Capsule Review:
When Chrono Trigger was released for the Super Nintendo in 1995, it was almost instantly
recognized as one of the all-time pinnacles of the RPG genre. Thus, when Square announced
plans for a sequel, excitement ran high among gamers, all the more so because Chrono Cross
(as this sequel was named) was to take place in the same world as Chrono Trigger, and even
feature some of the same characters in certain scenes. Instead of time travel, however,
the game would concern dimensional travel. It was very promising, and we couldn't wait.
After all, what could be better than a new game that had the vibrance, fun, and creativity of
Chrono Trigger? Well, in 2000, the wait was over. Chrono Cross came out, got some pretty good
reviews (the GIA, then the leading RPG news site, gave it a perfect score), and sold a bunch
of copies, even reaching number one on the video game sales charts. Unfortunately, even though
Chrono Cross offers some decent gameplay, it is a great disappointment.
The gameplay in Chrono Cross is centered around the "Element" system. One Element
is basically equivalent to one cast of one magic spell. So, if you have a Fireball
Element, and you equip it on a character, then that character will be able to cast
Fireball once per battle. Give the character two Fireball elements, and you get two
casts. You get the picture. Elements are distributed among six colour-coded categories,
generally corresponding to the usual RPG magic categories: fire, ice, lightning, and
so forth. This introduces a bit of strategy into the game, which usually consists of
having to decide which Elements to give to which characters. Some Elements are more compatible
with certain characters than others; in fact, certain Elements can only be equipped on
certain characters. This is a pretty good system, with a reasonable balance of
individuality and customizability.
The problem has to do with the speed at which the game plays. Chrono Trigger was far more
fast-paced. If you recall, the battles in that game took place on the same screen as exploration;
furthermore, when characters were ready to attack, their menus would pop up right next to each
other, allowing you to move between them faster; battles took no time to set up, the results
took about two seconds to display, and the action itself moved along swiftly. Not so in Chrono
Cross, which does away with the most distinctive gameplay element of Chrono Trigger by making
battles take place on a separate screen. This means that every time you encounter an enemy, you
have to watch an animation and a bunch of flying camera angles as the battle begins, then once
you're done, you have to listen to a victory fanfare and go through a few screens of results,
much like the recent Final Fantasy games. This slows down the game somewhat, as do the various
battle animations themselves; though the spells don't take as much time as Final Fantasy's summons,
they can be fairly tedious to sit through if you're watching an enemy casting the same spell
multiple times in a row.
Chrono Cross's solution to this problem is to make regular battles all but optional. You don't
gain levels in this game; instead, your stats are increased after each boss fight. You can still
get minor bonuses by fighting a few regular battles from time to time, but often, you can just
avoid all the enemies you see and not miss out on much. That works pretty well, but the flip
side is that, when you are forced into a regular battle, it's all the more tedious because you
know that you won't be getting anything out of it. Also, the game ramps up the difficulty on the
boss battles as a result, usually by letting bosses use three Elements in a turn or something like
that. This can draw out the running time of the battles, but shouldn't present a problem to the
seasoned gamer.
In addition to the Element system, the game has an equipment system like most other RPGs. It's pretty
complicated, too - your weapons and armour require certain "materials" to make, and you can't buy these
materials, you have to find them or win them from enemies. The thing is, there are so few different
levels of equipment that it's a little hard to understand why they bothered with the whole thing - you can make
Ivory, Bronze, Iron, Silver and Stone equipment, and if you spend a little extra time looking for special
materials you can make Rainbow equipment, but that's about it. The same goes for the money system: you get
money after each fight, but there's not too many uses for it, because you can't buy any of the most
powerful Elements, and you won't be making equipment often enough to spend most of what you earn.
So what's the game about? Let us recall that the plot of Chrono Trigger revolved around time travel,
between such periods as 2300 AD, 600 AD, 1000 AD, 12000 BC, and 65000000 BC. The end of the world was meant to take place
in 1999 AD, but luckily, the time-travelling heroes of the game managed to alter history and prevent the Apocalypse.
