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Nairume

SaGa Sage
Member
Oct 25, 2017
6,929





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Chrono Cross is a sequel to the beloved SNES JRPG Chrono Trigger, though calling it a sequel comes with some caveats. While it takes place in the same world as Chrono Trigger (taking place twenty years later from when Crono and friends started their adventure), absolutely continues off of one of Trigger's biggest remaining plot threads, and ultimately contains meaningful connections to Trigger by the end of the game, it features an almost entirely new cast with only fleeting returning characters and isn't quite concerned with being Chrono Trigger 2. It is self indulgently weird, often times pondering, and has a lot of twists and turns that managed to stick with people (for better or worse) for over twenty years.

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-An open ended adventure:
While not being completely branching at all times, Chrono Cross gives you various points that can change up the course of your adventure and gives you a lot of freedom in how to approach certain situations. Due to the number of characters and ensuing combat options, you have a lot of different ways to take on encounters, too.

-A Tale of Two Worlds:
Instead of travelling through different points in time in the same world, Chrono Cross instead has you always in the same point in time in the world but crossing between two different timelines where history branched a decade prior and has you figuring out what is different between the two worlds.

-A Ponderous Tale:
Chrono Cross has a very weird story that is told in unconventional ways and often time leaves things up to the player to piece together the larger threads. This was something that not everyone gelled with in 2000, but today's media landscape features popular games that base themselves around unconventional storytelling and popular shows that tackle similar themes and concepts to Cross and also do the same thing as Cross in being unconventional sequels that are simultaneously uninterested in playing up their connections while also still making its connections as a sequel important. Chrono Cross's story and storytelling stands to play very differently today.

-A Fresh Take On RPG Combat:
PS1 Square was all about experimenting with combat, and Cross was no different. Instead of the straight forward Final Fantasy-style combat of Chrono Trigger, Chrono Cross has a more methodical turn-based system that grants each character a stamina gauge that can be utilized to enact chains of attacks that utilize different levels of strength and accuracy. The game also features a novel magic equipment system that has you equip spells to a combat grid of varying levels (and every single character has a wildly different distribution of spaces on their respective grids) where you can boost lower level spells by pushing them up to hire level spaces and weaken higher level spells by putting them in lower level spaces, all of which feeds into an elemental grid system in combat where spell usage in a given battle will determine the strength of an element (using more red spells fills the grid with red spaces, making red spells more potent at the expense of blue spells) and open up the door for more advanced mechanics like summoning.

-This game has character(s):
In what is still somewhat of a controversial decision, Chrono Cross eschews both traditional styles of party building by not going with a small group of defined characters or having you build up character generated characters. Instead, while there is a small group of story critical characters (shown above), Chrono Cross basically allows you to recruit just about any named NPC with a portrait, each of whom has a small little story, some kind of gimmick, and their own little quest to complete. These characters run the gamut of what other games would often just have as side supporting characters and bosses and also just gets into the weirdness of what you'd expect out of the SaGa franchise. I do personally hope that people's awareness of the SaGa franchise and its approach to party building will perhaps get people to reconsider Chrono Cross going that route.

-Levels? Shmevels!:
Chrono Cross doesn't feature a conventional leveling system for its characters. Though it would be easy to see the game as having a SaGa style character system where your stats go up totally randomly, Cross does a neat thing where you have a universal party level (Star Level) that is based around the number of bosses beaten. By default, all characters have a hidden stat cap. Every Star Level you gain ups the cap on your characters' stats and your characters basically just earn stat improvements every battle or so until they hit their new cap. This massively minimizes the grinding you do for stats, as you tend to quickly hit your caps for a star level. This means that you never have to spend much time building up characters, which serves a dual purpose of enabling you to more easily switch to lesser used characters (in turn pushing you to actually try out all the weirder ones!) while also encouraging you to never spend too much time grinding in a single area.

-And I Ran, I Ran So Far A-Way:
Chrono Cross was very forward thinking for 2000 in allowing players to run from every single encounter, bosses included. While this remaster allows you to disable encounters (which were not random in the original game! you can see everything on the field, a rarity for its era!), the running feature actually allows for a lot of tactical freedom with how you encounter battles. If something doesn't quite go your way, you can run and just start the encounter over and see if you can do things better.

-An Audio-Visual Masterpiece:
As noted, Chrono Cross is a bit of a heated topic for people due to its story content and mechanics, but the elements of the game that has always been a topic of praise is its audio-visual aesthetics. While obviously losing the iconic artwork of Akira Toriyama (creator of legendary manga works like Sand Land and Go! Go! Akman!) from Chrono Trigger was a bummer for a lot of people, Nobuteru Yuuki's incredible character art and Yasuyuki Honne's equally incredible world design created what was a virtually unparalleled landscape for PS1-era JRPGs full of unique and vibrant areas and characters that you just usually don't get in the genre. On top of that Yasunori Mitsuda delivered a career highlight with the soundtrack for this game (albeit with some borrowed tracks from his previous works) that is one of his best works of his career (and there's room to debate if it is outright his best period, we had that thread recently!). Even if this game doesn't gel with you from a narrative or mechanical standpoint, it stands to be a treat to take in just for the music and visuals alone.

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- Upgraded models and fonts:
3D models have been converted to high-definition visuals, making them look beautifully crisp on modern displays. The font has also been reworked for HD and there's a background filter available too.

