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Chrono Cross
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| Chrono Cross | |
|---|---|
North American box art | |
| Developer | Square[a] |
| Publishers | PlayStationThe Radical Dreamers Edition
|
| Director | Masato Kato |
| Producer | Hiromichi Tanaka |
| Designer | Hiromichi Tanaka |
| Programmer | Kiyoshi Yoshii |
| Artists | |
| Writer | Masato Kato |
| Composer | Yasunori Mitsuda |
| Series | Chrono |
| Platforms | |
| Release | PlayStationNintendo Switch, PlayStation 4, Windows, Xbox One
|
| Genre | Role-playing |
| Mode | 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 Serge and a theme of parallel worlds. Faced with an alternate reality in which he died as a child, Serge endeavors to discover the truth of the two worlds' divergence. The flashy thief Kid and many other characters assist him in his travels around the tropical archipelago El Nido. Struggling to uncover his past and find the mysterious Frozen Flame, Serge is chiefly challenged by Lynx, a shadowy antagonist working to apprehend him.
Upon its release in Japan in 1999 and North America in 2000, Chrono Cross received widespread acclaim, earning a perfect 10.0 score from GameSpot.[3][4] The game shipped 1.5 million copies worldwide by 2003, leading to a Greatest Hits re-release and continued life in Japan as part of the Ultimate Hits series.[5][6] Chrono Cross was later re-released for the PlayStation Network in Japan in July 2011, and in North America four months later.[7] A remaster of the game, titled Chrono Cross: The Radical Dreamers Edition[c] was released on April 7, 2022, for Nintendo Switch, PlayStation 4, Windows, and Xbox One.
Gameplay
[edit]Chrono Cross features standard role-playing video game gameplay with some differences. Players advance the game by controlling the protagonist Serge through the game's world, primarily by foot and boat. Navigation between areas is conducted via an overworld map, much like Chrono Trigger's, depicting the landscape from a scaled-down overhead view. Around the island world are villages, outdoor areas, and dungeons, through which the player moves in three dimensions. Locations such as cities and forests are represented by more realistically scaled field maps, in which players can converse with locals to procure items and services, solve puzzles and challenges, or encounter enemies. Like Chrono Trigger, the game features no random encounters; enemies are openly visible on field maps or lie in wait to ambush the party.[4] Touching the monster switches perspectives to a battle screen, in which players can physically attack, use "Elements", defend, or run away from the enemy. Battles are turn-based, allowing the player unlimited time to select an action from the available menu. For both the playable characters and the computer-controlled enemies, each attack reduces their number of hit points (a numerically based life bar), which can be restored through some Elements. When a playable character loses all hit points, he or she faints. If all the player's characters fall in battle, the game ends and must be restored from a previously saved chapter—except for specific storyline-related battles that allow the player to lose. Chrono Cross's developers aimed to break new ground in the genre, and the game features several innovations.[8][9] For example, players can run away from all conflicts, including boss fights and the final battle.[4]
Battle and Elements
[edit]
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 Final Fantasy VII. Elements can be purchased from shops or found in treasure chests littered throughout areas. Once acquired, they are allocated to a grid whose size and shape are unique to each character. They are ranked according to eight tiers; certain high level Elements can only be assigned on equivalent tiers in a character's grid. As the game progresses, the grid expands, allowing more Elements to be equipped and higher tiers to be accessed. Elements are divided into six paired oppositional types, or "colors," each with a natural effect. Red (fire/magma) opposes Blue (water/ice), Green (wind/flora) opposes Yellow (earth/lightning), and White (light/cosmos) opposes Black (darkness/gravity).[4] Each character and enemy has an innate color, enhancing the power of using same-color Elements while also making them weak against elements of the opposite color. Chrono Cross also features a "field effect", which keeps track of Element color used in the upper corner of the battle screen. If the field is purely one color, characters are able to unleash a powerful summon element at the cost of one of the player's stars. The field will also enhance the power of Elements of the colors present, while weakening Elements of the opposite colors. Characters also innately learn some special techniques ("Techs") that are unique to each character but otherwise act like Elements. Like Chrono Trigger, characters can combine certain Techs to make more powerful Double or Triple Techs.[4] Consumable Elements may be used to restore hit points or heal status ailments during or after battle.[4]
Another innovative aspect of Chrono Cross is its stamina bar.[4] At the beginning of a battle, each character has seven points of stamina. When a character attacks or uses an Element, stamina is decreased proportionally to the potency of the attack. Stamina slowly recovers when the character defends or when other characters perform actions in battle. Characters with stamina below one point must wait to take action. Use of an Element reduces the user's stamina bar by seven stamina points; this often means that the user's stamina gauge falls into the negative and the character must wait longer than usual to recover. With each battle, players can enhance statistics such as strength and defense. However, no system of experience points exists; after four or five upgrades, statistics remain static until players defeat a boss. This adds a star to a running count shown on the status screen, which allows for another few rounds of statistical increases.[4] Players can equip characters with weapons, armor, helmets, and accessories for use in battle; for example, the "Power Seal" upgrades attack power. Items and equipment may be purchased or found on field maps, often in treasure chests. Unlike Elements, weapons and armor cannot merely be purchased with money; instead, the player must obtain base materials—such as copper, bronze, or bone—for a blacksmith to forge for a fee. The items can later be disassembled into their original components at no cost.
Parallel dimensions
[edit]
The existence of two major parallel dimensions, like time periods in Chrono Trigger, plays a significant role in the game. Players must go back and forth between the worlds to recruit party members, obtain items, and advance the plot. Much of the population of either world have counterparts in the other; some party members can even visit their other versions. The player must often search for items or places found exclusively in one world. Events in one dimension sometimes have an impact in the other—for instance, cooling scorched ground on an island in one world allows vegetation to grow in the other world. This system assists the presentation of certain themes, including the questioning of the importance of one's past decisions and humanity's role in destroying the environment.[10] Rounding out the notable facets of Chrono Cross's gameplay are the New Game+ option and multiple endings. As in Chrono Trigger, players who have completed the game may choose to start the game over using data from the previous session. Character levels, learned techniques, equipment, and items gathered copy over, while acquired money and some story-related items are discarded. On a New Game+, players can access twelve endings.[11] Scenes viewed depend on players' progress in the game before the final battle, which can be fought at any time in a New Game+ file.
Plot
[edit]Characters
[edit]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.
Serge, the game's protagonist, is a 17-year-old boy who lives in the fishing village of Arni. One day, he slips into an alternate world in which he drowned ten years before. Determined to find the truth behind the incident, he follows a predestined course that leads him to save the world. He is assisted by Kid, a feisty, skilled thief who seeks the mythical Frozen Flame. Portrayed as willful and tomboyish due to her rough, thieving past, she helps Serge sneak into Viper Manor in order to obtain the Frozen Flame. Kid vows to find and defeat Lynx, an anthropomorphic panther who burned down her adopted mother's orphanage.
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 Harle, a mysterious, playful girl dressed like a harlequin. Harle was sent by the Dragon God to shadow Lynx and one day steal the Frozen Flame from Chronopolis, a task she painfully fulfills despite being smitten with Serge.
