 and scrap most of the alternate endings.
The Chrono Cross team devised an original battle system using a stamina bar and Elements.
Masato Kato directed and wrote the main story, leaving sub-plots and minor character events to other staff.[9] The event team sometimes struggled to mesh their work on the plot due to the complexity of the parallel worlds concept.[31] Masato Kato confirmed that Cross featured a central theme of parallel worlds, as well as the fate of Schala, which he was previously unable to expound upon in Chrono Trigger. Concerning the ending sequences showing Kid searching for someone in a modern city, he hoped to make players realize that alternate futures and possibilities may exist in their own lives, and that this realization would "not ... stop with the game".[31] He later added, "Paraphrasing one novelist's favorite words, what's important is not the message or theme, but how it is portrayed as a game. Even in Cross, it was intentionally made so that the most important question was left unanswered."[9] Kato described the finished story as "ole' boy-meets-girl type of story" with sometimes-shocking twists.[30] Kato rode his motorcycle to relieve the stress of the game's release schedule.[32] He continued refining event data during the final stages of development while the rest of the team undertook debugging and quality control work.[32] Square advertised the game by releasing a short demo of the first chapter with purchases of Legend of Mana.[38] The North American version of Cross required three months of translation and two months of debugging before release.[8] Richard Honeywood translated, working with Kato to rewrite certain dialogue for ease of comprehension in English.[39] He also added instances of wordplay and alliteration to compensate for difficult Japanese jokes.[39] To streamline translation for all 45 playable characters, Honeywood created his own version of the accent generator which needed to be more robust than the simple verbal tics of the Japanese cast.[40] Although the trademark Chrono Cross was registered in the European Union, the game was not released in Europe.[41]
After the game was done, the team was merged with those behind Parasite Eve II, Brave Fencer Musashi and Mana to make Final Fantasy XI.[42] The programming for the game endured as the basis for the engine of Final Fantasy XI.[36]
Music
Chrono Cross was scored by freelance video game music composer
Personally, for me, the biggest pressure was coming from the ending theme song. From the start of the project, I had already planned to make the ending into a Japanese song, but the problem was now "who was going to sing the song?" There was a lot of pressure from the people in the PR division to get someone big and famous to sing it, but I was totally against the idea. And as usual, I didn't heed to the surrounding complaints, but this time, there was a pretty tough struggle.[30]
![A photograph of a thin, dark-haired Japanese man](http://upload.wikimedia.org/wikipedia/commons/thumb/b/b1/Yasunori_Mitsuda_%282019%29.jpg/200px-Yasunori_Mitsuda_%282019%29.jpg)
Production required six months of work. After wrapping, Mitsuda and Kato played Chrono Cross to record their impressions and observe how the tracks intermingled with scenes; the ending theme brought Kato to tears.
Release and reception
Aggregator | Score |
---|---|
Metacritic | 94/100[52] |
Publication | Score |
---|---|
Electronic Gaming Monthly | 98%[53] |
Famitsu | 36/40[25][54] |
GamePro | ![]() ![]() ![]() ![]() ![]() |
GameRevolution | A−[56] |
GameSpot | 10/10[4] |
IGN | 9.7/10[10] |
Next Generation | ![]() ![]() ![]() ![]() ![]() |
Official U.S. PlayStation Magazine | ![]() ![]() ![]() ![]() ![]() |
Chrono Cross shipped 850,000 units in Japan and 650,000 abroad by 2003.
Fan reaction was largely positive, though certain fans complained that the game was a far departure from its predecessor, Chrono Trigger; Chrono Cross broke convention by featuring more characters, fewer double and triple techs, fewer instances of time travel, and few appearances of Trigger characters and locations.[4][30] Producer Hiromichi Tanaka and director Masato Kato were aware of the changes in development, specifically intending to provide an experience different from Chrono Trigger.[9][30] Kato anticipated and rebuffed this discontent before the game's release, wondering what the Chrono title meant to these fans and whether his messages ever "really got through to them".[30] He continued, "Cross is undoubtedly the highest quality Chrono that we can create right now. (I won't say the 'best' Chrono, but) If you can't accept that, then I'm sorry to say this but I guess your Chrono and my Chrono have taken totally different paths. But I would like to say, thank you for falling in love with Trigger so much."[30] Tanaka added, "Of course, the fans of the original are very important, but what innovation can come about when you're bound to the past? I believe that gameplay should evolve with the hardware."[8] Kato later acknowledged that he could have "shown more empathy to the player" by making the story less complex, and acknowledged fans who felt the game was a departure from Chrono Trigger, noting that one can still "equally enjoy the game."[27] He later reflected in 2015 that "the bashing was terrible" in reference to fans' push-back on featuring so many playable characters, acknowledging the complaint that recruiting all characters required several playthroughs.[61]
During the 4th Annual Interactive Achievement Awards, the Academy of Interactive Arts & Sciences nominated Chrono Cross for the "Game of the Year", "Console Game of the Year", and "Console Role-Playing" awards.[62]
Legacy
On December 9, 2021, a cross-over event between Chrono Cross and the free-to-play RPG Another Eden was released. A collaborative effort between Chrono writer Kato and composer Mitsuda, the game features elements similar to the Chrono series, such as talking frog protagonists and time-travel elements. Titled Complex Dream, the event introduces several Chrono Cross characters, including Serge, Kid, and Harle, as well as gameplay elements from the series such as element magic and combo techs.[63]
Remaster
Publications began discussion of a possible remastered version of Chrono Cross in September 2021, when a security flaw allowed for a web developer to see an internal listing of current and upcoming video games in Nvidia's GeForce Now database, which included a never-announced Chrono Cross Remastered.[64][65] Nvidia later confirmed that the list was real, but that the games listed were speculative, and may or may not end up getting a final release.[66] A second Nvidia leak occurred the following November, which again listed Chrono Cross Remastered, this time with a December 2021 release date.[67] Further comments on the game's existence also arose in November; Video Games Chronicle reported Nick Baker of the XboxEra podcast could confirm prior reports of its existence,[68] and game website Gematsu separately confirmed the game's existence.[69][70] On December 4, 2021, Square Enix announced a cross over event between Chrono Cross and mobile game Another Eden; the announcement spurred more discussion on a remaster, considering Square was reviving the game for the first time in 20 years, and writer Masato Kato worked on both games.[71]
A remaster of the game, titled Chrono Cross: The Radical Dreamers Edition, was announced on February 9, 2022, during a
While Chrono Cross: The Radical Dreamers Edition was received well by critics, it received a negative reaction from players in part due to how it performed as compared to its PlayStation 1 counterpart. Analysis showed that the remastered version had its frame rate dropping quite frequently, and was also unable to cross the threshold of 30
On February 22, 2023, Square-Enix released an update patch for the remaster on all systems it released for which has fixed some of the various gameplay issues with the remaster, as well as updating several performance aspects of the game including increasing the game's framerate to 60fps.[79]
Sequel
In 2001,
Notes
References
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Richard Honeywood: From day one. The Product Development Division-3 team and I were just finishing off the North American version of Chrono Cross when talk of making an online version of Final Fantasy first came up. As I had also worked with Division-3 on Xenogears before that as well, it seemed only natural I help them out on their next project...