- Character redesigns and new artwork by Nobuteru Yuuki:
Chrono Cross's original character designer has come back to create new versions of the character portraits that you see in game

- Newly refined music by Yasunori Mitsuda
Yasunori Mitsuda, the original composer for Cross (and a major part of Trigger's soundtrack) has returned to remaster the soundtrack and compose new work. The new song (and remixed older songs) are separate from the game experience and do not force you to listen to music that was different from what was there 20 years ago. There is also a jukebox option to listen to the game's soundtrack (and thus also the remixes).

-Graphics Toggle
You can switch between new and updated visuals, font and 3D models! You can choose between playing with the updated 3D models, fonts, illustrations, and filtered backgrounds and the original graphics. So if you're a purist (or just nostalgic) you can enjoy the game as it was originally presented. (Note: The 3D models, illustrations, font, and background filter cannot be toggled separately. They will all be switched together.)

- Battle enhancement features
There's a bunch of quality of life improvements, including an autobattler (handy for when you are grinding for materials), an encounter-disabler, fast forward and slow motion toggles (these were originally a NG+ reward), and the standard Square remaster battle boosters

-Auto Save
There is now an autosave feature that instantly saves the game to a dedicated slot (which always takes Save Slot 1 in the menu) whenever you enter a state where saving is possible. As such, any transition to the world map and any time you pass through a save point will instantly save the game for you.

- RADICAL DREAMERS
Radical Dreamers, the game that helped to inspire Chrono Cross is also bundled in, not only releasing outside of Japan for the first time but making the game itself available for the public for the first time in general since 1996!



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If you are coming into this already hating Chrono Cross for not being Chrono Trigger 2, this remaster won't likely change your minds, but I hope you still give it a shot regardless. While it's not been completely unavailable for the longest while, it has only been available in an emulatable form via PSN that isn't even something you can access on modern systems. This version makes the game more widely available and with tweaks that make the experience a little easier to play. Also it includes Radical Dreamers (see the mini-OT below), that is kind of a miracle in its own right. Also, the year 2022 is a much different year from the year 2000. With the changing media landscape, I think Chrono Cross might hit differently now than it did two decades ago.


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Q: Do I need to have played Chrono Trigger for this?
A: It helps to understand the context of a few notable story beats and for some of the cameos, but it's really not that essential in the long run. The important parts are explained and the purpose of the game really isn't in being a sequel, even though it ultimately is one.


Q: I heard this game is a bad sequel that kills off important characters from CT and therefore my childhood. Is that true?
A)As for whether or not it is a good sequel, that's up for you to decide. As for characters getting killed off, sort of but not really? You see spirits represented by child like versions of certain CT characters, but it's not confirmed they are actually those characters or if they are actually dead. Likewise, there *is* a version of a CT character who *is* killed on screen, but it's only one version from a possible future


Q: Does this game have any missable content?
A: Yes, there are some things that you can miss and never have access to for the rest of a playthrough. There are also things you can do/get that missing them at one point means having to wait a long time to be able to get them again. What is more frequent, however, is that you will have to simply choose between getting/seeing one thing or another, which means that there are some characters in particularly you will not get on a normal playthrough because certain routes through the game have exclusive characters to recruit.


Q: Chrono Trigger had New Game +. It was one of the earliest notable examples of it! This better have New Game+
A: Chrono Cross indeed has a NG+, and it's a pretty dang good one at that. Character gear, techs, and levels all carry over. With how CC handles character growth, subsequent NG+ runs actually means you can level higher than what a fresh run would allow because your star level does not reset. In the original version of the game, NG+ runs unlocked Fast Foward and Slowdown features, though this will be a little less special in 2022 since Fast Forward is at least now a default feature. Finally, you can actually import your characters from a previous playthrough into your current playthrough, which is how you can get characters on your team that are normally exclusive to routes you didn't take. This feature is partially how you can also finally permanently recruit the game's two temporary characters

Q: Wait, it isn't possible to get 100% on a single run?
A: Nope! Due to the small branching paths and choices you have to make, seeing everything and doing everything will take multiple runs. If you do everything right, you can swing having the entire cast in your party by your third run.

Q: I missed [x] character! Am I going to run into difficulty later?
A: Thankfully, Chrono Cross is a very forgiving game. While you can potentially put yourself at a color typing disadvantage by missing out on certain characters and thus having a harder time covering certain needs, you can make up the difference by refocusing what elements you have equipped and just playing smarter with how you use them.
There is a specific boss later on in the game that serves as somewhat of a skill check of how well you've learned how to handle the game's mechanics and not having certain characters can make this encounter more difficult, but he's not insurmountable without the proper colors.

Q: Chrono Trigger had multiple endings. I heard Radical Dreamers also had multiple endings. Does this have multiple endings?
A: Yup! While Cross doesn't have the same feature that Trigger had where you could skip to the final boss throughout most of an initial run, all NG+ runs allow you to take on the final boss as soon as you start. As with Trigger, beating the final boss at various points of the story will give you different endings. Doing this is actually the other half of what you need to do in order to permanently recruit the two temporary characters.. And, yes, beating it at the start of the game gives you the same special reward as Trigger. What is different from Trigger with the different endings, however, is that Cross also has some minor exclusive content that is determined by who you take into the final battle. Most of it is not too special, but you can get some pretty neat character reveals by taking certain characters into the final battle. For twenty years, I have been laughing at every single person who never took Leah into the final battle and has thus been confused at who she is.