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
[edit]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 alternate dimension in which he drowned on the beach ten years prior, and meets the thief, "Kid". As his adventure proceeds from here, Serge is able to recruit a multitude of allies to his cause. While assisting Kid in a heist at Viper Manor to steal the Frozen Flame, he learns that ten years before the present, the universe split into two dimensions—one in which Serge lived, and one in which he perished.[12] Through Kid's Astral Amulet charm, Serge travels between the dimensions. At Fort Dragonia, with the use of a Dragonian artifact called the Dragon Tear, Lynx switches bodies with Serge. Unaware of the switch, Kid confides in Lynx, who stabs her as the real Serge helplessly watches. Lynx boasts of his victory and banishes Serge to a strange realm called the Temporal Vortex. He takes Kid under his wing, brainwashing her to believe the real Serge (in Lynx's body) is her enemy. Serge escapes with help from Harle, although his new body turns him into a stranger in his own world, with all the allies he had gained up to that point abandoning him due to his new appearance. Discovering that his new body prevents him from traveling across the dimensions, he sets out to regain his former body and learn more of the universal split that occurred ten years earlier, gaining a new band of allies along the way. He travels to a forbidden lagoon known as the Dead Sea—a wasteland frozen in time, dotted with futuristic ruins.[13] At the center, he locates a man named Miguel and presumably Home world's Frozen Flame. Charged with guarding the Dead Sea by an entity named FATE, Miguel and three visions of Crono, Marle, and Lucca from Chrono Trigger explain that Serge's existence dooms Home world's future to destruction at the hands of Lavos. To prevent Serge from obtaining the Frozen Flame, FATE destroys the Dead Sea.
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 terraformed an archipelago, erased the memories of most of Chronopolis's staff, and sent them to inhabit and populate its new paradise.[16] Thousands of years later, a panther demon attacked a three-year-old Serge. His father took him to find assistance at Marbule, but Serge's boat blew off course due to a raging magnetic storm caused by Schala. Schala, the princess of the Kingdom of Zeal, had long ago accidentally fallen to a place known as the Darkness Beyond Time and began merging with Lavos, the chief antagonist of Chrono Trigger.[17] Schala's storm nullified Chronopolis's defenses and allowed Serge to contact the Frozen Flame; approaching it healed Serge but corrupted his father, turning him into Lynx.[18] A circuit in Chronopolis then designated Serge "Arbiter", simultaneously preventing FATE from using the Frozen Flame by extension. The Dragons were aware of this situation, creating a seventh Dragon under the storm's cover named Harle, who manipulated Lynx to steal the Frozen Flame for the Dragons.[19]
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
[edit]Chrono Cross employs story arcs, characters, and themes from Radical Dreamers, a Satellaview side story to Chrono Trigger released in Japan. Radical Dreamers is an illustrated text adventure which was created to wrap up an unresolved plot line of Chrono Trigger.[25] Though it borrows from Radical Dreamers in its exposition, Chrono Cross is not a remake of Radical Dreamers, but a larger effort to fulfill that game's purpose; the plots of the games are irreconcilable.[25] To resolve continuity issues and acknowledge Radical Dreamers, the developers of Chrono Cross suggested the game happened in a parallel dimension.[26] A notable difference between the two games is that Magus—present in Radical Dreamers as Gil—is absent from Chrono Cross. Director Masato Kato originally planned for Magus to appear in disguise as Guile, but scrapped the idea due to plot difficulties.[25] Kato specifically felt that the game's large number of characters, as well as the difficult production schedule, did not allow him to develop the relationship between Magus and Kid.[27] In the DS version of Chrono Trigger, Kato teases the possibility of an amnesiac Magus.[28]
Development
[edit]Square began planning Chrono Cross immediately after the release of Xenogears in 1998 (which itself was originally conceived as a sequel to the SNES game).[29] Chrono Trigger's scenario director Masato Kato had brainstormed ideas for a sequel as early as 1996, following the release of Radical Dreamers.[30] Square's managers selected a team, appointed Hiromichi Tanaka producer, and asked Kato to direct and develop a new Chrono game in the spirit of Radical Dreamers.[31] Kato thought Dreamers was released in a "half-finished state", and wanted to continue the story of the character Kid.[32] Kato and Tanaka decided to produce an indirect sequel. They acknowledged that Square would soon re-release Chrono Trigger as part of Final Fantasy Chronicles, which would give players a chance to catch up on the story of Trigger before playing Cross. Kato thought that using a different setting and cast for Chrono Cross would allow players unfamiliar with Chrono Trigger to play Cross without becoming confused.[31] The Chrono Cross team decided against integrating heavy use of time travel into the game, as they thought it would be "rehashing and cranking up the volume of the last game".[31] Masato Kato cited the belief, "there's no use in making something similar to before [sic]",[30] and noted, "we're not so weak nor cheap as to try to make something exactly the same as Trigger ... Accordingly, Chrono Cross is not Chrono Trigger 2. It doesn't simply follow on from Trigger, but is another, different Chrono that interlaces with Trigger."[32] Kato and Tanaka further explained their intentions after the game's release:

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.[9] The Chrono Cross team reached 80 members at its peak, with additional personnel of 10–20 cut-scene artists and 100 quality assurance testers.[9] The team felt pressure to live up to the work of Chrono Trigger's "Dream Team" development group, which included famous Japanese manga artist Akira Toriyama.[25] Kato and Tanaka hired Nobuteru Yūki for character design and Yasuyuki Honne for art direction and concept art.[33] The event team originally envisioned a short game, and planned a system by which players would befriend any person in a town for alliance in battle.[31] Developers brainstormed traits and archetypes during the character-creation process, originally planning 64 characters with unique endings that could vary in three different ways per character.[9][31] Kato described the character creation process: "Take Pierre, for example: we started off by saying we wanted a wacko fake hero like Tata from Trigger. We also said things like 'we need at least one powerful mom', 'no way we're gonna go without a twisted brat', and so on so forth."[9]
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.[31] Developers humorously named the character Pip "Tsumaru" in Japanese (which means "packed") as a pun on their attempts to pack as much content into the game as possible.[31] To avoid the burden of writing unique, accented dialogue for several characters, team member Kiyoshi Yoshii coded a system that produces accents by modifying basic text for certain characters.[34] Art director Nobuteru Yuuki initially wanted the characters to appear in a more chibi format with diminutive proportions.[35] The game world's fusion of high technology and ethnic, tribal atmospheres proved challenging at first.[35] He later recalled striving to harmonize the time period's level of technology, especially as reflected in characters' garb.[35] The demands of the art style led to Square merging the Final Fantasy VIII team into that of Chrono Cross two months before the Japanese release.[36]
The Chrono Cross team devised an original battle system using a stamina bar and Elements.[8] Kato planned the system around allowing players to avoid repetitive gameplay (also known as "grinding") to gain combat experience.[25] Elements were developed while planning the final battle (during which a sequence of specific Elements must be triggered), and then applied in reverse to the rest of the game.[37] Hiromichi Tanaka likened the Elements system to card games, hoping players would feel a sense of complete control in battle.[25] The team programmed each battle motion manually instead of performing motion capture.[31] Developers strove to include tongue-in-cheek humor in the battle system's techniques and animations to distance the game from the Final Fantasy franchise.[31] Masato Kato planned for the game's setting to feature a small archipelago, for fear that players would become confused traveling in large areas with respect to parallel worlds.[9] He hoped El Nido would still impart a sense of grand scale, and the development team pushed hardware limitations in creating the game's world.[9] To create field maps, the team modeled locations in 3D, then chose the best angle for 2D rendering.[31] The programmers of Chrono Cross did not use any existing Square programs or routines to code the game, instead writing new, proprietary systems.[34] Other innovations included variable-frame rate code for fast-forward and slow-motion gameplay (awarded as a bonus for completing the game) and a "CD-read swap" system to allow quick data retrieval.[9]
