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Oct 27, 2017
5,853
Mount Airy, MD
CT was a top-tier game of my childhood, but I'm with you OP. Looking back at it today, I see a lot more flaws than I did then.

And I was one of those weirdos that played and loved Chrono Cross at launch and immediately felt like it was superior to Trigger. That opinion hasn't changed over the years.
 

lightchris

Member
Oct 27, 2017
678
Germany
I agree with many of the points made.
The gameplay is a bit shallow, though to be honest that is true for most JRPGs of that era (..and sometimes later eras too). The story has some missed potential, and the characters in particular could be more nuanced.
It's still a good game obviously, I just didn't enjoy it as much as most people seem to do.

What I don't agree with is that Chrono Cross does a better job overall. It certainly isn't more fun to play in my opinion.
 
Oct 25, 2017
12,192
Op messed up by having a lot of good subjective points but then needing to project their feelings onto the "legacy," influence and reception of the game, which is totally wrong, lol. What jrpg had multiple endings like that then or since?
Star Ocean came one year later and has over forty (or something close to that?) possible endings, with a lot of permutations purely from what you talk and do with your party members without relating to the main plot. Star Ocean 2 has double that number, IIRC.
 

Deleted member 18857

User requested account closure
Banned
Oct 27, 2017
4,083
Ah, fair. But personally, I would not compare it to FM or the Ogre games, since I see strategy as its own thing. For the love of me I can't like or see the greatness (outside of visuals and music) from the SaGa franchise, and while I absolutely love Seiken 3, besides the graphical quality and the branching storyline I would not put it close to CT.

Can't comment on Rudra since I never played it!
Back then, they were all RPGs (even Fire Emblem). Strategy were the super boring Koei's 3 Kingdoms / Nobunaga games boring people played.
Genres were much less defined at the time.

We could create a new scale.
On the continuum of innovation and new idea in RPG were SaGa would be a 10 and DQ a 0, Chrono is a...2? 3 at best?
Not everyone wants to come out of their comfort zone (hence why DQ always sold far too much), so, yeah, Chrono Trigger is definitely not a game for people who wanted new things.

Which RPG at the time was better?
In the west, FF6.
In Japan, dozens.

Ok, an extremely niche series did something first...but what is the reason everyone knows about CT's multiple endings but not smt?
I suppose "everyone" means "everyone in the US". Then the reason is probably because SMT was not released in the US.

SMT was not niche in Japan in 1995. It was one of the biggest series for teenagers.
 
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JCHandsom

Avenger
Nov 3, 2017
4,218
To me videogames are different from books and film though. The written word as a platform changes incredibly slowly. Film special effects move faster, but human acting is another platform that really has been around forever. Videogames take tremendous leaps in what's possible about every 5 years if you're looking at consoles. It's not like criticising a 50 year old actors performance. It's like criticising a 67 mustang for not having seat warmers.

Personally, I'd chalk that up to your degree of familiarity with the medium. There's tons of stylistic and creative difference when it comes to comparing film and literature in a 5-10 year time frame, it only comes across as unchanging to someone less familiar with their respective history. I feel like music would be a better comparison point to illustrate this; I'd say the popular music of Chrono Trigger's time has changed and developed just as much as games have changed and developed from then to now. I'm not talking about technical aspects like 3D, which I feel are largely incidental to a game's quality, but rather about tone, presentation, subject matter, the people making it and the people consuming it, etc.

Because that's what we're ultimately talking about here: artistic quality, not technical polish.
 
Oct 25, 2017
12,192
The non-linearity didn't seem that appealing. I understand using it in the context of time travel, but the actions made inside there were not significant enough than a complex way of making fetch quests happen. Take World of Ruin, the non-linearity offered a way to offer additional stories much beyond what many JRPGs of the time offered in terms of character development, and it was interesting. It also allowed for new things to be done, like the psychedelic dreamscape of Cyan. I didn't see that ambition int he time travel. It could have been much more, but I feel like it only really mattered in the context of Robo's loyalty and frienship. The two dimensions of Cross also felt more interesting, you saw two sides that could be radically different out of one single action, there were definite consequences that I felt were interesting in the context of exploring dimensions/travelign through time.