Q: What's with all the zany accents?
A: There's a good reason for them! I don't know how much you know about the Japanese language (I'm not an expert), but there's two quirks to Japanese as a language that, when combined with the nature of the game's many characters, would have made it hard for a straight localization without the accents. Due to the reality that Japanese as a language relies much more on nuance being delivered through what specific words are being used, each character had different speaking habits in the Japanese version that ranged from the simplicity/complexity of the language used, the tone implied by the words used, and also just various different verbal ticks that characters use when they finish speaking. Combine this with how Japanese as a written language uses individual symbols to represent entire words/phrases/ideas rather than being phonetic and thus can communicate more information with less text, it was possible to have different dialog based on which of the 40+ characters are in your party because Japanese simply takes up less digital space. Granted, it's not like you were getting 40+ entirely unique scripts, as the characters often would just say the same thing as another character, but in a different way. English (and the other languages in the new EFIGS localization that is present in this version) functionally works different as a phonetic language, and thus having the same amount of dialog but with the more text that English would require to communicate the same dialog would take up dramatically more space that the PS1 wasn't really able to provide without making sacrifices (this was an even bigger problem in prior generations). The easiest thing to do would have just been to make it to where the characters just said the same thing and the only difference was whose portrait was showing in the text box, but that obviously would have stripped the characters of a lot of what made them stand out. In order to streamline the game's dialog but also retain the idea that all the characters spoke differently from each other, Square's by-then very solid localization team (seriously, it's easy to forget that they did massively improve from "This guy are sick") took the route of creating a system that took the dialog in the game whenever it was being called up for a specific moment and would put it through an accent filter determined by what character was making the statement. As such, you could have Kid (who speaks with a faux Australian accent) who has all of her "generic" dialog filtered with her specific accent, while the same dialog being spoken by Harle (who speaks with a faux French accent) would have her specific accent. In addition, times where characters genuinely had unique dialog were just written to have their accent by default and required no pass through the filter. As such, it preserved the intent of the original Japanese, without having to make any major sacrifices for technical reasons. And, let's be real, most of them are actually fine.

Q: Is this digital only?
A: There is a physicial Switch release, but currently only in Asia. It is currently set to release on April 26th. You can find it at most import sites though try to avoid the bad one.. If you need a guide to finding a copy for preorder and avoid the bad place, TheMoon made a really helpful guide here.

Q: This has SaGa style leveling, right? Do I need to beat myself up to get stronger in this one?
A: No. Stop asking. That wasn't even a good strategy in FF2 and the mechanics don't even work like that here.

Q: So...Guile
A: He was going to be Magus but then he isn't in the final version due to time constraints. You can believe what you want, though.
Well that didn't age well ¯\_(ツ)_/¯


Q: Why does this game get a remake and not Chrono Trigger/Final Fantasy Tactics/Parasite Eve/Brave Fencer Musashi/[insert your choice of preferred game]? IT ISN'T FAIR
A: Yes, SquareEnix is weird about its remasters but there is seemingly a throughline where its remasters happen because they have an exec willing to fight for it and an important creative from the original version interested in working on the project. The SaGa remasters happened because Kawazu and Ichikawa really want to make them happen (and a very popular gacha title helps). The FF Pixel Remasters happened because Kazuko Shibuya and Nobuo Uematsu both had an interest in redoing their aesthetical contributions to those games. The Mana games, Live A Live, and Front Missions all likely benefit from similar circumstances, and Chrono Cross is almost certainly happening because Masato Kato and Yasunori Mitsuda both really wanted it to happen and had support from an exec. If [insert game you want] hasn't happened yet, it's likely the stars just haven't aligned for them yet. Please don't be a jerk here about it. It's not like Chrono Cross having a remaster means you aren't getting something else because of it.

Q: I heard some of the remixes and don't like them! Do they replace the old music?
A: No. The remixed music is just there for you to listen to in the game's jukebox mode. The "remastering" done to the music that you actually hear in game is exactly that. It's the same music but reworked to be in higher quality.

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Character Recruitment Guide

Open image in a new window/tab for a simple, one-stop guide!
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How Combat Works
There's a few core mechanics that have to be kept in mind for how combat works: The stamina, physical attack combo system, character/enemy innate color elements, the elemental phases, and the equippable elemental slot grid

To break these down-

Stamina- These are what you spend to take actions in combat and you always start with the max amount of 7 points of stamina at the start of combat. Physical attacks take different levels of stamina and any usage of your equipped elements will always cost 7 points of stamina. Once used, a character's stamina will begin to restore as the rest of your party and enemies take their actions. You do not have to wait until your character has restored back to max stamina to act again, but the less stamina they have, the fewer actions they can take. It is also possible to only use some of your stamina and then pass on to another character (though you can't bank more than 7 stamina at a time). It is possible to go into negative stamina by using an element at the end of a chain of attacks or using an element while your character is still in the process of recovering their stamina. A character that is out of stamina will be unable to be selected (and thus can't be set to defend themselves) while they are recovering.