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
[edit]Chrono Cross was scored by freelance video game music composer Yasunori Mitsuda, who previously worked on Chrono Trigger. Director Masato Kato personally commissioned Mitsuda's involvement, citing a need for the "Chrono sound".[30][31] Kato envisioned a "Southeast Asian feel, mixed with the foreign tastes and the tones of countries such as Greece"; Mitsuda centered his work around old world cultural influences, including Mediterranean, Fado, Celtic, and percussive African music.[30][32] Mitsuda cited visual inspiration for songs: "All of my subjects are taken from scenery. I love artwork."[9] To complement the theme of parallel worlds, he gave Another and Home respectively dark and bright moods, and hoped players would feel the emotions of "'burning soul,' 'lonely world,' and 'unforgettable memories'".[31] Mitsuda and Kato planned music samples and sound effects with the philosophy of "a few sounds with a lot of content".[25]
Xenogears contributor Tomohiko Kira played guitar on the beginning and ending themes. Noriko Mitose, as selected by Masato Kato, sang the ending song—"Radical Dreamers – The Unstolen Jewel".[31] Ryo Yamazaki, a synthesizer programmer for Square Enix, helped Mitsuda transfer his ideas to the PlayStation's sound capabilities; Mitsuda was happy to accomplish even half of what he envisioned.[32] Certain songs were ported from the score of Radical Dreamers, such as "Gale", "Frozen Flame", and "Viper Mansion". Other entries in the soundtrack contain leitmotifs from Chrono Trigger and Radical Dreamers.[31] The melody of "Far Promise ~ Dream Shore" features prominently in "Dreams of the Ages" and "Sailing (Another World)".[31] Masato Kato faced internal opposition in hiring Noriko Mitose:
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]

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.[9][30][32] Players who preordered the game received a sampler disc of five songs, and Square released a three-CD official soundtrack in Japan after the game's debut. The soundtrack won the Gold Prize for the PlayStation Awards of 2000.[43] In 2005, Square Enix reissued the soundtrack due to popular demand. Earlier that year, Mitsuda announced a new arranged Chrono Cross album, scheduled for release in July 2005.[44] Mitsuda's contract with Square gave him ownership and full rights to the soundtrack of Chrono Cross.[45] It was delayed, and at a Play! A Video Game Symphony concert in May 2006, he revealed it would feature acoustic music and would be "out within the year", later backtracking and alleging a 2007 release date.[46][47] Mitsuda posted a streaming sample of a finished track on his personal website in January 2009, and has stated the album will be released to coincide with the 10th anniversary of the Japanese debut of Cross.[48] Music from Chrono Cross has been featured in the September 2009 Symphonic Fantasies concerts, part of the Symphonic Game Music Concert series conducted by Arnie Roth.[49] That same year, the Chrono Cross theme "Scars of Time" was voted first place in Hardcore Gaming 101's "Best Video Game Music of All Time" poll.[50] "Scars of Time" was also featured in 2012 by NPR in a program about classically arranged video game scores.[51]
Release and reception
[edit]| Aggregator | Score |
|---|---|
| Metacritic | 94/100[52] |
| Publication | Score |
|---|---|
| Electronic Gaming Monthly | 9.5/10, 10/10, 10/10[53] |
| Famitsu | 36/40[25][54] |
| GameRevolution | A−[55] |
| GameSpot | 10/10[4] |
| IGN | 9.7/10[10] |
| Next Generation | 4/5[57] |
| Official U.S. PlayStation Magazine | 5/5[56] |
Chrono Cross received critical acclaim, it shipped 850,000 units in Japan and 650,000 abroad by 2003.[5] It was re-released once in the United States as a Sony Greatest Hits title and again as part of the Japanese Ultimate Hits series.[6] Chrono Cross was also released on the PlayStation Network in Japan on July 6, 2011, and in North America on November 8, 2011, but a PAL region release has not been announced.[7] Critics praised the game's complex plot, innovative battle system, varied characters, moving score, vibrant graphics, and success in breaking convention with its predecessor.[4][10][58] Electronic Gaming Monthly gave Chrono Cross a Gold Award, with one reviewer calling it "a masterpiece, plain and simple".[53] GameSpot awarded the game a perfect 10, one of only sixteen games in the 40,000 games listed on GameSpot to have been given the score, and its Console Game of the Year Award for 2000.[4] It also received the annual Best Role-Playing Game, Best Game Music and Best PlayStation Game awards, and nominations for Best Game Story and Best Graphics, Artistic.[59] IGN gave the game a score of 9.7, and Cross appeared 89th in its 2008 Top 100 games list.[10][60] Famitsu rated the game 36 out of 40 from four reviewers.[25] GamePro praised the plot, graphics and music while stating that the combos in the game were tough as there was a lot to learn about them.[61]
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.[62]
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.[63]
Legacy
[edit]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.[64]
Remaster
[edit]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.[65][66] 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.[67] A second Nvidia leak occurred the following November, which again listed Chrono Cross Remastered, this time with a December 2021 release date.[68] 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,[69] and game website Gematsu separately confirmed the game's existence.[70][71] 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.[72]
A remaster of the game, titled Chrono Cross: The Radical Dreamers Edition, was announced on February 9, 2022, during a Nintendo Direct presentation, being slated for release on April 7, 2022, for Nintendo Switch, PlayStation 4, Windows, and Xbox One.[73][74][75] The remaster of the title includes quality-of-life updates such as the ability to disable encounters, in addition to an enhanced OST. The remaster is also bundled with the text adventure game Radical Dreamers, previously only available to Japanese players through the Satellaview peripheral for the Super Famicom.[76] Masato Kato, Yasunori Mitsuda, Nobuteru Yuuki, and Hiromichi Tanaka were brought in to lightly polish the game's dialogue, music, character art, and mechanics, respectively.[77] Tanaka revealed that the game's assets, stored on magnetic tape after development ceased in 1999, were lost in the intervening years, causing him to rely on a personal backup he had maintained for certain aspects of his polishing work.[77] Producer Koichiro Sakamoto further explained that creating the remaster required teams to painstakingly upscale the game's original location art and remap each 3D field map, sometimes relying on AI to improve the resolution.[78] The work demanded close scrutiny to ensure no original details were missed.[78]
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 FPS. This issue has been noticed across all the platforms it was released on.[79]
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.[80]
Sequel
[edit]In 2001, Hironobu Sakaguchi revealed the company's staff wanted to develop a new game and were discussing script ideas. Although Kato was interested in a new title, the project had not been greenlighted.[81] Square then registered a trademark for Chrono Break worldwide, causing speculation concerning a new sequel. Nothing materialized, and the trademark was dropped in the United States on November 13, 2003,[82] though it still stands in Japan and the European Union.[83][84] Kato later returned to Square Enix as a freelancer to work on Children of Mana and Dawn of Mana.[85] Mitsuda also expressed interest in scoring a new Chrono series game.[46] In 2005, Kato and Mitsuda teamed up to do a game called Deep Labyrinth, and again in 2008 for Sands of Destruction, both for the Nintendo DS.[86][87] The February 2008 issue of Game Informer ranked the Chrono series eighth among the "Top Ten Sequels in Demand", naming the games "steadfast legacies in the Square Enix catalogue" and asking "what's the damn holdup?!"[88] In Electronic Gaming Monthly's June 2008 "Retro Issue", writer Jeremy Parish cited Chrono as the franchise video game fans would be most thrilled to see a sequel to.[89] In the May 1, 2009, issue of Famitsu, Chrono Trigger placed 14th out of 50 in a vote of most-wanted sequels by the magazine's readers.[90] At E3 2009, SE Senior Vice President Shinji Hashimoto remarked, "If people want a sequel, they should buy more!"[91]
Notes
[edit]References
[edit]- ^ "Interviews". Archived from the original on February 13, 2009. Retrieved March 16, 2010.