Of course it's all in the context of someone doing everything, which is most people here. Optional still means I won't get to see the conclusion o fa side quest if I don't do them.
I feel like you are looking at it with today's eyes. In 1995, what other non linear games we had? Sure, CT is no Fallout or Vampire: Bloodlines, but it was a SNES RPG in 1995.

You also are missing the point of it being optional. Of course you are going to miss the conclusion of it, that's what being optional means. Again, which game in 1995 had the balls to put so much background and character development, or entire storylines, behinds missable content while also reinforcing the time travel thematic and giving you freedom to see a completely new conclusion to the story depending on what you did?

Huge sidequests and "hidden lore" is taken for granted these days, but were not case back then.

Edit: Also, I mentioned optional because you complained about the pacing. You can immediately finish the game after reaching the End of Time. Immediately. It gives you a choice of how long you want to wander during its second half.

Back then, they were all RPGs (even Fire Emblem). Strategy were the super boring Koei's 3 Kingdoms / Nobunaga games boring people played.
Genres were much less defined at the time.

We could create a new scale.
On the continuum of innovation and new idea in RPG were SaGa would be a 10 and DQ a 0, Chrono is a...2? 3 at best?
Not everyone wants to come out of their comfort zone (hence why DQ always sold far too much), so, yeah, Chrono Trigger is definitely not a game for people who wanted new things.
I do think CT is a ten on how to represent narrative and themes through mechanics and playable scenarios, but sure, it's a 3 on new mechanics itself. It had skills being learnt separately from levelling, party skills, some minor combat stuff with the AoEs and nothing much.
 
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'3y Kingdom

Member
Oct 27, 2017
4,494
It's not one of my favorites, either, but to use that preference to argue against the fundamental soundness (and yes, greatness) of the game seems misguided. A few points:

Battle System

Yeah, it's not the most complex out there, and certain combinations of techs are so powerful that you'll be tempted to use little else. At the same time, the latter half of the game is hardly easy unless you go out of your way to do all the sidequests, and the player still has to go out of their way to discover all of these tech combinations in order to use and abuse them. The game makes things simple without putting everything on a tee, a balance that I find admirable, even if I ultimately prefer other systems. And to abuse Luminaire in particular, you have to revive Crono - something that technically isn't even required to beat the game! (one of those things that really seems simple only in retrospect or with foreknowledge).

And if we're comparing to Chrono Cross...I'm not the OP has a single leg to stand on. Cross makes its regular battles almost completely pointless, and the bosses aren't exactly tactical masterpieces, either, even compared to Trigger.

Random Encounters

It's true that Chrono Trigger features many random encounters in disguise, and on replays or returns to old areas this can grate a bit. But even the present random encounters are hardly as long-lasting as the OP makes them out to be, and the game overall does a fantastic job minimizing unwanted busy-time.

Backtracking

Now this is a critique I don't understand in the slightest. Chrono Trigger is a game all about traveling through time in order to accomplish the otherwise impossible, and the game's side quests are a part of that. Do they require going back and forth between different eras? Sure...because that's the point of the entire game. The endgame quests are ultimately building upon the same lessons the player has been slowly taught over the course of the story. It would be far more trite and contrary to its core design for the game to streamline side quests in the way the OP seems to suggest.

Pacing

The OP complains about a bunch of different things here that don't really belong together, but I'll focus on the game "faltering" after Magus. Trigger simply does the same thing that FFVI did, which is to open up the game after introducing all the characters and establishing the evil to be overcome. This is a bold move and may not be appreciated by every player, but it is a deliberate design decision executed with care, as with the rest of the game. Plus, the majority of this section of the game is optional, so you can technically skip it if you wish.

Nuance

I don't think it's even necessary to go into this. Others have and will give numerous examples of the game's surprisingly dark themes or moments. Compared to the overt melodrama of Cross, this game seems a masterclass in subtlety.

Revolutionary?