Physical Attack Combos: Rather than giving you one basic physical attack action, you have three attacks that do varying levels of damage (Weak, Medium, and Strong) and cost varying levels of Stamina (1, 2, and 3 stamina respectively). Weaker attacks are also more accurate while stronger attacks are less accurate. Additionally, successive successful attacks boost the accuracy of the remaining actions that character can take with their stamina that turn. By default, the game pushes you to a basic three hit combo of Weak->Medium->Strong Attacks where you are more likely to connect the medium attack and much more likely to connect the strong attack (and still have a point of stamina left over to take one more weak attack, use an element, or defend and bank it). Alternatively, if you feel confident and have boosted your character's accuracy, you could go for a Weak->Strong->-Strong combo or just jump right into Strong->Strong. You can also just go with seven weak attacks, or a combination of weak and medium attacks, forgoing any strong attacks. It's a very freeform system that allows you to take advantage of character's strengths and weaknesses when it comes to direct fighting (as some characters are more accurate than others at the expense of not being as strong, while others are very strong but have lower accuracy and need to rely more on building up to their powerful attacks).

Innate Elements: All characters and enemies have one of six innate color elements (Red, Blue, Green, Yellow, White, and Black). Each color has a paired opposing element (Red and Blue, White and Black, Yellow and Green) where characters/abilities will deal more damage to targets their opposing element and less to those of the same. While it is smart to equip your team (since you only have three active members) with a variety of elements, characters will do better with spells of their innate color. As such, a Red Character using a Red element against a Blue enemy will do even more damage than if a Green character with the same stats used the same Red element against the same Blue enemy. Knowing your the color elements of your characters and (more importantly) your enemies is a big part of the game. Since Cross is very forgiving when it comes to staging encounters, you often have plenty of room to course correct your party setup to deal with difficult encounters based around the color system. There are also elemental spells in the game to temporarily change the innate typing of a target for the duration of the battle (which is actually demonstrated in a very early tutorial battle you can't miss). These elemental spells don't do any damage, but are a big part of the tactical nature of the combat system.

Color Field: As an extension of the above, the battle system in Chrono Cross keeps track of the elements used by way of a three step color field system where the most recent three elements used (by your team and the enemies) are represented. As more elements are used, previous elements are pushed off the field. The more of a color is on the field, the more effective elements of its type are and the less effective the elements of the opposite type are. Picking up on our prior example of the Red character using a Red ability on a Blue enemy, the more Red the field is, the more Red spells will do. Having an all red field will lead to all red elemental abilities having a massive multiplier (and this stacks with the innate bonus provided by Red characters). The presence of any blue on the field will mean red spells are less effective, unless you also have some red on the field, at which point they would cancel each other out if it is the same amount (where as two red and one blue will mean you'd still get the benefit of one red, and two blue and one red means you'd still get the hinderance of one blue). There are also some abilities (summons, namely) that rely on having the field be entirely of one color. While this is possible to do with just your characters throwing out abilities, it runs a chance of being disrupted by enemy attacks. As such, there are elemental spells that can switch the entire color field to a single color. As with the elemental spells that can change a target's innate color, these don't do damage, but are a major part of the strategic side of the combat system.

It is also VERY worth noting that getting the good ending relies on you using the Color Field mechanic in a very specific way

Elemental Slot Grid (Outside of Combat): This is where character customization comes into play for combat. In a system that works similarly to FF7's materia system, rather than character permanently learning spells, they can equip Elements and Consumables to a character's Element Grid slots. Consumables are single use items that basically serve as the game's potions/ethers/status items and can be equipped in bulk to a character. Elements are your main spells and hold a single charge per equipped element per battle but refresh after each battle. Multiples of an element can be equipped. Each element has an assigned color and a level. Characters each have a unique elemental grid layout that determines how many elements of a given level your character get and this grid expands with more slots as your party accumulates Star levels through fighting bosses. Some characters will generally get more slots than other, which leads into a risk/reward system with some characters as there are a lot of powerful characters who deal a lot of damage with elements but only have so many slots and thus run out of options quicker as a trade off. Element levels are not set in stone as a requirement for where a spell is equipped. While slotting an element gets you the base damage for that element, you can slot it into a lower level slot to create a weaker version of that element or a higher level slot to create a stronger version of that element. This is a very good way early on to be able to make use of spells that you might not have enough slots for (or any at all) to assign at the appropriate level and so you put it at a lower level so you can still make use of it, and conversely, as you start developing higher level slots at a time where you might not have a good higher level element to assign to them, you can put a lower level spell there so you have something that does decent damage/healing for that level. It is also worth noting that characters also have special unique techniques that they can learn that will permanently take a slot (similar to how Chrono Trigger characters had both techniques and spells). While most of these are damage related, some of them have other utilities, like stealing.

Elemental Slot Grid (Inside of Combat): In combat, the Elemental Slot Grid not only determines what spells you have to use but also when you can use them. By default, a character does not have the ability to use elements or techniques right at the start of combat. This is where a lot of some of the game's mechanics start to fold in together. As you do regular physical attacks during combat, your character will build up levels on their grid. Successful weak attacks fill up one level, successful medium attacks fill two, and successful strong attacks fill three (as such, this is the benefit to using weaker attacks, since they almost guarantee you can build up level charges, while medium and stronger attacks having a larger chance of whiffing means you might lose out on the ability to use the abilities you want at a given time). Each level you have charged on your grid determines what you have access to at that given moment. Charging up to three levels of the grid (the highest level you have access to at the start of the game) means you can use anything equipped between the first and third level of your grid. Anything you have equipped higher will not be accessible unless you attack more to fill up the grid. Grid charges also save from turn to turn and do not reset. Furthermore, using a lower level element/technique than what you have access to will also still leave you with some of the grid still charged. Meaning, you could just go all out with your highest level ability up front, or you could us a weaker one but then you'd have to build up your levels again or you could use a lower level one and then have charges to use another one on your character's next turn. Finally, having remaining charges left over at the end of combat can actually be used after combat is over to recover your characters if you have any equipped healing elements within the level ranges of those charges that you didn't use in combat. This is the primary way you heal from battle to battle without having to use consumables, though you always have the option of consumables (provided you have them in your inventory) since you won't always have left over elements or charges.