Well, time travel is also involved in Chrono Cross, with the added
complication of dimensional travel. This complication makes for an overabundance of trivial detail, and man oh man,
does Chrono Cross love its trivial detail. Consider the following. Part of the plot concerns a certain scientific
laboratory which was "summoned" back in time all the way from 2400 AD. The trouble is, this allegedly happened before the heroes
of Chrono Trigger altered history, so the world was already in ruins by 2300 AD, a full century before this laboratory
was created. The game's explanation for this is that the laboratory was summoned from another dimension in which the
world was never destroyed. If that sounds nonsensical, well,
the beauty of stories about time travel is that their plots can be manipulated into any device without
the need for a rational explanation.
The main character, Serge, is important to the story because of his connection to something called the Frozen Flame.
The game never really adequately explains what the Frozen Flame is, but presumably it has all kinds of super powers, making
Serge a very significant individual. Apparently,
as a result of his relation to the Frozen Flame, Serge becomes the only person on earth capable of fixing the supercomputer in
that futuristic laboratory. It needs fixing, you see, because it was equipped with a rogue circuit that enabled it to rebel
against itself. I don't see why the supercomputer was
built in such a way as to be able to hinder its own operation, but then again, I'm not sure exactly what the purpose of the
supercomputer was in the first place. I think it was supposed to prevent the end of the world, which is strange, because it
had been built in a dimension where that had never been an issue.
If your head is hurting by now, then surely you see my point. I'm sure that someone more attentive than myself
could write up the plot of Chrono Cross in an understandable manner and explain to me that everything makes sense
and is internally consistent. I'm sure it does make sense. I just think that, when a plot consists of so many paradoxical
and technical details about how the supercomputer and its rogue circuit were summoned back in time, it just doesn't
matter whether it's internally consistent or not. All of these plot points aren't relevant to anything. They're presented as dramatic
revelations, but there's no actual drama in them, just a bunch of meaningless and pretty dry details.
There's nothing dramatically compelling about the fact that the supercomputer was summoned back in time.
If it had been summoned forward in time instead of backward, it would make no difference to the player. There's nothing
wrong with extremely contrived plots, but in a good story, an extremely contrived plot is used as a vehicle for
some emotional content. For example, in Chrono Trigger, time travel and magic were vehicles for the personal stories
of Frog and Magus. The plot wasn't interesting because Magus travelled in time, but because of his personality and
enigmatic manner. Chrono Cross doesn't have that, so it tries to interest you by spinning this incredibly tangled
maze of plot points.
The presentation of the plot is just as muddled as the plot itself. For instance, the game opens with a dream
sequence in which Serge, the protagonist, runs around a fortress looking for Lynx, the main villain. Of
course, at this point, the player doesn't know what this fortress is, or who Lynx is, or who the people
with Serge are, or why Serge wants to fight Lynx. Eventually, Serge finds Lynx, which leads to an FMV
of Serge grinning evilly and looking down at a bleeding body. The player doesn't know who the body is
yet, or why Serge or Lynx would kill that person, or anything about what is going on. This sequence is revisited
later in the game, when it makes more sense, but as the opening sequence of the game, it conveys no
information, because the plot hasn't even begun yet, and thus fails as foreshadowing. Unlike the opening
of Xenogears, it isn't self-contained; because the sequence deliberately omits certain details that would
allow one to understand what the hell is going on, there is no coherent dramatic progression. Unlike the
opening of Final Fantasy VII, the sequence doesn't have much speed or intensity, either, so it fails as
action, too. Thus, it could easily have been cut, and the game could have started with Serge waking up in his
room.
The game does stuff like this all the time. Characters talk about somebody's "plans," oblivious to the fact that the game
never really bothered to lay out a coherent explanation of what those plans were. At one point, Serge is told,
"We... No... Everyone worked to save the planet's future for nothing... It's all
because of you! You killed it! You...!!! So many lives were supposed to be saved...