This is a strawmwan. Trigger is most frequently cited as the apotheosis and ultimate refinement of the classic JRPG: evolutionary, rather than revolutionary. Even so, New Game+ and the sustained treatment of time travel might be seen as revolutionary by some critics, and I'd be hard-pressed to argue otherwise.

In short, I disagree, even as someone who doesn't worship the game nearly as much as most. Your willingness to write up your arguments at length is very much appreciated, though.
 
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Flame Lord

Member
Oct 26, 2017
2,796
That's disappointing to hear. I've been trying to play some older JRPGs and some of the ones I've played, which seemed to be looked on pretty fondly, were a bit... Simple. I guess that's to expect but some games (Xenogears for example) has interesting stories to hold my attention. I'll still give a try someday though.
 

NathanS

Member
Dec 5, 2017
450
The same reason people still talk about and even criticize old films, books, plays, etc.

Criticism is not about constructing the definitive "best of/worst of" list and leaving it at that, it's about enagaging with the work and understanding it in different contexts, and more importantly it's about contributing to the greater dialogue of what makes something great or not. In this case what makes a game, or more specifically a JRPG, great?

But his is also not what cristim is. Lookijng at old works is less "I think thing is not as good as others, here list of reasons." and more "Here is an interesting way look at this work and give us another way to understand it place in history or the themes its dealing with." To be honest OP's approach is the cinema sin approach to criticism.
 

bionic77

Member
Oct 25, 2017
30,888
I mean Chrono Trigger is just a masterpiece of a game. The pacing, the art, the speed of the game, the story and the characters. Each one is done so well and they all work together to make a game that feels effortless.

It is just such a fun game. You feel good after playing it. And its probably the only rpg that I always go back to. I buy it on every platform it comes out on, and with the exception of on iPhone, it always captures me and I always end up finishing it.
 

Zen Hero

Member
Oct 25, 2017
5,629
Thanks for the write-up OP. You pretty thoroughly covered a lot of the reasons why I don't think Chrono Trigger is all that great, myself.

For me the biggest issue is one you pointed out, that the battle system is far too simple. Myself, my favorite kinds of RPGs are ones with really rich and deep customization systems, stuff like Etrian Odyssey and Bravely Default, where you can spend hours coming up with new and creative party configurations. Chrono Trigger never even attempts to do anything like that, and so it will never be high up on my list of favorites.
 
Oct 26, 2017
413
I agree with the OP about Magus' castle being the high point of the game. I always felt the game, outside of Zeal, loses a lot of the steam it builds up once you get through that part. Last time I played I just straight-up lost interest and quit playing after the Ocean Palace.
 

Aters

Banned
Oct 26, 2017
7,948
I feel like you are looking at it with today's eyes. In 1995, what other non linear games we had? Sure, CT is no Fallout or Vampire: Bloodlines, but it was a SNES RPG in 1995.
I think FFIV already has option hidden side quests, FFVI even has optional party members. Those old games are quite linear in today's standard, yes. But there were still games like Metal Max that brought open world to the table.
 

Deleted member 18407

User requested account closure
Banned
Oct 27, 2017
3,607
It's a fine game overall but man oh man is it overrated. I've played it and enjoyed it but won't ever understand the immense praise it gets. It's nowhere near the greatest RPG of all time.
 
OP
OP
Dreamboum

Dreamboum

Member
Oct 28, 2017
22,853
But his is also not what cristim is. Lookijng at old works is less "I think thing is not as good as others, here list of reasons." and more "Here is an interesting way look at this work and give us another way to understand it place in history or the themes its dealing with." To be honest OP's approach is the cinema sin approach to criticism.

Are you kidding me ? I literally took the time to compare it among its contemporaries. I didn't compare it to Final Fantasy XV, it wouldn't even make sense.

There is nothing about the medium in 1995 that justifies my grievances with the game. I don't dislike some of its elements because of the time, but precisely because it was released in 1995 and it could have been much more than it was at that time.

I'm not saying "haha i don't like silent protagonist *ding*" or making roundabout ways of making fun of the game because of this and that. I'm explaining why there were some things that I felt didn't work as well as it should have been, which is the polar opposite of cinemasins. In no way I am making fun of the game.