Chrono Cross's Branching Paths

Recruiting Kid
Kid is a required and important party member, but you actually can decide when she enters your party.

When she first appears to rescue you at Cape Howl, she'll make an offer to help you along the way. This is honestly the point you are meant to take her and most people will chose her thinking that it's not even a real choice. It actually is, however, and rejecting her here actually serves a purpose: Serge seemingly going at things alone for the next area is how you can instead recruit the Another World version of his childhood friend, Lena, who decides to help this stranger who claims to be her long dead childhood friend. This is your only chance to recruit Lena, who is actually a pretty decent character and has a pretty important connection to a later important NPC.

Kid will then show up two more times. You can reject her a second time (though she also rejects YOU if you have Leena in your party at that time), though there's little purpose to doing so. On the third time, she will just join.


The Viper Manor Heist
In what is the game's first big branch and the capstone to the first stretch of the game, you are given three routes to get into the Manor for your heist and all three routes come with different possible characters to recruit. Which ever route you pick, you will never be able to get the characters from the other two routes unless you are on a NG+

-Pierre Route: This is the game's easiest route, as you just walk through the front gates and deal with a boss encounter, but the tradeoff is a lesser character.

-Nikki Route: This is a longer but still easy-ish route that gets you a character who you would otherwise only interact with as a story NPC later on.

-Guile Route: This is the hardest of the routes (though not particularly wrong) but it gets you Guile. Everyone loves Guile.


Heal or Move On
After the Viper Manor scenario, the next big decision will be whether or not to actively try to help cure Kid of her fatal poisoning.

-Helping Kid then and there means a little bit extra work before continuing on with your quest. The three exclusive characters for this route are Korcha, Mel, and Razzley, who are not exciting characters but can be fun to use.

-Moving on with your quest means you do a little less up front but you lose Kid for longer. The exclusive characters for this route are Glenn, Doc, and Macha. While people can take or leave Macha (she's delightful), Doc is a really fun character, and Glenn is the closest person you are getting to Frog in this game. Except for Turnip, I guess

Regardless of your choice, Kid will get her medicine and rejoin your group. The choice largely impacts who you can recruit later on and also is just a matter personal morals. People on a blind playthrough are probably almost always going to pick to save Kid. People who go in knowing who joins on the different routes are probably always going to pick what gets them Glenn.

Pip's Evolution
The character Pip, who you can recruit if you complete a certain task during the Viper Manor scenario and then find him later in the game, is the one character who actively changes his color alignment. He starts out innate White but can change to Innate Black or stay as White depending on what spells you use. Having him use White, Green, and Blue elements will keep his evolution path on the White track, which will turn him more angelic (and make him better at magic). Having him use Black, Yellow, and Red elements will put him on the Black track and turn him more demonic (and make him more physically powerful). Once you reach his second evolutionary phase, you can opt to keep using the same elements to get him to a more powerful third form in that line (archangel form for White and archdevil form for Black) or you can reverse the elements to switch his innate element to the other color and achieve the Holy Beast form.

This is obviously a choice that is more of an active one you make over time and requires you to keep using Pip (who starts out kinda weak but eventually ends up stronger) but it is worth noting that keeping him along the White path will give you a very powerful White character when you are likely going to be in desperate need of one.


The Axe Bishy or Tom of Finland's Wasteland Warrior
Your final choice is between recruiting Karsh or Zoah for a certain event. This choice is only temporary, as whoever you don't pick will eventually join anyway.



Abuse Running
While the remaster lets you turn off encounters, Chrono Cross was made to allow you to run from every encounter. And when I say every encounter, I mean *every* encounter. This is a rare game that lets you run from bosses. Granted, this doesn't mean you can just walk away and come back in every case. Rather, running from bosses lets you basically reset the encounter if things are seemingly going bad for you. This might not exactly seem like something that can be abused, but there are some important strategies you can do with this.

First, this can be used to reset most encounters, including bosses. In most cases, you will actually be able to rework your elements/equipment (though this isn't always true, as some bosses automatically force you back into the fight). For non-boss battles, you can even use this as an opportunity to run back to a save point and change out your party if you need a new team.

Second, since elements and techniques can only be used once per equipped element/technique per battle, running can be a way for you to reset the encounter if you whiff an important element/technique. This is absolutely vital if you are wanting to make use of the ability a few characters have to steal from enemies. Until you get to having multiple characters capable of using steal techniques, you are often only going to have one shot a battle and whiffing can mean you miss out on a boss's unique steal until you fight that boss again on a later playthrough. Running from battle can mean you get another chance to steal from that boss. As such, it isn't a bad idea, in fact, to open up a boss fight with an attempt to steal from the boss and then run if you end up missing. I *highly* recommend this once you get to the late game bosses, as there are certain bosses later in the game that have some incredibly important gear that you can miss if you don't steal them.

Finally, there are some encounters in the game (some of which you'll actually face earlier on) where you have a choice between two enemies to hit, where hitting the correct enemy gets you a special drop and hitting the wrong enemy forces you to finish a fight against them. Running resets the encounter and gives you the opportunity to hit the "correct" enemy if you are wanting there special loot.

