
PLAYSTATION
Publisher: Squaresoft
Reviewed by Matt Weise of GameCritics
12/20/00
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Discussion Forum
First
Impressions:
As
many people know, Chrono Cross is the long awaited sequel to Chrono
Trigger, a game released roughly five years ago for the Super NES
that involved some memorable and original gameplay based around
time travel. Chrono Trigger was famous for allowing the player a
remarkable amount of variation in how he/she chose to play the game.
Chrono Cross expands on this tradition in a way that not only comments
on the implications of Chrono Trigger, but does so in a way that
weaves these very concepts into the gameplay fabric itself. Players
begin the game as Serge, a boy living in a small tropical village
in a corner of the world previously unknown in Chrono Trigger, called
El Nido, whose idyllic life is threatened when he stumbles onto
a gate to a parallel world. The gameplay involves Serge's quest
as he recruits members of both worlds in his search to discover
the true nature and purpose of the phenomenon, as well as his role
within it. Graphics:
Following
the lead of Final Fantasy VII and Final Fantasy VIII, the world
of Chrono Cross is presented via pre-rendered backgrounds in which
exploration takes place. While this might seem boring to some
people, it should be said that Chrono Cross offers a better use
of this technique than previously seen, at least within Squaresoft.
While only scarce few backgrounds in FF8 were distinctly animated,
the ones in Chrono Cross are often remarkably detailed and brimming
with life. Liquid beams of light stream through open curtains,
children run and play through the surf of a nearby beach, and
trees blow in the wind. While 3-D characters on 2-D backgrounds
are not renowned for their "you are there" feeling, Chrono Cross
probably comes as close as you can on PlayStation. Likewise, the
battle scenes, which are full 3D, offer a commendable amount of
detail as well. Nice, clean textures, multiple levels of terrain,
and even neat effects like lens flare and weather are standard
aspects of the Chrono Cross battle engine, and they compliment
the 2-D visuals quite well.
Sound/Music:
If
there is one aspect of the game that absolutely cannot be criticized,
though, it is the music. Yasunori Mitsuda, who scored Xenogears
as well as the original Chrono Trigger, has put together a lush
and emotionally charged body of work for this game. Quite the
opposite of Xenogears, which was very flamboyant and dramatic,
the compositions for Chrono Cross are subtle and subdued and contain
some real depth in their simplicity.
Gameplay:
The
gameplay itself offers the standard exploration/combat combination
of all Japan console RPGs, only with a surprising amount of variation.
For example, Chrono Cross is the first game I can remember by
Square that uses a usable inventory of items, the likes of which
you might see in an adventure game. Many game events and plot
threads and such are activated in Chrono Cross via the player's
decision to use a particular item at a particular place or on
a particular person -- which, of course, the player can decline
at any time. Basically, what this means is that much of the game
has a very non-linear feel. Although you do go from A to B to
C in Chrono Cross eventually, how you go about it and, especially,
who you go about it with is often entirely up to you. And with
no less than a whopping 40-plus characters able to join your party,
this makes for quite a bit of disparity in the actual game experience
throughout multiple play-throughs. This not only makes for a richer
experience than normal in terms of replay value, but it also neatly
and cleverly fits into the "multiple realities" theme of the story
-- similar to the way in which the time travel gameplay of Chrono
Trigger contributed its theme.
Those who have been disappointed and frustrated with the trend
of complicated battle systems in recent Square RPGs should fall
immediately in love with Chrono Cross's superbly designed combat
engine. Neither overly complicated nor overly simplified, Chrono
Cross's battles have one thing that players truly crave for: balance.
At the beginning of a turn players are given three degrees of
attack: weak, middle, and strong -- each with a percentage indicating
their success rate. Each successfully landed blow scores points
which then can be used to cast "elements" -- six different abilities,
each with their own color-related attribute which basically function
as magic. When the same color element is used successively, the
battlefield becomes charged with its particular attribute at which
point that attribute becomes stronger -- resulting in the need
to adapt tactics to the every-changing flow of battle. This is
a clearly conceived, satisfyingly strategic, yet intuitive system
that works without a hitch. And although I am not one to complain
much about Square's other battle systems of late, I applaud Square
for recognizing the benefit of taking the complexity out of the
battle preparation and putting it in the battle. To make matters
even better, I should add that every battle in Chrono Cross can
be retreated from (yes, even the last boss) and that -- like Chrono
Trigger before it -- even enemies can be seen in the game engine
and avoided if the player wishes. As a result, Chrono Cross is
one of the most fun and friendly RPG combat experiences to come
out of Squaresoft in a while.
Enjoyment:
Chrono
Cross, indeed, has very few bad points. In fact, I am sure there
are those who believe it has none, especially in light of its
pleasant departures from controversial trends. However, I am not
one of those people, and the reason is simply the narrative. There's
no doubt it starts out well. It's well-paced, offers good character
depth and a fine translation, and contains some truly well-designed
plot-twists (one, in particular, that borders on brilliant --
which I wouldn't dream of revealing here). But towards the end
it begins to run out of steam. The parallel worlds theme gradually
turns from a genuine inspiration to an excuse the writers hide
behind when they can't answer their own questions within the logic
they've constructed for the story. Instead of events moving forward
into a natural resolution, they simply become jumbled as characters
are forced into desperate monologues designed to Explain It All.
Although I am sure there are those who will merely accept this
as ambitious, I think it should be noted that this is not necessarily
good story telling. Remember, the bigger the ideas; the easier
they are to hide behind.
Multiplayer:
I
imagine most people will like Chrono Cross, whether they are familiar
with Chrono Trigger or not. It looks good, plays even better,
and has a plethora of interesting places to go, characters to
meet, and things to do throughout its 30 to 50-plus hours of gameplay.
Those who liked Final Fantasy VII and Final Fantasy VIII will
find the look and feel of Chrono Cross both familiar and innovative
(incidentally, those of you with an S-Video connection should
try it since it does make a visible difference in the textures
of this game), while those who didn't enjoy those games as much
should find the more open-ended gameplay to be worth a look.
Overall
Impression:
I
imagine most people will like Chrono Cross, whether they are familiar
with Chrono Trigger or not. It looks good, plays even better,
and has a plethora of interesting places to go, characters to
meet, and things to do throughout its 30 to 50-plus hours of gameplay.
Those who liked Final Fantasy VII and Final Fantasy VIII will
find the look and feel of Chrono Cross both familiar and innovative
(incidentally, those of you with an S-Video connection should
try it since it does make a visible difference in the textures
of this game), while those who didn't enjoy those games as much
should find the more open-ended gameplay to be worth a look.
Marketing
Efforts Towards Women:
Square
is such a name-brand company, most of their games don't need much
marketing. If anything Chrono Cross's market mentality revolves
around the fact that it's yet another high-profile RPG from Squaresoft,
and, to a lesser extent, the sequel to one of their most legendary
games. As far as how women are portrayed in the game, I found
my reactions to be mostly positive. With 40+ characters quite
a few of them are female, and they all exhibit their own unique
look and attitude appropriate to their class. There are old women,
young women, scientists, dancers, warriors, priests, you name
it. They range from fairly stylistically exaggerated to more modest,
but that's only in keeping with the game's strong anime aesthetic,
and astute players with quickly realize the male characters get
the same treatment. My only real complaint, though, is some cheap
manipulation involving a certain main female character into being
an obvious love interest. Not that I really have a problem with
that fundamentally, but in this game it feels phony to me and
serves to dampen what was shaping up to be such a wonderfully
raw and fiery character. That's just my opinion, of course. Otherwise,
I found the female characters offered a commendably rich and interesting
experience.
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