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...
- ^ Seiji Narita; Nick Mosier (April 12, 2022). "Chrono Cross remaster performance issues has the original game's art director perplexed". Automation Media. Archived from the original on May 6, 2022. Retrieved July 12, 2022.
- ^ "Chrono Cross". GameRankings. Archived from the original on October 20, 2007. Retrieved July 27, 2007.
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- ^ Square (August 15, 2000). Chrono Cross (PlayStation). Square. Level/area: Viper Manor.
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.
- ^ Square (August 15, 2000). Chrono Cross (PlayStation). Square. Level/area: Dead Sea.
Member: The waves are at a standstill ... And ... What is that dark shadow in the distance ...?
- ^ Square (August 15, 2000). Chrono Cross (PlayStation). Square. Level/area: Chronopolis.
Ghost: Originally, El Nido was nothing but ocean. The El Nido Archipelago is purely artificial, created by FATE. It was a remodeling plan that took place 10,000 years ago.
- ^ Square (August 15, 2000). Chrono Cross (PlayStation). Square. Level/area: Chronopolis.
Kid: Perhaps our planet beckoned Dinopolis into the past ... maybe as a measure against Chronopolis and humanity.
- ^ Square (August 15, 2000). Chrono Cross (PlayStation). Square. Level/area: Chronopolis.
Ghost: The research center staff, who had their memories of the future erased, left the center, and began a life outside amidst nature. This is how FATE's paradise came into existence.
- ^ Square (August 15, 2000). Chrono Cross (PlayStation). Square. Level/area: Opassa Beach.
Lucca: Princess Schala was sucked into a dimensional vortex with the Lavos Mammon Machine. Schala and Lavos became unified into one even more powerful entity that would evolve into the Devourer of Time.
- ^ Square (August 15, 2000). Chrono Cross (PlayStation). Square. Level/area: Opassa Beach.
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.
- ^ Square (August 15, 2000). Chrono Cross (PlayStation). Square. Level/area: Opassa Beach.
Crono: You see, FATE calculated that you would one day cross the dimensions and try to make contact with the Flame.
- ^ Square (August 15, 2000). Chrono Cross (PlayStation). Square. Level/area: Opassa Beach.
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 ...
- ^ "Chrono Cross Resolutions". Chrono Compendium. 2006. Archived from the original on September 28, 2007. Retrieved July 24, 2006.
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Kid: Kid: Radical Dreamers ...!? And me name's on here, too! What the bloody hell is goin' on?
Kid: ... This seems to be an archive from a different time than our own. / Kid: Aside from the two worlds we already know about ... there may be other worlds and times which exist ... - ^ a b Más Allá del Tiempo (in Spanish). Héroes de Papel. December 1, 2015. p. 253. ISBN 978-8494288166. Translation Archived August 3, 2021, at the Wayback Machine
- ^ Square Enix (November 25, 2008). Chrono Trigger (Nintendo DS). Square Enix. Level/area: Twilight Grotto.
Magus: Hmph. If this is to be the way of things, then let me abandon all that was and fade away as well. Should a part of me somehow even then remain, then perhaps that will be the birth of something new—something with greater meaning than all this. / Magus: Who ... who am I? What's happened? I ... I don't remember anything. There was something ... something I needed to do. Something I needed to ... to find. / Magus: I must find a way to remember. I will.
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External links
[edit]- Official website for The Radical Dreamers Edition
- Official Japanese website for The Radical Dreamers Edition
- Chrono Cross game entry at The Playstation Datacenter
Chrono Cross
View on GrokipediaGameplay
Combat system
The combat system in Chrono Cross is a turn-based mechanic that emphasizes strategic action selection and resource management through a stamina-based framework. Players control up to three active party members simultaneously during battles, selecting actions such as physical attacks, defense, item usage, or magical elements for each character in sequence. The order of actions is determined by each combatant's speed statistic, with faster units acting before slower ones, allowing for interruptions where an enemy's attack can preempt a slower ally's turn if stamina conditions are met.[11][12] Battles begin with each character possessing seven stamina points, which are consumed by physical attacks—light attacks cost one point, medium two points, and heavy three points—potentially depleting below zero to end the turn, while defending or certain items allow partial recovery of up to two points per turn. Critical hits occur more frequently with heavier attacks and consecutive successful strikes, increasing damage output and adding tactical depth to attack choice.[11][13] Party management revolves around recruiting and deploying from a roster of 45 unique characters, though only three can participate in battle at once, encouraging experimentation with different combinations for varied abilities and strategies. Recruitment occurs through story progression, side quests, or specific interactions in the game world, with the Teleporter key item—obtained early from the character Kid—enabling swaps between active and reserve members directly on the world map or at save points like Records of Fate. During exploration, players can switch field party members outside combat to utilize character-specific abilities, such as unique traversal tools or dialogue options, without affecting battle readiness. This system promotes diverse playstyles, as inactive recruits gain shared experience from boss defeats but miss out on individual level-ups from regular encounters.[14][15][16] Tech attacks form a core of offensive customization, consisting of single techs unique to each character that are unlocked through leveling up or acquiring specific elements, delivering targeted physical or elemental damage. Dual techs and triple techs extend this by enabling combo attacks when particular party combinations are present—such as Serge and Glenn performing X-Strike for synchronized slashes—provided prerequisite single techs are learned, resulting in amplified damage or area effects that reward careful team composition. These techs integrate with the stamina system, often requiring multiple turns to set up for maximum impact, and can briefly incorporate elemental properties to enhance potency, though full elemental mechanics are detailed separately.[17][18][19] Enemy encounters occur visibly on the world map and within dungeons, where roaming groups of foes can be avoided by steering clear, reducing unwanted interruptions during exploration; battles trigger upon contact unless escaped successfully. In the original release, these visible encounters maintain a steady pace without true randomness, but the 2022 Radical Dreamers Edition remaster introduces an option to disable them entirely via the config menu, facilitating faster traversal for replay or completionist runs.[20][21]Elements and summons
In Chrono Cross, the Elements system introduces a color-coded magic framework that enhances strategic depth in combat by tying spellcasting to environmental dynamics and resource management. Each playable character equips Elements via a pendant displaying an Element Grid with up to eight slots that unlock progressively as characters gain star levels (from 1 to 7), organized into three levels with slots accepting specific color pairs: White/light opposite Black/darkness, Red/fire opposite Blue/water, and Green/wind opposite Yellow/earth-lightning.[22] Elements are consumable items purchased, found, or stolen, equipped to matching-color slots to cast spells ranging from basic attacks to healing and status effects; their strength corresponds to levels 1 through 8, with higher levels delivering greater damage or effects.[23] The grid integrates with field effects, which represent the battle environment's elemental affinity and influence spell efficacy. Battles start with a neutral field, visualized by a three-slot gauge in the upper screen that tracks the colors of the last three Elements cast by either side. Each cast shifts the gauge toward its color, overwriting the oldest entry; if all three slots match a single color, the field locks to that color, amplifying same-color Elements by 50% (1.5x multiplier) while reducing opposing colors by 50% (0.5x). Color oppositions form a rock-paper-scissors dynamic—Red counters Blue, Green counters Yellow, Black counters White—enabling players to disrupt enemy advantages by casting opposing Elements to reset or invert the field. Trap Elements, a specialized category, are equipped like regular ones but activate passively: when an enemy casts a matching Element, the trap captures it, adding the Element to the character's inventory at no stamina cost and often at a higher level than standard acquisition.