Chrono Cross: a mess of unimpressive gameplay and laughably bad storytelling

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Wednesday, January 25, 2012

SPOILER ALERT. You've been warned.

Hindsight is 20/20, but in Chrono Cross's case, so is plain vanilla "sight." Even on release, as the title earned critical acclaim and mountains of praise, any thoughtful analysis of its combat system and pointlessly meandering narrative reveals a lackluster but very pretty game. Said prettiness, along with being the sequel to the beloved -- and mad overrated -- SNES hit Chrono Trigger ensured Chrono Cross its place in the hearts of JRPG lovers anywhere. Too bad it doesn't even remotely deserve it.

Insert bad pun about Guile's theme being uplifting. Did you know Guile may or may not be Magus? Yeah, I don't care either.

Contrary to popular apologist defensiveness, Chrono Cross's cringe-worthy story isn't terribly difficult to follow or understand; just needlessly complex and a mouthful to explain.

Remember Belthasar, one of three Zeal wise men who was transported to the post-apocalyptic future during the Ocean Palace incident? Well, thanks to the efforts of Crono, Lucca, Frog, and company, he found himself in the Lavos-free future, where he used the advanced technology at his disposal to learn that Lavos wasn't actually destroyed, just banished to the nothingness beyond time's flow. Schala, Zeal's princess and Magus's older/younger sister, was taken to that nothingness herself, and soon Lavos started "merging" with her, somehow creating the "Time Devourer," a creature capable of devouring space-time.

Belthasar, who you may remember created the Epoch from the last game, created an artificial archipelago called El Nido, with a technological institute called Chronopolis at the center. Designing it to engineer a "time crash" in 2400 AD, Belthasar takes another Epoch to 1020 AD, to see El Nido now existing in the world. Said time crash propelled El Nido and Chronopolis backwards in time to 12,000 BC, the time of Zeal, all with the intention of, circa 1020 AD, empowering Chrono Cross's main character Serge to free Schala from Lavos's grasp. But the planet -- or Lavos, I don't know -- brought Dinopolis, an alternate reality Dragonion city -- the Dragonions being Reptite descendants in an alternate reality where Azala won -- to the "regular reality" to act as NO MORE STOP IT AAAARGH MY BRAIN GAWD.

Storytelling 101: less is more. Poorly applied ambiguity and unnecessary complexity runs rampant in wildly overrated Japanese writer Masato Kato's works, from Chrono Cross to Xenogears to the recent waste of 18 hours of my life known as Sands of Destruction. When used correctly (see: Inception), ambiguity fleshes out a narrative, adding intrigue and promoting thoughtful interpretation. When used incorrectly, as is the case in Chrono Cross, it serves merely to mask a writer's inability to form coherent, compelling characters and settings.

The whole story comes across as Kato's ego trying to take ownership of the Chrono series, something he's wanted since he penned the era of Zeal in the original game. Chrono Trigger's various eras were written by different authors, and apparently development of the game was a mess. It feels as much when played through, if one pays attention, but even so, Zeal is where the tale throws you a curve ball. What started as the story of a boy and his friends accidentally discovering the far off apocalypse and meeting allies across the ages becomes a fuzzy haze once 12,000 BC comes into play. Kato didn't want to change his part of the story, which eventually led to him being credited as Trigger's scenario writer and Zeal being infused into every era, dominating the story from beginning to end.

Chrono Cross continues it. Everything about this game's story is Kato reminding you that Zeal was his favorite pet; the entire story serves to tie up a Zeal-based loose end. Which in and of itself isn't wrong, if the concept were handed off to someone with a much better idea of how to write and implement this sort of story, and given free reign to chop away the abundant bloat. Oh, and there's no shortage of bloat: 44 party members, only two important to the story, and of those two, one spends more than half of the game in the main villain's body and the other is just absent.

Serge may or may not be any of the following: the Chrono Trigger, the Arbiter of Time, the cause of Lavos's (re-)emergence in 1999 AD, his own father. I'd look perplexed too.

But that hypothetical scenario crafter was never contacted. Instead we get a story that's slightly worse than high school fanfiction, using tangents and virtual smoke and mirrors to mystify the audience, hoping it will fool them into believing they're watching the stuff of high art. It's apparently attractive bait, if the critical reception and fond memories of Chrono Cross to this very day are any indication.