Honestly, so many reactions is like "it was like this at the time !" and it's simply untrue.
 
Oct 25, 2017
12,192
I think FFIV already has option hidden side quests, FFVI even has optional party members. Those old games are quite linear in today's standard, yes. But there were still games like Metal Max that brought open world to the table.
I don't think either FFs come close to the scale CT does it, and even if you disagree, that is an incredible small amount of games doing it anyway that furthers the point if you read the following paragraphs on my post.
 

bionic77

Member
Oct 25, 2017
30,888
I don't think either FFs come close to the scale CT does it, and even if you disagree, that is an incredible small amount of games doing it anyway that furthers the point if you read the following paragraphs on my post.
Really?

I feel like the scale in FF4 and 6 is way bigger than in CT.

I like CT more than those games (and I really, really love those games, especially FF6) but CT just feels so tight and complete in a way few rpgs or honestly even most games ever do.
 

NathanS

Member
Dec 5, 2017
450
Are you kidding me ? I literally took the time to compare it among its contemporaries. I didn't compare it to Final Fantasy XV, it wouldn't even make sense.

There is nothing about the medium in 1995 that justifies my grievances with the game. I don't dislike some of its elements because of the time, but precisely because it was released in 1995 and it could have been much more than it was at that time.

I'm not saying "haha i don't like silent protagonist *ding*" or making roundabout ways of making fun of the game because of this and that. I'm explaining why there were some things that I felt didn't work as well as it should have been, which is the polar opposite of cinemasins. In no way I am making fun of the game.

Honestly, so many reactions is like "it was like this at the time !" and it's simply untrue.

It still dull surface level observations that are meaningless. "I don't like this thing, but see other game had thing I DO like" is not meaningful criticism. Meaningful criticism is digging deep. What is the overall impact of the simple combat? Does it shift focus to other elements? How does it set up the difference in normal fights vs boss fights? How does the combat inform charterer? How does it not do any of that? Quick test for if you have something even approaching meaningful critical discourse, do you have a thesis statement? (and no a thing is not as good as others say is not a thesis statement)

So much of nerds trying to do critical discourse is them trying to reverse engineering it from reviews, and that does not work.
 

ZhugeEX

Senior Analyst at Niko Partners
Verified
Oct 24, 2017
3,099
If I'd have seen this thread earlier I would have updated the title then to avoid all the drive by comments on the first page.
 

Gankzymcfly

Banned
Nov 1, 2017
643
And this one isn't just "I agree that thing is bad?"

I mean if you didn't read my post, or OP's post and just pulled shit out of your ass, i could see how you would arrive at that conclusion... Additionally can you provide a quote for when i said the game was "bad" because i only remember saying I "loved" it. I went into detail about how i played the game a few months ago, enjoyed it, feel its current status is overrated and that it did nothing to impact the genre as a whole....not sure how one sums that up as "i agree that thing is bad". Especially considering OP and myself have both objectively agreed that the game is not bad...(pretty sure the word OP used to describe CT, was "perfect"). Curious if you actually read beyond the first sentence prior to shit posting?
 
Oct 25, 2017
12,192
Really?

I feel like the scale in FF4 and 6 is way bigger than in CT.

I like CT more than those games (and I really, really love those games, especially FF6) but CT just feels so tight and complete in a way few rpgs or honestly even most games ever do.
I am referring to the scale in which it uses optional content to tell stories and how it affects its design. Lemme grab a couple quotes from Reverse Design:

A decade before anyone was writing about "ludonarrative dissonance" the designers of Chrono Trigger had confronted the problem, worked it through, and deliberately used it as a resource. Because they expected players to simply overlook the (seemingly) inevitable disconnect between story and gameplay, the Chrono Trigger team decided they could manipulate the player through this expectation. Right up until the jaws of tragic defeat snap shut on the main character, the player expects something different. But then, as players are handed the sad answer that fate is inescapable, they get a second answer: that the tragedies of history can be averted, after all. The gameplay becomes harmonious with the plot, and we have a comedy that follows and undoes the tragedy before it. That's the real genius of Chrono Trigger: it can offer us two different answers to its central thematic question--it can show us two different but equally persuasive worlds, and that it can do it both through story and through gameplay. The reason that Chrono Trigger can do all of this is because Chrono Trigger is really two different games.