[24][25] Summons elevate the system through powerful dragon invocations, one per color: Salamander (Red, fire-based area burn), Venus (Blue, ice torrent), Sylph (Green, wind slash), Gnome (Yellow, lightning storm), Dark Star (Black, shadow drain), and Hypernova (White, light explosion). These level-7 Elements require a pure field of their color and activation of a hidden summon gauge, filled by casting three level-5 Elements of the matching color in any order during the battle. Once gauged, the summon unleashes a massive area-of-effect attack on all enemies, with potency scaling by the field's strength and the summon's level. Summons are acquired via trap Elements against specific bosses, such as the dragon gods in the Sea of Eden, or through dedicated quests. All Elements, including traps and summons, level up via repeated use in battle, permanently boosting their base power across playthroughs when retained in New Game+.[26]Parallel worlds exploration
In Chrono Cross, exploration centers on two parallel dimensions known as Home World and Another World, which diverged in 1010 A.D. following an intervention that altered Serge's fate. Home World is Serge's native reality, a dystopian timeline where he survived a childhood drowning attempt by Lynx, allowing FATE—the supercomputer governing El Nido—to exert unchecked control, resulting in impoverished villages, environmental decay, and the formation of the Dead Sea.[27] Another World, by contrast, follows the unaltered "keystone" timeline where Serge drowned as a child, fostering a relatively prosperous society under FATE's subtler influence, with intact landmarks and active institutions like Viper Manor.[28] Dimension switching begins early via the Dimensional Vortex at Opassa Beach, activated by the Astral Amulet to transport the party between worlds, serving as a critical mechanic for story advancement and initial reconnaissance.[29] Midway through the game, players obtain a small boat in Another World, enabling seamless overworld travel by selecting docks in either dimension from the sea map, which expands access to remote islands and encourages repeated crossings for comprehensive playthroughs.[30] The dimensions feature distinct geographical, NPC, and item variations that profoundly impact navigation and collection. Locations like the swamp differ markedly: Another World's Vipera Swamp teems with viper enemies and accessible paths, while Home World's equivalent, Hydra Marsh, hosts aggressive hydra creatures and requires fire-based strategies for progression, with some areas—like the marsh's depths—exclusive to Home World.[31] NPCs and recruitable characters also vary; for example, villagers in Arni Village exhibit different behaviors and dialogues, and allies such as Steena are only available in Another World's Guldove, whereas Pip joins exclusively via Home World's Hydra Marsh events. Items follow suit, with world-specific treasures like the Green Tinkler in Another or unique elements in Home, prompting strategic swaps to complete inventories without redundancy.[32] Overworld exploration unfolds on a nautical map of the El Nido archipelago in 1020 A.D., where the boat facilitates island-hopping and dimension transitions, blending free-roaming with linear progression gates. Side quests leverage these swaps, such as dimension-tied recruitment paths—where characters like Glenn require events in both worlds for full integration—or gathering quests for materials unavailable in one reality, enhancing replayability through alternate outcomes. Temporal elements add depth, with gateways in select sites like the Dead Sea and Chronopolis permitting visits to different eras within each world, revealing historical variances like undeveloped islands or precursor NPCs.[29] Records of Fate, depicted as green pyramidal devices, function as central hubs for exploration logistics, permitting saves, full HP/MP restoration, and party reconfiguration via the Teleporter menu. In Another World, they deliver FATE-orchestrated hints on quests, locations, and lore, adapting subtly to progress for guidance without overt spoilers. Home World's versions, disrupted by the dimensional rift, omit these advisory features, providing only restorative and organizational tools, though their ambient dialogues still reflect local world states and player advancements.[33]Plot
Characters
Serge is the protagonist of Chrono Cross, a silent 17-year-old boy from the fishing village of Arni who wields dual swallow swords in combat.[16] As the central figure, Serge's journey revolves around the game's themes of parallel dimensions and fate, beginning automatically upon starting the adventure in Arni Village (Home World).[34] Key allies include Kid, a feisty 16-year-old thief with a distinctive Australian accent who specializes in dagger attacks and can be recruited early in Another World at Cape Howl or later in Termina if missed initially.[16] Guile, a enigmatic 26-year-old fortune teller and martial artist from Zenan Mainland, is recruited in Another World Termina after speaking to the fisherman and approaching him in the bar.[35] Nikki, the 19-year-old rock star and self-proclaimed "Cat's Eye" band leader, is recruitable during the early game in Viper Manor or at his home in Another World, bringing a charismatic presence and rod-based attacks.[16] Other early-game recruits, such as Mojoy and Pierre from Arni Village, become available shortly after the opening events, while mid-game options like Norris—a 26-year-old Porre soldier and son of General Viper—can be added after infiltrating Viper Manor.[34] Late-game characters, including Draggy the baby dragon from Home World's Fossil Valley and Greco the wrestler from Another World's Maria's Monastery, expand the party during explorations of the Dead Sea or Terra Tower.[16] Antagonists and rivals feature prominently, starting with Lynx, a cunning panther demi-human and leader of the shadowy Devas, who serves as Serge's primary adversary and employs claw weapons in battles.[35] General Viper, the 57-year-old ambitious ruler of the Porre military forces occupying El Nido, commands the Acacia Dragoons from Viper Manor with a focus on expansionist goals.[16] Harle, a whimsical yet deadly 18-year-old clown assassin with a French accent, operates as Lynx's loyal agent, using shot and cards in combat while harboring her own enigmatic motives.[34] The game boasts a total of 45 playable characters, with 44 optional recruits beyond Serge, each offering unique innate elements denoted by colored stars (up to three for powerful affinities), signature tech skills, and weapons tailored to their backgrounds.[36] Examples include Glenn, a honorable 20-year-old dragoon knight from Viper Manor who wields lances and is available in the Home World after specific events; Razzly, a compassionate fairy healer from Water Dragon Isle (Another World) who uses rods and supports with green elements; and Irenes, the 16-year-old mermaid princess of Marbule who joins late via the Dead Sea and employs harps for blue magic.[16] Recruitment often depends on the parallel world (Home or Another), timing within story arcs, and choices like sparing or allying with certain figures, encouraging multiple playthroughs to assemble the full roster without overlapping party limits of three.[35]Story summary