Despite all this, solid gameplay can overcome even the most ludicrously horrible of plots, right? Surely, Chrono Cross learned a lesson from its predecessor, incorporating scripted, unconventional boss encounters and the massively fun dual/triple tech system, yes? Nope; Chrono Cross's combat system is almost as pointlessly puzzling as the story. It tried to be about strategic use of stamina, forcing the player to use accurate but weak attacks in order to build accuracy for heavier hits and the resources to use "elements" -- spells and abilities forming the cornerstone of a customizable skill system. Every character has an innate elemental color, one of six, and is better suited towards using elements of that color. Dual and triple techs are rare, and with 44 characters it's frustrating to find out what few elements lead into those combinations without a trip to Google.

Unfortunately, it ends up being unintuitive and the not-in-the-good-way sort of challenging, forcing players to either irritatingly study the various entwined mechanics or just grind their way to overlevelling content and physically attacking their way to victory. When things work out, they feel good; when the Dragon God, who may or may not be the Time Devourer -- excuse me as I smash my face into a wall repeatedly -- shifted to the elemental color blue, the red-aligned X-Strike hit him for impressive four figure damage that admittedly got a laugh out of me. Every other time, it's a chore. Especially if you accidently choose the Run Away option, which works in every fight (resetting boss health) and doesn't prompt for confirmation.

Take that! You better hope I accidentally flee for my life after, scum who may or may not be relevant to the overall plot!

Managing 44 characters is no picnic. Since your active battling party consists of three characters, avoiding excessive micromanagement involves picking your three favorites, sticking only to them, and hoping the story doesn't take them away from you.

Not much more needs to be said. The game is visually beautiful, showing off PSX potential, and features a hauntingly lovely Celtic-ish soundtrack. Cutscenes are pretty affairs, and indeed comprise some of Chrono Cross's least irritating moments. Memorable ones include Serge, in Lynx's body, roaring in grief when now-fake Serge stabs Kid, and the entirety of the area called The Dead Sea, a mishmash of the bad future areas in 2300 AD from Chrono Trigger.

But looking good and sounding good, that's just not enough. Gameplay matters most; Chrono Cross handles this ineptly, turning interesting ideas into a convoluted mess. Such a story-driven game needs way more competent scenario writers and world/character crafters than Masato Kato, whose application of ambiguity, and overall storytelling ability, is laughably amateurish. As a sequel to the overhyped-but-still-good Chrono Trigger, Chrono Cross fails to deliver.

That it claims so much undeserved love and respect is unfortunate... and a little troubling.

(Screenshots from IGN's archive.)

 
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Comments (21)
230340423
January 25, 2012

Nice recap. CC's story hurts my brain, too. :)

Do you know about the game's previous incarnation, known as Radical Dreamers? It was a title for the little-known Satellaview add-on to the Super Famicom in Japan. If you don't know the details (or even if you do), I highly recommend 1UP's Retronauts episode on Radical Dreams/Chrono Cross: http://www.1up.com/do/blogEntry?publicUserId=5379721&bId=8956371

Pict0079-web
January 25, 2012

I thought Radical Dreamers was more acceptable than the ambivalent conundrum of Chrono Cross. I still didn't like it, but at least the script was bearable.

One of my friends liked Chrono Cross, but I really didn't understand why I was playing this game. If anything, it really didn't need all those Chrono Trigger references that led nowhere. I was fine with just Serge, Kid and that cat thing. Ugh...

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January 25, 2012

Many thanks, Layton. I'll take a look.

EDIT - I realize I didn't answer your question. Yes, I knew of Radical Dreamers, though I never played it. A once-devout Chrono fanatic, I kept abreast of Chrono history (and Masato Kato dislike).

Though I'm still thankful for the link!

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January 25, 2012

I've read a ton about Radical Dreamers, so Chrono Cross makes a bit more sense (I've also read a lot of story stuff not included in the U.S. version but quoted from the developers), but the story and execution is still so damn messy and stupid after Chrono Trigger's greatness.

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January 25, 2012

I thought the preachy environmentalism got kinda annoying. Otherwise, I really enjoyed the character development.

Pict0079-web
January 25, 2012

It was actually a pretty good game at the time. I just have trouble reflecting on it, because the scriptwriter seemed to find nearly every bad excuse to extend the storyline in the second half.

Chrono Cross actually had decent backstories for most of the characters. I think what bothers most people is that none of them are as dramatic as the one between Serge and Kid.

And yes, that stupefying "save the environment" section was very preachy. Heck, the message doesn't even follow through, because the environment is safe in the alternate dimension. I guess that just shows the insanity of Squaresoft's dimensional space/time concepts back in the days.