Guide to the Many Endings of Chrono Cross

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(click the pic!)
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More to come!​

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Chrono Compendium Guides
► Official Website (NA,JP)
► Purchase (Switch (NA), Switch (CA), Switch (JP), Switch (EU), Switch (AU), Switch (NZ), PSN, Steam)
►TheMoon's Physical Copy Purchase Guide
More to come!


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Radical Dreamers is a visual novel originally broadcast via the Satellaview peripheral for the Super Famicom in early 1996, exclusively in Japan. It was created as an experimental way to tie up Chrono Trigger's remaining loose ends, while also allowing Chrono Trigger's main writer, Masato Kato, work through his frustrations at the development cycle for Chrono Trigger.

The game itself is a visual novel with very light RPG mechanics that follows earlier versions of Serge, Kid, and "Magil" as they seek to infiltrate Lynx's manor and steal the Frozen Flame. For astute players, you'll note that this is roughly the same scenario on the surface as the Viper's Manor segment of Chrono Cross, for that segment was thoroughly repurposed from this.

Masato Kato was reportedly unhappy with the end results of Radical Dreamers and actually had already scrapped and reworked part of the project during production. As a result, we've never seen an official rerelease of the game up to this point. Square originally planned on including it in the PS1 port of Chrono Trigger, but Kato didn't think it was really in a state worth releasing and instead opted to effectively redo the scenario as part of Chrono Cross once that project started. The possibility of a rerelease came up again for Chrono Trigger DS, but Kato again didn't think it was in a state worth releasing without work being done to make it better. As such, this is the first time that Radical Dreamers has been officially made available since its original broadcasts in 1996.

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-A moody adventure that keeps growing:
Radical Dreamers is a very gripping visual novel that explores some of Trigger's remaining plot threads, all set to some really moody songs. It has multiple base endings, but completing one cycle of the game actually unlocks different possible routes, which allows you to go on some wild tangents.

-Familiar characters, familiar beats, familiar music, all with a new twist:
This story follows incarnations of Serge, Kid, and Magil (who was rewritten as Guile in Cross) as they attempt a heist that immediately be familiar to Chrono Cross players. Even a lot of the music here is going to be familiar, as much of it was reused later in Cross.

-More than just a visual novel:
Radical Dreamers features some light combat (with a timing element) and a limited inventory. Serge's adventure can come to an end if you do poorly in combat!

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We don't know! This will be updated as soon as we find what is new aside from the localization.












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While many players of Chrono Cross will already be somewhat familiar with the plot and characters of Radical Dreamers, since it was heavily repurposed into Cross, there's a lot of stuff in here that will be new and different. Serge and Lynx are both much different characters this time around and there's much more to Magil than his counterpart in Cross. As such, think of it less as a beta version of Chrono Cross and more as an alternate timeline (which is what Kato officially considers it) where things were different and play out differently. It's not always a good game, but it is fascinating to experience and there's a lot of fun secrets to explore, especially once you finish your initial playthrough.

Likewise, due to the nature of Radical Dreamer's original release and the fact that it never has had an official rerelease up until now, this has been completely unavailable for over twenty five years. The only way to have legally played it since early 1996 was get lucky and have the necessary hardware and a Satellaview memory pack that still had the game stored on it.


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Q: Do I need to have played Chrono Trigger or Chrono Cross
A: Not entirely. Radical Dreamers makes more sense having played Chrono Trigger due to it continuing off of loose threads from Trigger, but it does so in the same way as Cross where the connections are important but are also not the point of the game.

Q: So is this really a visual novel? You talk about combat, hitpoints, and items
A: Combat is a thing in this game and you do have to manage Serge's health and a few other statistics, but the combat is largely still based around pushing through the narrative.

Q: So...Magil
A: Yes, he actually is Magus this time



End of OT


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Qwark

Member
Oct 27, 2017
8,019
I think this is a game I'd like to own physically. Is there a physical version for PS4 or only Switch?
 
Be cool, why donCHA
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Nairume

Nairume

SaGa Sage
Member
Oct 25, 2017
6,929
Also! I have a personal request for people to be cool!

This game has been hotly debated for over twenty years now, and people have had time to develop strong feelings about it in different ways. Not everyone likes it, but some people do! This thread doesn't have to exclusively be a celebration, but please refrain from just doing drive-bys about how much you don't like this game.

Similarly, while there's plenty of room to talk about the decisions made, for better or worse, with how this specific remaster was handled, it is something that people clearly cared about and effort was made within reasonable considerations of budget, resources, and time. This thread can be used to discuss and criticize the choices made in the remaster, but it should not be used to call it low effort.
 
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Quinton

Specialist at TheGamer / Reviewer at RPG Site
Member
Oct 25, 2017
17,255
Midgar, With Love
Read this! The music marketing is a mess around this game.

The remastered game itself - Chrono Cross - uses a "refined" soundtrack. These tracks are not new arrangements, but instead, these are simply cleaned-up versions of the original music with small adjustments to noise compression, equalization, etc - as described by composer Yasunori Mitsuda. This is the only soundtrack found when actually playing the game, and you cannot toggle it.