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Prophet: In your home world, you survived to live a happy and prosperous life. That is how you made it to the present point in time. However, here in this '"alternate"' world, you are, in fact, very dead and buried. You died 10 years ago, but this world's time line has flowed on regardless.
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Member: The waves are at a standstill ... And ... What is that dark shadow in the distance ...?
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Lucca: Led by the pitiful crying the young Serge made as the panther demon's poison took hold of him ... Princess Schala traveled ten thousand years in time to make contact with this dimension! This caused a raging magnetic storm that resulted in FATE's system malfunction, which led Serge to the Frozen Flame.
- ^ Square (August 15, 2000). Chrono Cross (PlayStation). Square. Level/area: Opassa Beach.
Crono: In the meantime, the six Dragons had sent Harle forth to gain possession of the Flame. Harle made contact with FATE's biological incarnation, Lynx, and tricked him into temporarily joining forces.
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Crono: You see, FATE calculated that you would one day cross the dimensions and try to make contact with the Flame.
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Lucca: And now, about '"Project Kid"'... the time control project Belthasar planned out. The whole project existed to lead you to this one, special point in time! The founding of Chronopolis, the Time Crash, and the battle between FATE and the Dragon Gods ... It was all coordinated so that you would get your hands on the Chrono Cross and come to this place!
- ^ Square (August 15, 2000). Chrono Cross (PlayStation). Square. Level/area: Opassa Beach.
Lucca: Before the destructive mind-set could become dominant, she cloned herself and sent her copy into this dimension ... That's right ... Kid is Schala's daughter-clone!
- ^ Square (August 15, 2000). Chrono Cross (PlayStation). Square. Level/area: Opassa Beach.
Crono: The Chrono Cross ... It alone can combine the sounds of the planet that the six types of Elements produce! The melody and harmony that brim within all life-forms ... Use the '"song of life"' to heal her enmity and suffering ... We entreat you, Serge! Please save Schala ...
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Kid: Kid: Radical Dreamers ...!? And me name's on here, too! What the bloody hell is goin' on?
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- ^ Ramsey, Robert (April 9, 2022). "Chrono Cross Remaster's Shocking Frame Rate Issues Lead to 'Worse Performance Than PS1'". Push Square. Archived from the original on April 11, 2022. Retrieved April 11, 2022.
- ^ "Chrono Cross Patch Framerate Changes Brings It up to 60FPS". February 22, 2023. Archived from the original on March 1, 2023. Retrieved March 1, 2023.
- ^ Ahmed, Shahed (July 3, 2001). "New Chrono game in planning stages". GameSpot. Archived from the original on January 22, 2012. Retrieved July 1, 2006.
- ^ "Latest Status Info". Trademark Applications and Registration Retrieval. November 13, 2003. Archived from the original on November 23, 2005. Retrieved July 1, 2006.
- ^ "Japanese Trademark and Patent Office". July 26, 2002. Archived from the original on May 7, 2007. Retrieved July 24, 2006. To find the Chrono Break patent, search "Japanese Trademark Database" for "chronobrake". Click Index to find the result, and click the link.
- ^ "Chrono Break". EUIPO. December 2, 2002. Retrieved May 12, 2010.
- ^ Boulette, Bryan (October 3, 2005). "Children of Mana Team Announced". RPGamer. Archived from the original on September 30, 2007. Retrieved July 24, 2006.
- ^ Interactive Brains (March 23, 2006). Deep Labyrinth (Nintendo DS). Interactive Brains.
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- ^ Parish, Jeremy (June 2008). Missing in Action. Ziff Davis Media. p. 95.
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- ^ Donaldson, Alex (June 5, 2009). "Square: Want more Chrono Trigger? Buy More!". Archived from the original on June 18, 2009. Retrieved June 15, 2009.
External links
- Official website for The Radical Dreamers Edition
- Official Japanese website for The Radical Dreamers Edition
- Chrono Cross at Curlie
- Chrono Cross game entry at The Playstation Datacenter