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January 25, 2012

The Accacia Dragoons (hope I'm spelling that right) seemed to have the most backstory and potential for growth, potential not entirely realized. I think the game should have just been about THEM.

Lolface
January 25, 2012

I loved Chrono Cross when it was released. LOVED it. I was one of those guys who went on message boards and endlessly debated whether or not Harle was in fact another version of Kid from the world Dinopolis came from.

Then I grew up and realized how stupid the story was.

First of all, they killed off Crono, Marle, and Luca for no good goddamn reason. Oh, but some random guy got a hold of Masamune and went crazy, and his malice filled the sword, so now anyone who touches it goes crazy too. That doesn't make any goddamn sense. I'm barely on board with the Masamune being a sword inhabitted by two magical fat guys, so the idea that the sword can empower some random dude to go all crazy put intangible emotions into a sword is just ri-goddamn-diculous.

Second, there too many characters. Having over 40 characters kills characterization. Sure, they were all unique and had their own back stories, but once they joined the group, they just became blank. The way the game worked was that the characters in your group would talk during conversations (or are we calling them cutscenes?), but they would all say the same thing. So, no matter what your party configuration was, the same words would appear on screen, though slightly altered to give the appearence of an accent.

Also, the characters themselves were ridiculous. There was a 9-year-old girl (Marcy) who was a general in an army.

I'm actually getting kind of angry when thinking about this. Which is kind of weird, because I still like Chrono Cross, even if it makes no sense.

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January 25, 2012

Word. Totally agree.

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January 27, 2012

 

God, I love Chrono Cross.

Though I grew up with the SNES, I never really got into RPGs until my brother and I bought a PS1. We rented Final Fantasy 9 and were completely transfixed. Soon after, I grabbed Final Fantasy 7 and 8, but I remember catching Chrono Cross out of the corner of my eye one night at Blockbuster. From the moment I watched the opening FMV, I was hooked. The atmosphere of Cross was unlike anything I’d experienced before in games. The music blew me away, I adored Serge and Kid, and the battle system (no random encounters!) was a welcome departure from the ATB system I’d grown accustomed to in Final Fantasy.

I even revisited the game about a year ago after finally playing Trigger on the DS. (Yes, I’m one of those weird people that played Cross first.) I saw its issues, such as too many characters, fairly useless triple techs and summons, and an overwrought storyline. Still, I couldn't help but love it.  I’m sure it helps that the battle system isn’t an issue for me. I’ll always remember entering the Dead Sea, transforming into Lynx, transferring between two worlds for the first time, and the boss fight with Miguel.

Through the years though, I've notice just how polarizing the game has become. At the time, I remember the game being a critical darling while completely splitting fans. I can totally understand the hate, especially after completing the excellent Trigger. To this day, though, I still pray for a sequel to my second favorite game of all time.

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January 27, 2012

I don't recall this game getting a lot of love at the time of its release. It seemed to get a lot of vitriol for its translation and from Chrono Trigger fans that didn't think it was up to that game's standards.

Also, Grinding? I don't remember there really being a good way to grind in the game, I thought your levels were ultimately dependant on where you were in the story and how many bosses you had defeated, rather than how many rank and file enemies you defeated? it's been over 10 years since I played this though.

I always chalked a lot of the bad narrative up to the fact that we're missing an entire story-heavy game from the series... The recruitment system always annoyed me, but I really enjoyed the battle mechanic of only being able to use each skill a very limited number of times in the battle, and requiring you to build up to those skills through normal attacks. I hardly used the field color mechanics at all. My main focus on RPGs is novel battle systems though, which is why my favorites are things like Grandia and Mana Khemia.

Default_picture
January 27, 2012

Boss stars, the "levels" earned by defeating bosses, unlocked your various techs (e.g., Serge gets Luminaire after a certain amount of boss stars). However, you could still fight lots of random battles and watch your stats gradually improve.

Or you could craft the one Black-elemental absorbing armor, slap it on Serge (who will be in Lynx's body at the time), go fight Dario the MOMENT the option opens up, hit him with White-elemental attacks to force the Black-elemental Lightning Rod counter, laugh as Lynx/Serge absorbs it, and slowly kill him.

Then the Mastermune, obtained well before the designers truly intended you to have it, makes short work of the rest of the game. >:)

EDIT - Also, yes, I like Grandia's battle system. What I don't like is how easy the games get. I think I took single digit damage in every fight of the first game's second disc.

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January 27, 2012

That explains it I guess. I didn't realize the stats were going up, so I didn't bother grinding at all in Chrono Cross.