Those two games are what we'll refer to as the Tragedy of the Entity, and the Comedy of the Sages.

The first game, the Tragedy of the Entity, is a guided tour of the tragic history of the planet and its many eradicated inhabitants; it takes place across the first 13--very linear--quests. This game is tragic in the colloquial sense of the term; it's a sad and affecting story. It's also tragic in the classical sense of the term; the hero of the story is propelled by a tragic flaw towards his inevitable doom. What makes Chrono Trigger interesting, in this regard, is that the Crono's tragic flaw--and really his only characteristic at all--is that he's the hero, and player avatar, in a videogame where the objective is defeating an overpowering evil. Really, he has no choice; it is his destiny to face the monster, whether he can defeat it or not. The only real difference is that in the case where he cannot defeat said monster, instead of a game over screen and a reset button, the stakes of his loss (specifically, at the Ocean Palace in quest 12) are carried out in the story of the game; that is the reason Crono dies. Of course, we'll dig deeper into this as we go.

The problem with this kind of tragic inevitability is that while readers, viewers and listeners are accustomed to the feeling of powerlessness that a tragedy instills, gamers and players are most certainly not. In order to keep players engaged without compromising their vision of a tragic story, Chrono Trigger's designers set about continually deceiving and surprising the player using various methods. If the players are always a little bit off-balance, they won't realize the oncoming tragedy until they're already hooked. The moment of triumph for the designers is when the tragedy seems at once surprising and inevitable. This takes more than just good writing, however; it also takes very clever use of the aspect that makes videogames unique: gameplay. [...]

The great trick of the Tragedy of the Entity is that in one language it tells players that they are victorious: they win battles, collect items, level up, jump through time. But in another language it tells them--subtly--that everything they're doing is actually meaningless (to say nothing of entirely linear). At almost every turn the party's efforts to change the past are blown away by Lavos, who warps history to suit himself instead. The player really ought to have realized that the inevitable showdown with Lavos might not go so well for them. But the player doesn't realize this, because the game keeps him off balance, using a variety of gameplay and story techniques. By the time the player figures it out, it's already too late. The feeling that the party's defeat was inevitable breaks on the player as a grim and surprising realization.

The second game that makes up the content of Chrono Trigger is the Comedy of the Sages, which begins at Death Peak. This is a comedy in the classical sense of the word, a dramatic work with a (reasonably) happy ending. Specifically, the Comedy of the Sages is a comedy of intervention, a kind of comedy with a long historical tradition. In a comedy of intervention, the dramatic action comes close to tragedy, but the characters are saved by a concerned outsider. Everything from Euripides' Alcestis to Shakespeare's Much Ado about Nothing are comedies of intervention. Part of the deceptive nature of Chrono Trigger is that the comedy of intervention begins only after the tragedy is complete. That's the beauty of time travel, after all. (And it bears a lot of comparisons to another irregular, time-travelling comedy of intervention, Back to the Future.)

The remarkable thing about Chrono Trigger's game design is that the intervention--by the three Gurus of Zeal--not only changes the tone of the story but also changes the style of the gameplay. During the Tragedy of the Entity, the game was almost entirely linear. The party moved from point to point and era to era with hardly any alternatives at all. During the Comedy of the Sages, thanks to Balthasar's time machine and Gaspar's vision of the various helpful quests, it's possible to move freely through time, tackling the quests in any order that the player wishes. Moreover, the style of the quests changes. Previously, all quests were, more or less, a direct attempt to find and defeat Lavos or his alleged creator, Magus. Those quests were mostly map-town-dungeon-portal, map-town-dungeon-portal, and so on. The results of those quests were historically insignificant; the player changed nothing from one era to the next. In the second game, the quests are not about destroying Lavos but about helping more minor bystanders, usually people who are connected to a party member somehow. The quests break the earlier cycle, and can often be short and involve lots of time travel puzzles. And the best part is that those quests have real, tangible historical impact.
 