The story of Chrono Cross opens in 1020 A.D. on the El Nido islands, where 17-year-old Serge from Arni Village awakens from a recurring dream of a childhood incident at Opassa Beach. Fourteen years prior, as a 3-year-old, Serge was gravely wounded by a panther demon at Opassa Beach; in his "Home World," he survived after receiving aid from the enigmatic Kid, who gave him an amulet, but this event created a divergent "Another World" where Serge perished ten years ago during a boat trip to Marbule with his father Wazuki and friend Miguel, altering the timeline dramatically.[37] On the day of a village rite, Serge crosses into Another World via Opassa Beach, discovering a reality where he is deceased and his hometown mourns him; pursued by the panther-masked antagonist Lynx, who seeks to claim Serge's body, he allies with Kid and begins navigating the parallel dimensions to uncover the truth behind his fate.[37] As the narrative progresses into mid-game arcs, Serge's party infiltrates Viper Manor in Another World to confront General Viper and his allies, including Lynx, revealing Lynx's connection to the Frozen Flame—a mystical artifact granting immense power and tied to Serge's survival. After acquiring a Dragon Tear that transports them to Home World, the group explores the Dead Sea, a temporal wasteland caused by timeline disruptions, where revelations about the supercomputer FATE's control over El Nido emerge; FATE, built in the future city of Chronopolis, manipulates destinies to prevent threats to its existence. The assault on Fort Dragonia follows, where Serge swaps bodies with Lynx in a ritual, forcing him to impersonate the villain while reclaiming his identity, and exposes the Frozen Flame's role as a fragment of an ancient entity influencing human evolution and parallel realities.[37] The climax unfolds with journeys to Terra Tower, the hovering fortress of the Dragon God, where Serge confronts the six elemental dragons seeking to reclaim the Frozen Flame and destroy humanity for environmental desecration; collecting Time Eggs—artifacts to counter the dragons' assaults—leads to the heart of Chronopolis, unveiling how a temporal anomaly in 1006 A.D. displaced the city from 2400 A.D., creating El Nido as a controlled experiment. The final confrontations pit the party against the Time Devourer, a being born from the fusion of ancient powers and timeline fractures, with resolutions hinging on uniting the parallel worlds. The game features six possible endings, varying based on player choices such as Kid's survival and party composition during key events, each emphasizing the fluidity of fate.[37] Throughout, Chrono Cross explores themes of parallel worlds as metaphors for identity and alternate life paths, environmentalism through the dragons' rebellion against human hubris, and the consequences of time travel, critiquing how interventions ripple across realities to challenge predetermined destinies.[38]Connections to prior works
Chrono Cross is positioned as an indirect sequel to Chrono Trigger, set in the same universe but focusing on a different region of the world and a new cast of characters, allowing players familiar with the prior game to recognize subtle narrative ties while remaining accessible to newcomers.[39] The story unfolds in the El Nido Archipelago, approximately twenty years after the events of Chrono Trigger, where the rise of the Porre empire stems from its invasion of the Kingdom of Guardia, an outcome influenced by unresolved tensions and external factors like the sorcerer Dalton from the ancient kingdom of Zeal.[40] Cameos and references abound, such as the orphanage in Home World managed by a character implied to be Lucca, one of Chrono Trigger's protagonists, and allusions to Crono through items like his pendant passed down to key figures.[40] Central to these links is the Frozen Flame, a crystalline shard of Lavos that serves as a successor to the Masamune sword from Chrono Trigger in terms of its role as a conduit for immense power tied to the entity's influence, enabling records of fate and arbiter recognition for those who touch it.[40] Schala, the princess from Zeal in Chrono Trigger, plays a pivotal bridging role; her fusion with Lavos after the events of the original game creates ripples across timelines, manifesting in Chrono Cross through cloned entities and dimensional splits that propel the plot.[40] Time travel elements persist via remnants of the Epoch, the time machine from Chrono Trigger, whose technology and crashes contribute to anomalies like the appearance of Chronopolis, a future city pulled back in time.[41] The supercomputer FATE, which governs the Records of Fate in El Nido, originates from Chrono Trigger's future, built upon the Mother Brain AI encountered in 2300 A.D. and incorporating elements from Robo's design by Belthasar.[40] Opposing Lavos's legacy is the Dragon God, the unified form of the six Dragon Gods representing the planet's elemental forces, created as a counterforce to the parasitic entity's dominance but ultimately subjugated and integrated into larger threats across timelines.[40] Chrono Cross also draws from Radical Dreamers: The Unstolen Jewel, a 1996 visual novel by Masato Kato intended as a portable sequel to a subplot in Chrono Trigger, establishing it as a canonical side story within the shared universe.[42] Parallels include characters like Serge, Kid, and Magil mirroring the protagonists of Radical Dreamers, with Magil confirmed as the amnesiac Magus from Chrono Trigger via a hidden post-credits message in the Radical Dreamers Edition.[43] The setting of Viper Manor appears in both, serving as a key location that ties the visual novel's thieving adventure to Cross's broader narrative of intrigue and deception.[43] Chrono Cross expands upon Radical Dreamers' plot, incorporating its themes of stolen relics and hidden identities into a full-scale RPG sequel that bridges the visual novel's events to the main timeline.[39] Masato Kato, the scenario writer and director for both Chrono Trigger and Chrono Cross, crafted the latter as an indirect continuation to avoid a straightforward "Chrono Trigger 2," instead using loose connections to explore new themes of environmental harmony, parallel dimensions, and the consequences of time meddling without overshadowing the original's resolution.[39] This approach stemmed from prior work on Radical Dreamers, which Kato viewed as a bridge, allowing Cross to weave in elements from that side story while prioritizing fresh storytelling in the established world.[39]Development
Production background
Ideas for Chrono Cross were conceived by Masato Kato in 1996, immediately following the commercial success of Chrono Trigger, with development beginning around mid-1998. Masato Kato returned from his role as scenario writer on the predecessor to serve as director and lead writer.[44] Kato, who had previously contributed to Radical Dreamers—a Japan-only Satellaview title intended as a Chrono sequel—envisioned Chrono Cross as an indirect continuation that shifted away from time travel mechanics to explore parallel universes, drawing inspiration from quantum physics concepts and science fiction themes of alternate realities.[45] This decision stemmed from Kato's desire to avoid the narrative constraints he perceived in Chrono Trigger's time-based storytelling, allowing for fresh exploration of environmental and dimensional themes without directly revisiting the original cast.[44] The development team included character designer and artist Nobuteru Yuuki, known for his work on anime series like Slayers, who brought a stylized, anime-influenced aesthetic to the game's visuals, adapting 2D sprite-based designs to the PlayStation's 3D polygonal capabilities.[45] The team peaked at around 80 members, with up to 100 daily QA testers during testing phases. Programming challenges arose from the hardware limitations of the PlayStation, particularly in rendering detailed worlds and managing a roster of 45 playable characters, which required innovative systems for recruitment and combat balance to prevent overwhelming players.[46] The team conducted extensive beta testing to refine these elements, addressing issues like the complexity of the Element-based magic system and ensuring the game's multiple branching paths—culminating in 11 possible endings—provided meaningful replayability without frustrating progression.[45] The production of the Japanese version spanned approximately 1.5 years, concluding in 1999 for the Japanese release, during which Kato emphasized thematic depth over expansive world-building, opting for a more contained map to focus on narrative density and parallel world contrasts amid resource constraints.[46] Influences from Kato's broader sci-fi interests, including works exploring multiverse theories, shaped the core concept, positioning Chrono Cross as a standalone experience that subtly connected to prior titles while innovating on RPG conventions.[44]Music and audio design