This planet was to be healed with love, hope, and dreams...!" The thing is, from what I can make out of the plot,
Serge didn't kill "it." And what is "it," anyway? And how did Serge kill it? The game doesn't explain.
In addition to the vagueness, the game often adopts a philosophical air. The trouble with that is that its way of being
philosophical is to repeat empty sentiments over and over. Take this monologue, for instance: "I have been waiting
an eternity... just for this very moment... Meaninglessly
hurting one another... The disappearing life-forms... The words that become deleted...
The thoughts that become buried... The pool of cells that slowly evaporate... The
echoes of consciousness that slowly fade... Love to hate... Hate to love... Why are we
born? Why do we die? Evolution? The 'survival of the fittest?' What is there to be achieved
from harming one another... killing one another..." First of all, this is pretty bad from a purely stylistic point
of view; I have a hard time taking a metaphor like "the words that become deleted" seriously. But more than that,
it's completely meaningless. Quick, try and tell me what the thesis of the monologue is. What is "the pool of cells
that slowly evaporate" supposed to be a metaphor for? The
fleeting nature of life, perhaps? What do love and hate have to do with that? What evidence
is there to suggest that we "love to hate" and "hate to love"?
And, okay, why are we born? The writers appear to think that stating a question is the same as actually exploring it. And that
bit about "harming one another" is repeated multiple times throughout the game, usually before whoever says it tries to kill
you.
To be fair, Xenogears and Vagrant Story did stuff like this fairly often, too, and those are excellent games. However,
I would submit that both games compensated for these moments of inanity by a brooding atmosphere and a large amount of
memorable characters and settings. Xenogears particularly took painstaking care to develop its characters and let them
interact among each other. Not so Chrono Cross. The designers opted to follow the path of Suikoden by putting a total of
44 playable characters into the game. Most of these are fairly useless both in battle and out of it - you're not likely
to use the mermaid Irenes, the housewife Macha, or the vegetable knight Turnip very often. Perhaps it could have been
worthwhile to make these characters NPCs; then they could have added colour to the world of Chrono Cross without weighing
your party down. As it stands, though, they all have battle animations, and special attacks, and portraits, and yet no effort
is made to flesh them out. They have practically no lines aside from what they say when they first join you. Hell, even the
very central characters are like that. Initially, Serge is shown as having a love interest named Leena, but then he meets
someone named Kid, and later, the sage Radius has a line implying that Serge is in love with Kid. Now, this could
have been grounds for some character development (a love triangle a la Lufia 2, perhaps), but the game just doesn't bother.
There is a grand total of ONE occasion when Serge and Kid sit down to talk to each other outside of a battle context, and even
that sequence is short and easy to miss. Prior to Radius' comment, there is nothing to suggest that Serge and Kid are more than
strangers to each other. Sure, Serge displays some concern for Kid in some plot points, but it makes no sense that he'd do that
because they never come across as being close. Compare that with Final Fantasy VII, which featured several scenes where
the characters could just sit down and talk about their lives.
Granted, Chrono Trigger didn't have much of that either, but it did have very distinct personality types. And even it had a
scene where the characters camp out in a forest and talk about their journey together, which happens to be one of the best
scenes in the game. Chrono Cross has some potentially interesting characters, too. It just goes nowhere with them. For instance,
early on, you meet a knight named Glenn, who is worried about his family and joins you because he wants to look for them. This
seems to point to some character development, except he has no lines in the game after that. He seems to be interested in a woman
named Riddel, but they only have one brief exchange which goes nowhere. (Incidentally, Riddel is one of the most developed, and
thus most interesting, characters in the game. At the very least, she gets a few flashbacks showing some of her past.) There's
a fellow named Guile, who bears a few similarities to Magus. Unfortunately, after you help him win a wager, he says nothing of
consequence ever again. There's a scientist named Luccia, who appears to be a friend of Lucca's. Ah, you think, this could lead
to some awesome plot threads in which we learn more about her and get to see Lucca again! But no, she just tells you that she
used to know Lucca, and that's it. You get the idea. Every character in the game is a wasted opportunity. The funny thing is, the
localization of Chrono Cross is extremely good. Not only is the dialogue translated well, but it's translated into numerous
different dialects (so, Kid talks with an Australian accent, Luccia with a Russian accent, Glenn speaks very formally, Fargo
talks like a pirate, and so on). It's the reverse of what it used to be: games like Final Fantasy VII and Xenogears
were awkwardly translated, but had interesting characters, whereas the characters of Chrono Cross all have distinct accents, and
yet have nothing whatsoever to say. True, Suikoden didn't develop all of its 108 characters either, but then again, Suikoden
concentrated on certain themes about history and loyalty, whereas all Chrono Cross has to offer in that regard are those empty
monologues.
