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Chrono
Cross
Developer:
Square
Publisher:
SquareSoft (2000, PlayStation)
Chrono
Cross is only barely the sequel to Chrono Trigger. Trigger's
call to fame was its assemblage of Square and Enix, Final Fantasy
and Dragon Quest, Sakaguchi and Horii. With the Enix folk
unavailable to participate in a follow-up, it left Square with their
own devices to take up the task.
Even then, the key players had
either moved on or evolved -- writer Masato Kato had since been in
charge of penning Xenogears and his scripting tended to waft
into metaphysical territories; musician Yasunori Mitsuda had been
bitten with the Celtic bug, giving his music a distinct sound that,
while becoming exemplary in the field of video game music, lacked the
variety that kept Trigger so much of its energy; and Hironobu
Sakaguchi was too busy sinking Square from the inside with his work
on the Final Fantasy: Spirits Within movie.
Akira Toriyama's
distinctive designs are out -- his spot is taken by Noboteru Yuuki,
who tries to maintain the same goofiness of Trigger's designs but
ends up overcompensating by drawing some of the most bizarre cast
members seen in an RPG, including a talking radish and a video game
rendition of Aunt Jemima.
So
Chrono Cross barely looks, nor sounds, nor plays like its
predecessor, and yet it's one of the most sterling examples of an RPG
sequel. Final Fantasy, outside of FFX-2, as well as
most JRPGs, rarely have any real plot continuity, while a few others
like Phantasy Star and Dragon Quest tie its stories
together loosely into overarching legends or events.
Cross does not
intend to retell the adventures of Crono, Lucca or Marle -- their
adventures, as far as the players were concerned, had finished.
Rather, Cross expands significantly on both the mythos of the series
and concept of time travel. For better or worse, it's The Odyssey to
Trigger's The Ilyiad, in the way that it takes a relatively minor
aspect of its predecessor and makes it the focus.
The
time travel in Trigger was very light-hearted and
straightforward -- if something was wrong in the present, you simply
went back in the past and corrected it. Cross asks the
question -- what happens to that original timeline, before it's
corrected? It doesn't simply disappear -- rather, a parallel universe
is formed, and this is where we find the hero, a young fisher boy
Serge.
Serge ends up getting sucked into an alternate world. It's the
largely the same as his own, with one huge difference -- he learns
that his otherworld self drowned when he was young. Although
seemingly insignificant, and unknown at first, this event has
completely reshaped the history and events of the otherworld.
Even
though Trigger was a largely gloomy game, what with the
incoming threat of the apocalypse looming over the heroes for a
majority of the game, Cross is even more somber. Part of this
is because Lavos, the big bad guy from Trigger, isn't actually
dead. We learn that it exists somewhere outside of time, virtually
invincible.
It casts an even more depressing glow on the events of
Trigger, especially since we learn that nearly all of the
primary characters have been brutally massacred. It takes guts to
kill off such beloved characters -- and to do it in such a throwaway
manner that the narrative never elucidates on it -- but it makes you
reflect on the apparently happy ending on Chrono Trigger, with
its Mode 7 and upbeat theme music, unaware of the tragedies yet to
unfold.
Of
course, it's just as easy to brand Cross as mere fan fiction,
twisting the events and characters of a previous work into something
that was never originally intended. Cross' link to Trigger
revolves around the unexplained fate of a minor character, and then
proceeds to make a whole game out of it. Cross tightly walks
the line between brilliance and amateurism -- if nothing else, its
bizarre daring shakes up conventions enough to be interesting, even
if tends to offend Trigger's many, many fans.
Cross'
battle system also threw fans of the original for a loop. Trigger's
only potential failing is that the fights were little more than a
gimped variation of Final Fantasy's Active Time Battle system.
This may have been fine with the Dragon Quest folks involved,
but the new team undoubtedly required that they overhaul it.
In
practice, outside of a few Double and Triple Techs, there is little
resemblance to the original game. Each of the party members and
enemies are assigned a color -- there are six total, and two of each
are diametrically opposed to each other. In addition to the character
affinities, each spell or ability has their own color, which can be
again used to attack opposing elements. The most important aspect is
the Field Element, which is changed to different colors depending on
the attacks being used, by either friend or foe.
While you can play
the battles like any other RPGs -- pick powerful attacks, execute,
heal when necessary -- it's more important to play a strategic game
of tug of war by gathering particular party members, equipping them
with particular spells, and overwhelming the bad guys through these
means. At any given point in a battle, there's usually more than one
strategically viable option, which is a godsend for a genre that's
stereotyped into just picking the "Fight" option over and
over.