The soundtrack of Chrono Cross was composed entirely by Yasunori Mitsuda, marking his first major project as a freelance composer following his departure from Square after Xenogears.[47] Drawing from his experiences with overwork-related health issues during Chrono Trigger, Mitsuda approached the score with a focus on personal expression, creating over 60 original tracks that blend orchestral arrangements with ethnic influences including Celtic bouzouki, Latin percussion, Japanese shinobue and shakuhachi, and electronic elements suited to the PlayStation hardware.[48][7] These were recorded using live instrumentation to add organic texture, contrasting the more rigid choral elements of his prior works.[7] Key themes underscore the game's dual-world structure and narrative tension, such as the opening motif "Time's Scar," which evolves with Russian traditional influences arranged in a Japanese style for layered emotional resonance, and the intense boss theme "Dragon God," evoking epic confrontations.[48][7] World-specific music varies dynamically to reflect dimensional contrasts, with somber, melancholic tones dominating Home World tracks like "Home: Aruni Village" to convey desolation, while Another World features brighter, more vibrant melodies in pieces like "Another: Aruni Village" to highlight alternate prosperity.[7] Audio design incorporates seamless transitions during field exploration and battles, where music shifts in tempo or instrumentation to heighten immersion, alongside vocal reprises such as the haunting "Radical Dreamers" from the Radical Dreamers precursor, performed with choir-like vocals.[7][49] To navigate the PlayStation 1's audio constraints, including limited polyphony and storage, Mitsuda employed MIDI sequencing combined with ADPCM-compressed samples for efficient playback, allowing complex layering without excessive disc space.[50] Mitsuda designed the score to deliver profound emotional depth, intertwining motifs of loss, inevitability, and fateful convergence to mirror the story's exploration of parallel destinies and temporal scars.[48] In the 2022 remaster Chrono Cross: The Radical Dreamers Edition, the audio receives HD remastering for clearer fidelity, alongside newly arranged versions of select tracks like "Scars of Time" to refresh the sound for modern hardware.[51]Release
Original launch
Chrono Cross was first released for the PlayStation in Japan on November 18, 1999, by Square Co., Ltd.[2] The game launched in North America on August 15, 2000, published by Square Electronic Arts, but did not receive an official physical release in Europe at the time.[2] A Greatest Hits edition followed in North America in August 2001, reflecting strong initial performance and making the title more accessible at a reduced price point.[52] The game was marketed as a spiritual successor to the acclaimed Chrono Trigger, capitalizing on the legacy of its predecessor to build anticipation among RPG fans.[53] Japanese promotional materials and commercials highlighted the title's innovative 3D graphics, expansive world design, and the ability to recruit over 40 unique characters, positioning it as a bold evolution in Square's RPG lineup.[54] A demo version was included in Square's preview collections, such as those bundled with re-releases of other titles like Chrono Trigger, to showcase early gameplay elements and generate buzz ahead of launch.[55] Localization efforts for the English version were led by translator Richard Honeywood, who adapted the script in close collaboration with director Masato Kato to preserve the narrative's philosophical depth while ensuring natural readability.[56] Changes were minimal, with slight adjustments for cultural nuances and ESRB compliance.[57] The original Japanese version featured no full voice acting, relying instead on text-based dialogue and orchestral music, though limited sound effects and narrator elements appeared in promotional trailers.[58] Upon release, Chrono Cross achieved strong initial sales, shipping 850,000 units in Japan, driven by its status as a major Square RPG title.[59] Overseas shipments reached about 650,000 units by 2003, bolstered by positive word-of-mouth in North America.[59] The game's PlayStation exclusivity was intentional, allowing Square to demonstrate advanced 3D rendering and pre-rendered backgrounds to highlight the console's hardware capabilities during the late PS1 era.[60]Ports and remaster
In 2011, Square Enix digitally re-released Chrono Cross on the PlayStation Network for PlayStation 3 and PlayStation Portable (later backward compatible with PlayStation Vita), marking the first post-original port of the game as a standalone title without bundling it alongside other titles like those in the Final Fantasy Chronicles collection.[61] This version emulated the original PlayStation disc with minor enhancements, including high-definition visuals for PS3 and support for the PlayStation Network's trophy system, but retained the core PS1-era mechanics without significant gameplay alterations.[61] Square Enix launched Chrono Cross: The Radical Dreamers Edition on April 7, 2022, as an HD remaster available on PlayStation 4, Nintendo Switch, Xbox One, and PC via Steam.[62] The remaster introduced widescreen support, an optional 60 frames per second mode (initially platform-dependent but later standardized), auto-battle functionality to streamline combat, and refined character illustrations by original designer Nobuteru Yūki alongside remastered audio tracks.[62] A key addition was the full inclusion of Radical Dreamers, the 1996 Satellaview visual novel originally intended as a sequel to Chrono Trigger, presented with updated visuals and English localization; this text-based adventure features branching narrative paths that explore themes and lore directly connecting to Chrono Cross's parallel worlds and character backstories, such as Serge's origins.[62] By 2025, Square Enix issued official updates to the remaster, including patch 1.0.2.5 in March for Nintendo Switch, which addressed performance issues like frame rate instability during battles and exploration, alongside similar optimizations for other platforms such as Steam in September.[63] These patches built on earlier 2023 improvements, focusing on stability without altering core gameplay.[64] Concurrently, the PC version saw popularity among fan-created modifications, notably the Zeitgeist HD mod released in 2024, which uses AI-assisted upscaling combined with manual refinements to enhance background visuals to 1080p or higher resolution, while other community mods unlocked persistent 60 FPS, improved audio fidelity, and refined translations for optional elements like Radical Dreamers.[65] The remaster supports platform-specific save features, such as 15 slots per file (14 manual and one auto-save) with visual indicators like kangaroo icons on Radical Dreamers saves to track unlocked endings across playthroughs, though cross-platform save transfers are not natively available.[4]Reception
Critical analysis
Upon its release in Japan in November 1999 and North America in August 2000, Chrono Cross garnered widespread critical acclaim for its narrative depth, audiovisual presentation, and innovative gameplay mechanics.[66] The game earned an aggregate score of 94/100 on Metacritic based on 16 critic reviews, with praise centered on its intricate storytelling that explores themes of environmental harmony versus technological hubris, as well as its 13 distinct endings that reward player choices.[66] Similarly, it achieved a 93% average on GameRankings from over 40 reviews, highlighting the vibrant, hand-drawn art style that brought lush, parallel worlds to life. Japanese magazine Famitsu awarded it 36 out of 40, commending the multifaceted plot and character-driven exploration.[67] Critics frequently lauded composer Yasunori Mitsuda's orchestral score as a standout element, describing tracks like "Time's Scar" and "Radical Dreamers" as emotionally resonant and integral to the game's atmospheric immersion.[68] However, some reviewers noted disappointment in its loose connections to Chrono Trigger, viewing it more as a spiritual successor than a direct sequel, which led to expectations of unmet continuity in character returns and time-travel mechanics.[38] Among common praises, the game's environmental themes—juxtaposing natural ecosystems against industrial decay—were celebrated for adding philosophical weight to the adventure, while the multiple endings encouraged replayability and thematic reflection on fate and free will.[69] The distinctive watercolor-inspired visuals and dynamic world design were also highlighted for their artistic innovation, setting a high bar for PlayStation-era RPGs.