Since I brought up Lucca, let's talk about the connection between Chrono Cross and Chrono Trigger. After all,
I'll bet that that's what the Chrono Trigger fans were mainly concerned with when they got this game. Well, most of
Chrono Cross is pretty irrelevant to Chrono Trigger. You don't even get to revisit any of your old
stomping grounds. The setting of the entire game is, instead, the "El Nido Archipelago," a small group
of islands separated from the rest of the world. These islands didn't appear in Chrono Trigger, so it's
like you're in a totally different world. The game does throw you a bone once in a while in the form of
familiar names, like Zenan, Porre, and Guardia, but it never explains what happened to any of these places. This makes
the world of Chrono Cross seem extremely small; it consists of just four towns (one of which is a tiny fishing village)
and a bunch of little unpopulated islands. These islands are affiliated with six elemental Dragons. This plot device has no
relation to Chrono Trigger (although the game makes a half-hearted attempt in the end, which involves more tedium about stuff
being summoned from the future), and in fact appears to have been plundered straight from the LUNAR series. As in LUNAR, you
have to go from dragon to dragon at one point to receive their "blessings." There is no point to this other than giving the
player something to do; it is the archetypical fetch quest. So not only does it have no bearing on the world of Chrono Trigger
(which presumably is the same as the world of Chrono Cross), but it doesn't add much to the game.
Despite these departures, the main plot point of Chrono Cross is taken straight from Chrono Trigger. It is the long-awaited
resolution to the story of Schala, the Zeal princess who disappeared without a trace during the confrontation
with Lavos that occurred in 12000 BC. This is revealed in a special ending which you can only get by beating
the final boss of Chrono Cross in a certain way. Unfortunately, it's the game's biggest disappointment, and
only highlights the aesthetic differences between it and its predecessor. So, for instance, it turns out that Schala somehow
managed to clone herself, and you meet this clone during the game (I won't reveal who it is). Unfortunately,
this is not presented in any even remotely convincing way. See, in Chrono Trigger, Schala was in a way the
emotional centre of the whole game. When we all witnessed the destruction of Zeal Kingdom in Chrono Trigger,
it was Schala that elevated that scene from a plot point into the realm of genuine tragedy, because her gentleness
and kindness provided a counterbalance to Zeal's arrogance; she exemplified the human, sympathetic qualities of
Zeal. Because of her, we weren't just watching cartoon bad guys get their just desserts; we were watching a
refined, educated civilization, capable of greatness as well as malice, meet its death. Schala's subsequent
disappearance gave further emotional weight to the game because it tied in to the inner torment of Magus, Chrono
Trigger's compelling antihero. But in Chrono Cross, Schala's clone is the antithesis of Schala, and lacks
all the qualities that made Schala such a vital figure. In fact, the clone has a downright crude and irritating personality,
made worse by the lack of character development. You have no idea how
much it pissed me off to learn that this was really Schala. Look, I know it may sound silly to discuss the
"plausibility" of plot points in a game about dimensional travel, but it is simply not believable that these
characters could be one and the same. Thus, equating them is meaningless, and carries no emotional significance.
Bringing Chrono Trigger's plot up like this is just a way for the designers to score a few easy nostalgia points
with older gamers, at the expense of the older game, without bothering themselves to try to equal that game.