It's
also particularly user friendly. There are so many characters -- 44
total, although you'll never get all of them in the first
play-through -- and so many different elemental configurations, that
the developers realized that you may be ill-equipped for battle.
During any fight, even the final one, you can flee and regroup
without penalty, reducing the need for frustrating (and usually
unnecessary) Game Over screens.
Considering
the fervent fanbase and Square's tendency to milk their properties,
lack of a third Chrono game continues to be one of RPG
gaming's greatest mysteries, perhaps only exceeded by Matsuno's
disappearance from the Final Fantasy XII project.
Cross'
bizarrely open-ended finale left plenty of room for a sequel, yet
someone was apparently unhappy with the results of Cross, as
they've never followed it up. Though it was financially and
critically successful, it was perhaps not the super hit they desired,
and despite its strength, it was transparent that it was a vastly
different game from its predecessor.
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What about Star Ocean? Tales of Phantasia? The hentai RPGs? the horror RPGs? The intro talks big about "studying" the japanese rpg primers but the content seem more like one person's list of favorite rpg instead of a comprehensive overview.
There's a reason it's called an "opinion" piece... it's this guy's "opinion" of the top 20 JRPGs. And he did define the requirements to be included in the list early on.
To the Author,
Thank for this illumination. Sadly, I don't play as many RPGs as I would like, and Gamasutra continues to inform me about games that I never knew existed. This is no different. I agree and disagree about a few choices, but all-in-all it's a good read. Thanks!
Also, this list needs some Disgaea on it, or just any sort of recognition towards Nippon Ichi Software.
i would agree that the most obvious series not covered (as he did specifically define JRPG for the article) is something from the Tales series.
It really highlights the benefit of the genre, which is an almost absurd level of depth when it comes to atmosphere and a sense of a larger world.
The main frustration of this article is that the games I was not already familiar with are by in large titles that I can't purchase legitimately without throwing down a large amount of cash.
That said, I love ToP. I play both versions of Sakuraba's Solo on the piano :D
I haven't played a JRPG for quite some time (Dragon Quest VIII was my last), the reason being that I find the genre may have already past its best, recent titles just don't seem to have the edge that made many of the games on your list so memorable - though I suppose it could just be a bout of nostalgia kicking in.
Still, one thing's for sure: The article's made me fall in love with Skies of Arcadia again...oh and I had my weekend all planned out. Curse you and your eloquent words!
By the way, isn't Pokémon a JRPG? And I would have mentioned Lufia instead of Final Fantasy VIII. The game starts in the final tower, with your characters at level 70. Back in 1993, that was revolutionary.
Could have dropped FF all but Final Fantasy VI and replaced them with the above.
Final Fantasy V is far from essential.
Really the only one listed here that I don't agree with is Shadow Hearts: Covenant. Didn't care for the ring system much. It makes every action a gamble when things like using items and doing basic attacks shouldn't be.
I'm a huge SMT fan for many reasons and Nocturne had many small but key elements that made it by far my favourite game. One of which having a demon that can cast estoma and riberama for exploration and levelling up. Took a lot of the frustration from random encounters right out but kept a huge level of tension due to the brilliant difficulty level because you always had to be on the ball, and if you were even flicking on 'Auto' was a great feature.
The plot(s) also grabbed me more because not only was it complex, it was dark and sometimes optional. For me a guide is essential for this game because its absolutely huge.
Devil Summoner was also great as it had a fantastic and distinct atmosphere that almost felt tangible at times.
Anyway a fantastic list, some of which I havn't played. You can use this list as a must play quality RPG list.
AND Vagrant Story!?!? OMG and Secret of Mana and oh i'm sure everyone above me said something too that you didn't have. You really shouldn't have combined 4, 6 and 7 into one. And 5, 8, and 12 are HARDLY worth playing. Sorry Kurt, but your list fails.
The author seems heavily biased in favor of Square Enix games. I saw multiple Final Fantasies and such.
Still more into Computer RPGs myself, though.
PS you left one thing out -- its a bigger mystery than not releasing FF V, another Chrono, etc etc combined that Earthbound II(Mother 3 if you prefer) was indefinitely delayed, then pissed away on a Japanese Cell Phone.
Shame on you, NIntendo!!
Other than that I don't have much of a problem with the list at all. I would have grouped all the final fantasies together to make room for some others (yes I know a lot of FF games are very diffrent from each other, so sue me it's still the same name they should be together) but it's a minor gripe.