[68] Mitsuda's soundtrack, blending jazz, rock, and world music influences, was often singled out as one of the finest in the genre, enhancing emotional beats from serene island explorations to climactic confrontations.[69] Criticisms focused on the expansive roster of 45 recruitable characters, which some argued diluted emotional attachments by limiting development time for most party members beyond the core few.[70] The plot's complexity, involving parallel dimensions, identity swaps, and abstract lore, was seen as potentially confusing for newcomers without prior Chrono Trigger knowledge, leading to narrative info-dumps that disrupted pacing.[66] Additionally, the Active Time Battle system, while strategic with its element grid, was critiqued for slower combat pacing compared to Chrono Trigger's brisk encounters, particularly in boss fights requiring meticulous setup.[38] The 2022 remaster, Chrono Cross: The Radical Dreamers Edition, received mixed reviews, averaging 74/100 on Metacritic across platforms, reflecting appreciation for modern enhancements alongside port shortcomings.[71] Accessibility features like HD texture filters, widescreen support, and adjustable battle speeds were lauded for making the classic more approachable for contemporary players.[72] However, critics faulted the barebones update for lacking subtitles in the original Japanese audio track and initial performance issues, such as frame rate drops and visual blurring on certain hardware.[73] Subsequent patches through 2023 and into 2025 addressed these by optimizing frame rates to 60 FPS in battles, fixing bugs like Pip's growth mechanics, and improving overall stability, with a March 2025 update (version 1.0.2.5) further enhancing Nintendo Switch performance; these ultimately resolved many launch complaints.[64][74]Commercial performance
Chrono Cross achieved solid commercial success upon its initial release, shipping 1.5 million units worldwide by 2003.[75] In Japan, it earned the Gold Prize from Sony's PlayStation Awards in 2000 for exceeding 500,000 units sold, reflecting its strong performance in the domestic PS1 RPG market.[76] The title debuted at number one on Japan's weekly sales charts in November 1999 and was later included in Square's Millennium Collection as a special re-release in 2000, featuring exclusive packaging and bonuses that sustained interest.[77][78] Post-2000, sales were bolstered by bundles, discounts, and its inclusion in the Greatest Hits lineup in North America, contributing to its enduring presence in the PS1 RPG segment. By later estimates, lifetime sales reached approximately 1.7 million units globally.[79] The 2022 remaster, Chrono Cross: The Radical Dreamers Edition, sold approximately 230,000 units as of available estimates, driven by nostalgia for the Chrono series and its expanded availability across modern platforms including PC, Nintendo Switch, PlayStation 4, and mobile.[80] This multi-platform approach enhanced accessibility compared to the original, though it faced competition from modded PS1 versions in the retro gaming market. As of 2025, digital sales remain steady on services like Steam and the Nintendo eShop.[4]Legacy
Cultural impact
Chrono Cross introduced an innovative element-field system that allowed for flexible character progression and combat strategy, diverging from traditional leveling mechanics and influencing customization approaches in subsequent JRPGs.[23] Its use of parallel worlds as a narrative device expanded on time travel tropes from Chrono Trigger, providing a fresh exploration of fate and alternate realities that contributed to multiverse storytelling in the genre.[44] The game's eco-conscious narrative, one of the earliest in JRPGs to address corporate exploitation and environmental injustice, portrays the artificial island chain of El Nido as a site of settler colonialism where the organization FATE terraforms landscapes, leading to resource depletion and species disruption.[81] Planetary spirits, embodied by the six Dragon Gods representing natural elements, clash with human intervention, highlighting interspecies conflicts and the consequences of overexploitation, such as the Hydra's marsh degradation for elemental humor extraction.[81] This thematic depth has impacted broader media discussions on time travel and ecological responsibility, positioning Chrono Cross as a philosophical successor in the series.[53] As a sequel to the acclaimed Chrono Trigger, Chrono Cross received divisive reception for its loose connections to the original's characters and events, prioritizing thematic evolution over direct continuity, which some critics viewed as a departure from expectations.[53] The 2022 remaster, Chrono Cross: The Radical Dreamers Edition, elevated its status by preserving accessibility amid concerns over the original PS1 version becoming unplayable due to hardware obsolescence, reaffirming its place as a cult classic.[82] In 2024, its 25th anniversary was marked by community events, including a dedicated showcase of speedruns at Games Done Quick Hotfix, underscoring its enduring fanbase.[83] The game's influence extends to media adaptations through composer Yasunori Mitsuda's live performances, such as the CHRONO CROSS 20th Anniversary Live Tour 2019 RADICAL DREAMERS, which featured orchestral arrangements of its tracks and highlighted its musical legacy.[84] Official crossovers, like the 2021 collaboration with mobile JRPG Another Eden, incorporated Chrono Cross characters and story elements, bridging it with contemporary titles and inspiring fan creations in art and music covers.[85]Series future and fan works
Despite the enduring popularity of the Chrono series, Square Enix has confirmed no plans for a Chrono Cross sequel or new entry as of 2022.[86] Original director Masato Kato has voiced ongoing interest in expanding the series, including concepts for a third installment titled Chrono Break in a 2017 interview. In March 2025, Square Enix announced multiple projects to commemorate Chrono Trigger's 30th anniversary, including events and content beyond the game itself, which has reignited fan speculation about a potential series revival, though these initiatives center on Trigger rather than Cross.[87] Fan-driven projects have extended the Chrono Cross experience through ROM hacks and modifications. A notable example is Chrono Trigger: Crimson Echoes, a 2009 ROM hack developed by the Chrono Compendium community that bridges the events of Chrono Trigger and Chrono Cross with new story content and gameplay expansions, though development ceased following a cease-and-desist order from Square Enix. Elements of this project influenced the subsequent fan hack Flames of Eternity, which incorporated revised narratives and bug fixes while maintaining the interquel theme. For the 2022 Radical Dreamers Edition remaster, community mods have addressed technical limitations, such as a 60 FPS patch that stabilizes frame rates during battles and exploration, enhancing the original's performance on modern hardware.[88] Prior to its official inclusion in the remaster, Radical Dreamers received unofficial fan translations into English and other languages, making the Japan-exclusive visual novel accessible worldwide.[89] The Chrono Cross fan community sustains engagement through online discussions, competitive speedrunning, and analytical content exploring the series' complex timelines. Speedrunning events in 2025, such as RPGLimitBreak, featured categories like Any% Good Ending, showcasing optimized routes through the game's branching narratives. Fan videos and essays delve into timeline theories, reconciling parallel dimensions and character fates across the series, often highlighting Cross's philosophical depth on time manipulation.[40] Recent 2025 retrospectives frequently characterize Chrono Cross as a "flawed masterpiece," praising its innovative elements like the parallel world system while critiquing narrative cohesion, sustaining debates in gaming outlets. Official content has subtly nodded to Chrono Cross, perpetuating its legacy and sequel hopes. The 2008 Nintendo DS port of Chrono Trigger introduced the Lost Sanctum side story, incorporating characters and locations from Cross's era, such as Viper Manor, to deepen series interconnections. The 2022 remaster's bundling of Radical Dreamers—a key precursor to Cross—has amplified speculation about untapped story potential, including unresolved threads like the Dragon God and dimensional rifts.References
- https://strategywiki.org/wiki/Chrono_Cross/Combos
- https://www.chronowiki.org/wiki/Chrono_Cross