Virdix

Member
Oct 27, 2017
137
* *The battle system is too simple*

How complex do you need a battle system for the kind of JRPG it is in the era it came out? Even today, CT's battle system is more complex than a Dragon's Quest game. I think the issue here is that it is a rather easy game.

* *The lack of random encounters isn't really fixing the issue*

This was rather big at the time actually. Random battles were a big detriment those not as versed with the genre. It made CT very accessible. Once you're overpowered, why even fight? What's the incentive?

* *Backtracking is fierce*

Not really backtracking here since these are optional quests. And backtracking is part of the the time travel mechanic. It doesn't feel like backtracking really. You feel like you're affecting time itself. A key conceit of the game.

* *It kinda falters half-way through*

Some of the most wide open areas are mid game and above. You lose your main character, gain a new ally, if you want to, and tons of rather fun quests open up, including some rather heart warming ones, like Lucca and Robo.

* *The story hardly has any nuance*

Really? Magus's redemption. Lucca's story with her mother. Marle's attachment to Chrono. Robo disavowing his creator for the greater good.

* *It's not the revolution of the genre*

I would say the whole new game plus thing is a huge one. I don't remember time travel being done in a JRPG this well along how the endings were handled. You needed NG+. Heck NG+ became a thing after CT in many genres. I mean, God of War 2018 has it.

But CT is not going to be everyone. It's a lauded game for sure and I enjoyed reading your OP.

I agree with this post.

I played Chrono Trigger for the first time 3 months ago (I'm 24). It was an absolute delight to play. Just wanted to add a non nostalgia infused perspective.

I typed up a longer response and locked my phone screen just for Twitter to close out the link. That's what I get for not opening in Chrome.
 

ZangBa

Member
Oct 25, 2017
2,040
I think it's a great game but not at all revolutionary or anything crazy like that, simply a solid JRPG. FFV is the real winner in that era, and its battle system lives on to forever be fiddled with. I always liked Cross better, it's such a unique game.
 

lowlifelenny

Member
Oct 27, 2017
1,408
It's waaaaaay overrated.

It is.

I finally got round to playing through it in the mid '00s and, despite being a huge RPG fan, and despite sort of pleasantly, effortlessly bumbling my way through, my memory of the experience remains an indifferent mush. I look at YouTube videos of CT and I have no desire whatsoever to return to it for a reappraisal. There's not one character, location, battle, or story beat which sparks my interest. By contrast simply hearing a great track from one of the many RPGs I do love can have me itching to replay it.

It's very polished and very pretty, but to me ultimately the very definition of vanilla, which is all the more disappointing considering the talent behind it.

Also regarding the FFVII/CT race going on in this thread, I'd back FVII's horse any day.
 
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OP
OP
Dreamboum

Dreamboum

Member
Oct 28, 2017
22,853
It still dull surface level observations that are meaningless. "I don't like this thing, but see other game had thing I DO like" is not meaningful criticism. Meaningful criticism is digging deep. What is the overall impact of the simple combat? Does it shift focus to other elements? How does it set up the difference in normal fights vs boss fights? How does the combat inform charterer? How does it not do any of that? Quick test for if you have something even approaching meaningful critical discourse, do you have a thesis statement? (and no a thing is not as good as others say is not a thesis statement)

So much of nerds trying to do critical discourse is them trying to reverse engineering it from reviews, and that does not work.

I think you have a huge issue in understanding the difference between an analysis and an opinion piece.

Not only that but I directly observed my issue with how it creates a lack of challenge and a reliance on a small pool of skills needed to get through the game. I also observed how it relates to my need of running away from enemies as a result and being denied this option by the game many times.

Comparing X with Y is not a sin, it puts into context the way a game is designed and how its differences creates two different experiences. You're just reading what you want to read and make a vacuous statement out of it.
 

Gentlemen

Member
Oct 25, 2017
9,508
If I'd have seen this thread earlier I would have updated the title then to avoid all the drive by comments on the first page.
I dunno if a more generic title would have stopped people from driving by with shitposts. The entire first page avalanche of people racing to make crappy threadwhining one-liners makes me never want to return to gaming side.
 