The 7 rearranged tracks and 1 new track (shown in the YouTube video above) are not found during gameplay. Instead, they only play in the main menu of Chrono Cross: The Radical Dreamers Edition - this is the menu where you choose to play Chrono Cross or the text-based Radical Dreamers. These tracks are also found on the new vinyl that can be purchased from Square Enix's store. But otherwise, you will not find these tracks during gameplay.

A few thoughts while I'm around:

  • If you're contemplating picking up either the PS4 version or the Switch version, I'd recommend the former. I'm not sure how this runs on PC, but you're going to notice in reviews (including mine, eventually) that frame rate issues are present. Neither console gets off easily, but anecdotally, I've compared what a fellow reviewer experienced on Switch with what I've dealt with on PS4. It really does feel a bit better on the Sony end of the equation.
  • You can't pause during Compass Roulette anymore. Honestly, fuck the world tbh.
  • There are some script cleanups that may go by mostly unnoticed. Many punctuation relics from the PS1 era, for example, have been ousted. I documented one instance here.
  • It's still a superb game, the frame rate stuff honestly didn't bother me much (at least on PS4), and I hope it sells well enough that Square considers reviving the franchise in a more significant way.
 

BigDes

Knows Too Much
Member
Oct 25, 2017
3,791
I have never played this game, nor have I ever really played Chrono Trigger due to being in the UK and therefore allergic to jrpgs according to 90s Square.

Can't wait. Should I play Trigger first in order to inform how much to hate Cross?
 
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Nairume

Nairume

SaGa Sage
Member
Oct 25, 2017
6,929
At any rate, I'm so excited to revisit this. I started a 20th anniversary playthrough back in 2020 but got distracted because of...just....everything

Chrono Cross is a very special game to me. It was the very first game I ever fully preordered and paid off ahead of time, and I think basically the first time I followed a game from the first time it was announced in magazines to when it came out. Because it's so short and replayable, I think it was also the first time I played an RPG enough to just do *everything* you could possibly do in it. I still have the pre-order bonus clock that came with it (and it still works last I checked, but it's long in storage now) though I never got the preorder CD that was supposed to come with it.
 

Sephiroth

Member
Oct 26, 2017
5,023
Nairume you should mention the physical for the Switch version. I know I'm personally ordering that instead and I'm sure others would want to do the same.
 

Jawmuncher

Crisis Dino
Moderator
Oct 25, 2017
38,396
Ibis Island
No worries! I'm sorry about the mixup!
It's all good, thank you for letting me know. I much prefer when an OT can get something as in-depth and helpful as this. Since my OTs are typically just for the forgotten games that people might still want to discuss but no one wants to make a thread for (I hate when a news thread becomes an OT because no one wants to make one lol).
 

MarkMan

Arcade Stick Dev
Verified
Oct 27, 2017
393
San Diego, CA
I was fortunate enough to get access to the game early and really enjoyed it (the last time I played it was in August of 2000, at NA launch).

My spoiler free thoughts on it here:

 

AuthenticM

Son Altesse Sérénissime
The Fallen
Oct 25, 2017
30,023
very excited to replay this for the first time since like 2006 or so lol.

I will be getting this on PC for the mods. I encourage others to get this version of the game too.
 
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Nairume

Nairume

SaGa Sage
Member
Oct 25, 2017
6,929
It's all good, thank you for letting me know. I much prefer when an OT can get something as in-depth and helpful as this. Since my OTs are typically just for the forgotten games that people might still want to discuss but no one wants to make a thread for (I hate when a news thread becomes an OT because no one wants to make one lol).
Funny thing is that I am surprised I even got this one. I waited a whole week before claiming it because it looked like it was going to be left untouched.
 

PinkSpider

Member
Oct 27, 2017
4,908
Ugh, reviews are mixed. This never came out in the EU and might have to take the hit and hope my PC runs it fine. The PS1 era Final Fantasy games are among my favourite games ever and this is pretty much more of the same.
 

Yunyo

Member
Oct 25, 2017
2,824
One of the most beautiful classic games, really hoping I'll have time to play it in the near future.
 
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Nairume

Nairume

SaGa Sage
Member
Oct 25, 2017
6,929
Oh! Everyone, I just added Dice's incredibly useful character recruitment guide to the OT. It somehow didn't copy over but now it is there!
 

Saphirax

Member
Oct 25, 2017
1,337
I love Chrono Cross. I've beaten the game so many times, but it was ages ago so I'm looking forward to playing it again!
 

J_ToSaveTheDay

Avenger
Oct 25, 2017
18,789
USA
Read this! The music marketing is a mess around this game.



A few thoughts while I'm around:

  • If you're contemplating picking up either the PS4 version or the Switch version, I'd recommend the former. I'm not sure how this runs on PC, but you're going to notice in reviews (including mine, eventually) that frame rate issues are present. Neither console gets off easily, but anecdotally, I've compared what a fellow reviewer experienced on Switch with what I've dealt with on PS4. It really does feel a bit better on the Sony end of the equation.
  • You can't pause during Compass Roulette anymore. Honestly, fuck the world tbh.
  • There are some script cleanups that may go by mostly unnoticed. Many punctuation relics from the PS1 era, for example, have been ousted. I documented one instance here.
  • It's still a superb game, the frame rate stuff honestly didn't bother me much (at least on PS4), and I hope it sells well enough that Square considers reviving the franchise in a more significant way.

Dang, I guess framerate issues for Switch ports aren't super unusual but I kinda didn't expect the graphical enhancements in this game to push the Switch version to framerate instability.