I actually played Grandia 2 first, and I think Grandia 3's the best iteration of the battle system. I didn't find the challenge leveling off in G3 at all through the ending of the game. (The story is way too campy in G3, but it deals with airplanes so I could forgive it. :)

Grandia Extreme was a bit of a revelation though... You CAN actually have too much of the very best battle system ever to come from Japan...

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January 27, 2012

I just remember the guy who attacked by the music notes from his guitar. Remember the guy that attacked enemies by playing his guitar? I remember seeing that for the first time; I thought, "WTF is this? Is he killing enemies by playing his guitar???"

That was the worst ever.

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January 28, 2012

I loved Chrono Cross' story and hated Inception's. I also disagree with the notion that a story has to be written in a formulaic way. Many of the people who complained about this game also would have bitched if it used all the same characters from Chrono Trigger and didn't try anything new.

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January 28, 2012

If you're implying I said a story has to be formulaic or that Cross should have featured all the same characters from Chrono Trigger, I'll need you to point out where I said that.

Stories needn't be formulaic, but they need a compelling protagonist. If they're interpretive, there still has to be enough basis for the audience to meaningfully interpret the author's intent; it can't just be ambiguous for the sake of being ambiguous.

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January 28, 2012

"Storytelling 101: less is more. Poorly applied ambiguity and unnecessary complexity runs rampant in wildly overrated Japanese writer Masato Kato's works, from Chrono Cross to Xenogears to the recent waste of 18 hours of my life known as Sands of Destruction."

I don't think stories always need a compelling protagonist. I had a great time playing Chrono Trigger, Chrono Cross and other games such as Dragon Quest IV featuring a silent protagonist. Game journalists frequently say certain characters are likeable and others aren't, when that is not something that can be objectively determined.

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January 28, 2012

Thoughtful application of ambiguity and use of complexity aren't callouts to formulaic storytelling, they're callouts to competent storytelling. Plenty of stories buck the traditional formulaic trappings of character stereotypes and quintessential moral pandering.

I suppose demanding compelling protagonists is formulaic in a sense, but if so (and I'm not entirely convinced that's the case), it would qualify as a "good" kind of formulaic. The entire point of a story is to see characters develop and grow; if the protagonist is not a dynamic character (though he or she really should be), they must at least be a catalyst for this change in others.

Otherwise, all you have is a succession of random events with little purpose. Which, for games, isn't a bad thing. It's definitely better than trying to tell a deep, meaningful story, and failing, as Chrono Cross does.

EDIT - Serge could have been this catalyst, the way Crono kinda-sorta was. Unfortunately, his supporting cast is too numerous to benefit. As I said in an earlier comment, the game could have -- should have -- been about the Accacia Dragoons (sp?).

EDIT 2 - A good example of a static hero that invokes change in others: Stahn Aileron, from Tales of Destiny.

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January 29, 2012

By using "Storytelling 101," you implied that a story has to be told in a specific way.  The "less is more" or "minimalist" approach is becoming more popular in game journalism (thanks to Jeremy Parish), but not everyone agrees that games that use it such as Dragon Quest V and Shadow of the Colossus have good stories.

What you call "competent" is simply your opinion, just as it's my opinion that Dragon Quest V and Shadow of the Colossus do not have good stories even though their storytelling approach was fairly unique for video games.

I'm not saying that demanding compelling protagonists is formulaic -- I'm merely saying that it isn't absolutely necessary for a player to be interested in a game's story -- and what is compelling to one person is different to another.

I agree that having more fleshed out characters generally is a good thing, but what I'm saying is that it isn't essential to my enjoyment of a game's story. Out of games with simple narratives and characters that undergo relatively little change, there are some stories that I enjoyed such as Final Fantasy V, but Stahn and the other characters of Tales of Destiny did not do much for me (which is a shame, because I paid a large sum for it on eBay).

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January 29, 2012

We're going to have to agree to disagree here.

Pict0079-web
January 29, 2012

I actually thought my brother was crazy when he first said that this was a great sequel. Haha. Chrono Cross is one of those titles that people either love or hate. Even though I didn't like it, there were parts that were enjoyable.

I think fans were more fascinated in the concept of an RPG in an island universe. It's like a journey through Hawaii, with all these other weird mind trips and revenge plots meshed into it for some reason or another.

In fact, I'm disappointed that a certain section of Final Fantasy 13 didn't immerse people into that tropical atmosphere of Chrono Cross. Then again, I should reserve my judgement until I try out Final Fantasy 13-2.

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