ZhugeEX

Senior Analyst at Niko Partners
Verified
Oct 24, 2017
3,099
I dunno if a more generic title would have stopped people from driving by with shitposts. The entire first page avalanche of people racing to make crappy threadwhining one-liners makes me never want to return to gaming side.

From what I've noticed the title does make a difference a lot of the time. Which is a shame, because an opinion shouldn't lead to such a strong reaction.

Some posts on the first page have been actioned so hopefully we see less of this going forward.
 

demondance

Member
Oct 27, 2017
3,808
I love Chrono Trigger in part because of some of the complaints in the OP. It's a simple game, with a simple story, and simple gameplay, that executes all of those things incredibly well in a smaller than average space for the genre.

It's like the very best slice of JRPG comfort food there is, lacking in the glaring flaws that haunt some of the bigger and more daring games from the same generation.

I'm usually drawn to much more complex RPGs, so for me CT holds up as the best example I enjoy returning to from the opposite pole of the genre.

Like, I recognize that the SNES SMT games were way more innovative and creative and probably better overall, and I love them. Would I play them once a year? Nah, not really, because they require much more attention and time investment. I value my time with them immensely, of course.

And on the other hand, most unmemorable easy JRPGs are just not even worth finishing the first time. CT is a great game to go back to often, with just enough "there" there to enjoy.
 
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Dogui

Member
Oct 28, 2017
8,791
Brazil
I think it's sorta sad how some people tries to bring games like Chrono Trigger, FFVII, Ocarina of Time, Super Metroid etc to a untouchable holy flawless status where nobody is allowed to dislike them, or even thinking they're not the best game in the universe.

Anyway, i agree with a lot of OP's points. I think the encounter system in CT is brilliant tho, in the way every enemy act sorta different and creates a feeling of unpredictability, while even nowadays enemies in JRPGs just stand there to be dodged or engaged in dungeons. Of course it feels repetitive if you walk in the same dungeons multiple times since everything is scripted, but it's always impressive the first time. Forced battles seems like a necessary evil to not let the player be too weak, maybe? It gets annoying some times but i think these are really well placed.

I also think that CT's pacing is good enough to not make the backtracking boring, tho i rarely waste much time on sidequests, so yeah.

But yeah, plot wise it's nothing to write home about, and character development is pretty weak overall, in comparison with stuff like FFVI, TO or BoFII. I always forget that both Lunar games were released before CT as well, but i never played the original versions, to compare. i should do that someday.

I have a lot of problems with CC, in the way the plot and overall progression always felt like a giant clusterfuck, but i need to replay this some time. I never actually got any okay ending since i never figured that color puzzle in the final boss, so there's a lot of stuff i may have lost haha
 
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Elliott

Member
Oct 25, 2017
3,471
Do you think we'll ever see a switch port or am I better off just seeking out the DS version?
 

EVA UNIT 01

Member
Oct 27, 2017
6,729
CA
Cross was good, but it had the problem of being a sequel to Chrono Cross without the same visionaries at the helm. No Toriyama art, no Horii, and so on. So it was doomed from then. Game was highly rated at the time as well, however.

I judge it as a standalone game. The callbacks to CT were done incredibly dumb from a story perspective. It kills the whimsy and wonder of that cast.

Agree to disagree.
Loved the tie ins and call backs.
To each his own
 

Rutger

Member
Oct 25, 2017
9,248
Are you kidding me ? I literally took the time to compare it among its contemporaries.
Comparing your post to cinema sins was ridiculous.

But I wouldn't say you mainly compared CT to its contemporaries in your first post. I'd say comparisons to Cross are the most common.

Let me start by saying that I prefer Trigger, and don't really care for Cross.
I actually agree that Trigger's gameplay is not its strongest point. Though if I compared it with FFVI then I like CT over it, because while it can be broken down to using the best spell, the existence of dual and triple techs make party building more interesting to me than giving characters the same spellset through espers.