Ah well, that's the version I'm locked in on. I guess I'll just have to deal with it. :(
 

Quinton

Specialist at TheGamer / Reviewer at RPG Site
Member
Oct 25, 2017
17,255
Midgar, With Love
Dang, I guess framerate issues for Switch ports aren't super unusual but I kinda didn't expect the graphical enhancements in this game to push the Switch version to framerate instability.

Ah well, that's the version I'm locked in on. I guess I'll just have to deal with it. :(

I'm sure the inclusion of a fast-forward option should help, at least. I didn't expect to tap into it so much here on PS4, since I was so eager to revisit the original in all its glory. But... damn. It's a godsend, hah.
 
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Nairume

Nairume

SaGa Sage
Member
Oct 25, 2017
6,929
For those who have already had a chance to play it, have any of you spent enough time with Radical Dreamers to see if they made any changes/updates to that?

I have never played this game, nor have I ever really played Chrono Trigger due to being in the UK and therefore allergic to jrpgs according to 90s Square.

Can't wait. Should I play Trigger first in order to inform how much to hate Cross?
It's weird where playing Trigger will help explain some things because there are connections and Cross absolutely continues off of Trigger's biggest remaining narrative thread, but it's also not really that much of a focus. Because only one major cast member has a notable connection to people from Trigger and it isn't your main character, going in blind honestly just puts you right into the mindset of the CC cast of being seemingly disconnected from Trigger's story.
 

J_ToSaveTheDay

Avenger
Oct 25, 2017
18,789
USA
I'm sure the inclusion of a fast-forward option should help, at least. I didn't expect to tap into it so much here on PS4, since I was so eager to revisit the original in all its glory. But... damn. It's a godsend, hah.

Yeah, I've always loved FFXII but I can't play FFXII without Zodiac Age's fast forward anymore. Love that QoL feature in a lot of Square's remasters!
 

TheSix

Member
Nov 1, 2017
1,634
Toronto
I'm sure the inclusion of a fast-forward option should help, at least. I didn't expect to tap into it so much here on PS4, since I was so eager to revisit the original in all its glory. But... damn. It's a godsend, hah.
You don't notice the framerate issues with Fast Forward on. I played the entire game using it and had no issues.
 

Chance Hale

Member
Oct 26, 2017
11,828
Colorado
Having to play with the godawful filter to get the updated character models and fonts is insane. Hopefully quickly fixed on pc
 

Jazzem

Member
Feb 2, 2018
2,680
Amazing amazing opening post, fair play :D This is the kind of game that's super divisive, but those on the positive folks clearly cherish it immensely like OP. Kudos!

Read this! The music marketing is a mess around this game.



A few thoughts while I'm around:

  • If you're contemplating picking up either the PS4 version or the Switch version, I'd recommend the former. I'm not sure how this runs on PC, but you're going to notice in reviews (including mine, eventually) that frame rate issues are present. Neither console gets off easily, but anecdotally, I've compared what a fellow reviewer experienced on Switch with what I've dealt with on PS4. It really does feel a bit better on the Sony end of the equation.
  • You can't pause during Compass Roulette anymore. Honestly, fuck the world tbh.
  • There are some script cleanups that may go by mostly unnoticed. Many punctuation relics from the PS1 era, for example, have been ousted. I documented one instance here.
  • It's still a superb game, the frame rate stuff honestly didn't bother me much (at least on PS4), and I hope it sells well enough that Square considers reviving the franchise in a more significant way.

In regards to the frame rate issues, is that possibly a hold over from the original? I think I'm right in saying the original game was very variable in its frame rate, oscillating a lot in particular in battle

Of course err I wouldn't be terribly surprised if it was a foible of a Square remaster 😅
 
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Quinton

Specialist at TheGamer / Reviewer at RPG Site
Member
Oct 25, 2017
17,255
Midgar, With Love
You don't notice the framerate issues with Fast Forward on. I played the entire game using it and had no issues.

I can't bring myself to use it during trips to settlements and such, so I definitely notice those weird hiccups in specific parts of Termina. :P

Amazing amazing opening post, fair play :D This is the kind of game that's super divisive, but those on the positive folks clearly cherish it immensely like OP. Kudos!



In regards to the frame rate issues, is that possibly a hold over from the original? I think I'm right in saying the original game was very variable in its frame rate, oscillating a lot depending in particular from field to battle

Of course err I wouldn't be terribly surprised if it was a foible of a Square remaster 😅

Oh yeah, the frame rate was always wild, haha. The game definitely pushed the PS1 hard.
 

Yata

Member
Feb 1, 2019
2,961
Spain
I am very mad the battle theme has barely been changed in the remastered soundtrack. It was one of the reasons I never could get through Cross, even as a big Trigger fan.
 

Jazzem

Member
Feb 2, 2018
2,680
I can't bring myself to use it during trips to settlements and such, so I definitely notice those weird hiccups in specific parts of Termina. :P



Oh yeah, the frame rate was always wild, haha. The game definitely pushed the PS1 hard.

Ahah! This has me super curious to see comparisons now and whether the fps is the same between OG and remaster

We may get that as this suggests the remaster may be covered by Digital Foundry:

 

AquaRegia

Member
Oct 25, 2017
1,670
Plan for 1st / 37th Playthrough:

1) Pierre path
2) Sorry Kid, need Glenn
3) Campfire scene, if I remember how to trigger it.
4) Don't abuse the roulette wheel for once.
5) Turnip? Turnip!