Other old characters make appearances too. For instance, during some scenes pertaining to the futuristic supercomputer, we meet
Prometheus, a name that all of us remember from Chrono Trigger. At the very least, this is less unpleasant than Schala's
appearance in the game, because even though Prometheus only gets two lines in the whole game, both of them are fairly
in character; you could imagine the old Prometheus saying stuff like that. However, the game deals with him in a perfunctory
manner, like it only needed him to say his two lines so we'd all get the Chrono Trigger reference. In some way, it serves
to invalidate the role of what was a poignant and memorable character in the old game. Lucca also figures in the plot;
her end is never explained, but she's given an even more cursory treatment than Prometheus. Masa, Mune and Doreen come up,
too, but they only say a couple of lines; you never even get to see the guys, and there isn't any interplay between them
like there was in Chrono Trigger. (A pity, since Doreen's only monologue in Chrono Trigger was much more witty, and substantial,
than anything anyone ever says in Chrono Cross.)
The Masamune also makes an appearance, except in Chrono Cross, it's a murder weapon and a sword of "negative" energy, id est,
the exact opposite of what it was in Chrono Trigger. Even in a small detail like this, the game is out of character.
The soundtrack is by Yasunori Mitsuda, whose career got started on the strength of the Chrono Trigger score.
Unfortunately, sometime between the two Chrono games, game music underwent a change in aesthetic. Once, RPG soundtracks
were built around short but highly melodic loops, with distinct instruments and musical phrases. Toward the end of the PSX
era, however, RPG music became more dependent on the game setting; it consisted of vague, formless but pleasant sounds
that acted as a sort of auditory filler. So, while running around an environment, the player would be aware of hearing
something that sounded appropriate to the environment, but didn't really stand up on its own as music; RPGs began to
incorporate ambient sounds into their scores a lot more, around this time. Well, Mitsuda's Chrono Cross soundtrack is more
from the latter category than the former. For instance, the battle theme has an appropriately "orchestral" sound, but doesn't
really have much of a tune; it just sort of bangs along, to raise one's adrenaline. It pales next to Chrono Trigger's propulsive,
concise, bass-driven electronic battle theme. The same goes for the softer tracks, too. They're all soft and pretty, no doubt,
but there's nothing as peacefully melancholy as the ending theme of Chrono Trigger, nothing as unworldly as the theme of
Zeal Kingdom, nothing as serene as the overworld theme from 1000 AD. There are, however, a few decent moments, like the
surprisingly catchy theme of Gaea's Navel, and of course, a few remixed melodies from Chrono Trigger pop up, forming the
highlights of the soundtrack.
Is it fair to give Chrono Cross a negative review on the grounds that
it isn't Chrono Trigger? Yes and no, I would say. On one hand, it's true
that Chrono Cross is a stand-alone game, of course, and it may seem
inappropriate to condemn it based on some qualities of a totally
different game. However, Square did make a conscious choice to associate this
game with Chrono Trigger. This was hardly necessary: change a few cutscenes,
and Chrono Cross could easily have been released as "Serge's Quest." By
putting "Chrono" in the title, the designers knowingly placed their game in
a series with one of the all-time great RPGs. The reputation of Chrono Trigger
assured heightened attention toward any new game under the Chrono name. The
designers deliberately made use of that name to attract that attention; moreover,
they even dug up plot elements from Chrono Trigger and used them in their game,
in order to strengthen the link between the two games. If so, I think it's only
fair to also bring Chrono Trigger into consideration when evaluating Chrono Cross.
If you're new to RPGs and haven't played Chrono Trigger (ten years have passed
since it came out, after all, so it's sadly all too possible that the newest generation
of gamers is unfamiliar with the classics), I'd advise you to play Chrono Cross,
then get an emulator and play Chrono Trigger; I think it'd be instructive to observe the vast difference between
the games. If, on the other hand, you're someone who grew up on Chrono Trigger,
then I'd advise you to preserve your memories and stay away from Chrono Cross.
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