Usually
when people mention the words Square and RPG in the same sentence, the
subject is usually the Final Fantasy series. Since its
the days of the NES, Square continues to publish RPGs based on that
name. When the topic of discussion is limited to the 16-bit era
however, Chrono Trigger is long argued as being the best RPG
from that era. Chrono Trigger offered us the charming
innocence of three young heroes -- led by Chrono -- across time and
space in a quest to save the world. Its innovations included not
only its unique timed combat system, but the stellar graphics and
music that accompanied it, as well as multiple endings which were
dependent on the people your in your party. The greatest tragedy
of Chrono Trigger, however, is that after such a great
adventure, nothing was ever offered in the way of a sequel. That
is, until now. Nearly five years after the original made it's debut on
the SNES, we finally have Chrono Cross, the sequel to Chrono
Trigger.
Chrono Cross
begins with a sequence in which Serge, the silent controllable
protagonist; Kid, the young thief with an Australian accent; and
Orlha, the tough but calm bar maid, search an old temple for an
artifact called the Frozen Flame. After a small search and a few
battles, they find it on a pedestal in a large room. The Frozen Flame
is an artifact that is rumored to be so powerful that if one is to
gaze into its light it will either transform you or kill you. As
Serge gazes into the legendary Frozen Flame, images begin to flash in
his mind. In the distance, he can hear a voice call his
name. Serge awakes to find that his mother has been trying to
get him up. He overslept and his initial adventure was just a
dream. However, Serge soon finds out that the Frozen Flame is
quite real and that an adventure that transcends not only time but
also multiple universes is about to unravel.
Of
course, to reveal any more of the plot would be a great injustice to
those who have yet to play it. Chrono Cross has an
amazingly deep storyline loaded with multiple sub-plots, endings, and
several twists that tie in quite nicely to the original SNES
version. Interestingly, Chrono Cross was rumored to be a
semi-sequel and otherwise unrelated to the first Chrono Trigger.
Thankfully, it only appears this way only initially and Chrono
Cross is indeed a real and true sequel to the classic Chrono
Trigger. Because the storyline in Chrono Cross can
get quite involving, it might help to play a refresher round of the
original.
Chrono Cross
has graphics similar to those found in the Final Fantasy series
on the PlayStation. The adventure portions are real time, game
engine-rendered characters on a pre-rendered background and combat
sequences are in real time full 3D. There is very little to
complain in this area as both the characters and the pre-rendered
backgrounds match fairly well in the game. There are a few areas --
such as Master Gogh's house -- that look poor next to the always clear
and consistent real-time generated characters but, thankfully, such
examples are few and far between. The majority of the
backgrounds are very well done. The combat sequence graphics are
also well done and if you've played either Final Fantasy VII or
VIII then you know what to expect. One thing that Chrono
Cross seems to excel at is amazing character animation. All
motions are exceptionally smooth and realistic. Most of the
characters have very distinct personality traits and their appearance
matches them.
The
audio is exceptional but not exactly memorable. There isn't a single
note that seems out of place and the entire soundtrack fits the mood
of the game quite well. The only real problem is that separate themes
in the game don't exactly stand out from the rest. There is well
written music throughout the game but nothing you can pick out
specifically and hum at work either.
Controlling the
heroes is a relatively simple task in the adventure portion.
Up is generally up and down is generally down. It's the battle
system that requires some time to get used to. To attack, the
player must select between three different power levels, each with a
corresponding hit success percentage. Use a heavy attack early
and you'll most likely miss due to a low success percentage.
Instead, players are encouraged to hit with weak attacks first to
build up the success percentage of stronger attacks and build up
levels for elemental attacks. Elementals are more commonly
referred to as magic attacks although there is a change in this
department for Chrono Cross as well. Each character is
attributed with a certain elemental color. Serge is attributed
with white, for example. This means that if he uses a white
elemental attack against an enemy that is attributed with the opposite
color, black, it will do far more damage than with other colors.
Along with attributed elemental attacks is the ability to change the
field color of battle. If a character, such as Guile, who is
attributed with black, launches an elemental attack while the field is
also attributed black, his attack will multiply in force. What
seems to be an intimidating combat system becomes almost second nature
after a few battles and I found it to be one of the better RPG combat
systems envisioned yet. Probably the best thing about the combat
system is that, like it's predecessor, there are no random encounters
with enemies. You can see them trudge about on the screen as you
walk around. This allows gamers who may not be properly equipped
or badly hurt to avoid combat and go the nearest town to heal up.
What Chrono Cross
does right with the combat system seems to slip with element
management and exit points. When new elements are awarded to the
heroes, they first have to be attributed to the characters before they
may be used. Even if you found a Photon Ray elemental in that
last boss battle, it will remain useless in your inventory until you
give it to a character who may use it. It's not really a problem
but if a character has a mix of different colored elements and you
wish to switch and organize between different characters then the
interface can be a chore. It might take a few minutes out of
game time to rearrange elements between new characters. Also,
the exit points in different scenes can be somewhat hard to
find. Occasionally, it might be necessary to wander the border
of an object or scene to find an exit point or an area you can walk
on. These are not huge problems and most of the time they are
quickly forgotten but Square could have optimized the inventory system
a bit as well as adding more visual clues to provide an easier path to
navigate.
Chrono
Cross, like any other game, has a few flaws but they're not major
enough to distract from the otherwise deep and enjoyable plot and
overall fun factor. A few minor problems here and there don't
skew the fact that this is one of Square's better RPGs as well as
being a worthy sequel to the 16-bit great, Chrono Trigger.
Fans of RPGs will definitely enjoy this title but big fans of the
original simply must buy this title. Multiple plot points and
multiple endings make this game something not only to enjoy once but a
few times through. A great experience and a worthy addition to
the PlayStation library.
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