The way enemies and backtracking work don't bother, and I don't have much to say about them.

I disagree about the game's pacing. I personally think CT is tightly paced and there's no moment I dislike.

So the story. CT is indeed a simple story, meant to be fun more than it is trying to break boundaries. Here it sounds like you want Trigger to be like Cross, and with a comment like
and I think Masato Kato really built something very strong that seems to have never developed because Horii/Sakaguchi must have felt that it should remain simple and easy to follow.
It sounds like you think Kato was held back.
But for me, I end up feeling the opposite. I feel that the team that built Trigger are the reason behind the game being something I love as much as I do, and it's them splitting up that ends up making Cross not hit that same spot.

For me, Cross' story wasn't satisfying. Kato didn't just make something that was completely its own thing(which I would have preferred to a direct Trigger sequel, personally), he instead went back to the events of Trigger and took apart the magic, wanting to explain so much more(something I might not have been completely against, but I feel by largely ignoring the older characters for new ones, it ends up lacking the impact it could have had).

But the thing is, I do get it. If someone finds Cross to be the more engaging game, then I can easily see how Trigger wouldn't hold up as well. These two games are so different, and in a way both end up being some of the best representations of the genre in the era they were made.
 

entremet

You wouldn't toast a NES cartridge
Member
Oct 26, 2017
60,010
Youll never convonce me as such. ¯\_(ツ)_/¯
But i respect the opinion.
So what do you think about the complete tonal shift? I think Cross is great btw. But when I first played you had all these callbacks to the earlier story and characters, such as the ghosts, and such, but it never felt quite right.

I personally wish they took the FF approach and just went completely different universe.

Because throughout the game, you're thinking is this guy Magus? Is this Ayla's daughter? Etc. Doesn't help that the storyline is connected to Trigger.
 

lunarworks

Member
Oct 25, 2017
22,127
Toronto
That's disappointing to hear. I've been trying to play some older JRPGs and some of the ones I've played, which seemed to be looked on pretty fondly, were a bit... Simple. I guess that's to expect but some games (Xenogears for example) has interesting stories to hold my attention. I'll still give a try someday though.
Xenogears, for all its development-related flaws, is a better game than Chrono Trigger. It's linear as hell, but it has a fun battle system and an engaging story.
 

Leo

Member
Oct 27, 2017
8,554
I never liked Chrono Trigger all that much either. It just doesn't seem that special for me. I mean, you can SEE that the level of production that went into it is definitely the finest you could have at the time, but that didn't necessarily translate into an equal level of gaming enjoyment, at least for me. I like stuff like FFVI or DQV much better.

It's a very good game because it obviously had so much effort put into it and the best staff a game could have, but it's not a godlike experience like most would make you believe.
 
Nov 1, 2017
1,380
I think Chrono Trigger is a very polished and fun game, it's easily one of the best representations of the JRPG's from that era. That said I also don't hold it at a holy grail status that a lot of people do. I do agree that backtracking is annoying and I feel like it did loose some magic halfway through. It's a little unfair to knock it for it's combat though because at worst it was par for the course when it comes to the genre, the simplicity of the story isn't something I see as detracting from the experience either.

Do you think we'll ever see a switch port or am I better off just seeking out the DS version?
I wouldn't be surprised if we eventually see a port but from what I hear the PC version is quite good now.
 

Force_XXI

Member
Oct 29, 2017
2,188
Played Chrono Trigger the day it came out in the US when I was 11 years old

IT WAS AMAZING

You'll never feel that euphoria, it's all mine
 

SlasherMcGirk

Member
Oct 27, 2017
3,617
Cincinnati
Chrono Trigger is my favorite game of all time and I greatly disagree with you OP but the way some people have acted on your post is wrong. You can take that stance if you want. I don't belittle people when they say they don't like Cross and complain about it. I do agree with the flaw that the game is too easy. It's really the only complaint from me.
 

AzureFlame

Member
Oct 30, 2017
4,253
Kuwait
I consider Chrono Trigger & Chrono Cross among the best games ever made to this day.

Imagination, music, art.

otherworldly beauty.