Last month, I was under the impression that Chrono Cross was to be released on the Nintendo Switch. Nostalgic but bitter, I bought a PS1 and Chrono Cross and managed to play one full time, about 60 hours total, before the disc drive failed. No hope of getting a refund, I was understandably miffed. I’d looked forward to revisiting all my original Playstation classics along with a few I had never played but wanted to.
But by then, I had learned to my shock that the game was being released on PS4, PC, and Xbox One as well, and that it was not a mere port; it was remastered!
Nobody had seemed to know about it. As I searched, there were speculative articles: the soundtrack had been modified and distressed the gamers who had played the original, released 22 years ago this August, in the US.
Ah, the month of August, 2000. Living in Sparrows Point, confined to my bedroom which was the only room equipped with an air conditioning window unit: it was fine by me. The kitchen was 98 degrees. I’d cook crab cakes and sweat profusely, take the meal to my room, shut the door and get lost in the tale of two worlds. Parallel Earths, one dying, one salvageable. Which was the one our hero belonged in?
I ended up getting all 11 endings, the whole month and part of September in gaming ecstasy.
Now, having once again played through the original, I have the remastered PS4 version.
The soundtrack has been modified, but so far, it is not something anyone but a hardcore Chrono fan would notice, and then only if you played the original recently. Also, most PS4 users have headphones, which enhance the new dynamic track and those make small changes seem more noticeable. It’s no big deal, but beautiful beyond compare to the original and, I must add, that is some feat.
The visuals include crisp and amazing models of the characters, and that’s unexpected. I imagined sharper images, but nothing like I’ve seen. The one problem is the backgrounds. Some are awesome while some look as if they were painted by brush using oils and watercolors. This is a little thing that hasn’t detracted from an immersive masterpiece.
This, you must understand, was a labor of love. The original game no longer existed as a complete code. The development team had to play it to reconstruct it. I suspect that if any original music does exist, that’s where I’ll find it, but since it’s done by the same composer, he will have kept to the basic areal themes. After all, Chrono Cross has never been forgotten as one of the finest game soundtracks ever made.
Gameplay
The story begins with a scene where three people (Serge, Kid and a random character) are fighting through ruins to activate a central transportation platform. At high levels and HP, we know there’s a catch. All games begin as level one protagonists, right? So there’s something wrong here, but the music lends an urgency to get through the area. We also don’t know that Serge, a teen, has fallen in love with Kid, another teen who’s pretty, but tomboyish and battle-hardened. She’s tough. The transport leads to an airborne structure above the ruins, where Serge hesitates. He’s bothered by something, but Kid urges him on. This leads to a cut scene which is, to understate, disturbing.
Now we find out why the characters were so leveled up: it was a nightmare suffered by Serge, who wakes up in his bed, called to by his mother. He was supposed to meet Leena, his girlfriend to go get some kommodo dragon scales for her to make a necklace. It’s critical that the player wanders the entire village first, finding certain items that will help him get started. The last thing any player should do is have Serge go alone; one character is immediately available to recruit, and it’s a good one: Poshul, Leena’s talking dog. Find a heckran bone hidden in someone’s house, and give it to the dog. She immediately joins your party.
Your party may consist of any three members, and they will have different abilities and resistance to magic and physical attacks. These can be overwhelming once the action gets hairy, so rotating members in and out, developing them and equipping them is challenging. Also, each will have different types of weapons and base element colors. Everyone comes with an element grid and using them effectively depends on who you’re about to fight, although indoors it becomes impossible to switch them.
Serge’s innate color is white, so he’s weaker against black innate characters; Kid’s is red, so you won’t use her in a boss fight when that boss has blue innate color. Zoah is yellow, so against green heavyweights, pull him in favor or a character who’s innate color is green.
That said, enemies of whatever color usually aren’t a problem once you gain about 15 stars. Not the basic enemies anyway; by then you’ll have upgraded armor and weapons along with accessories that can improve accuracy or protect a character. Exploring every region in any territory and winning battles yield cool things like rare Revive elements, hidden technical attacks, even armor.
As you play on, you realize that because it’s a classic turn-based JRPG, it is not a sandbox and therefore there’s no grinding. After a certain point, fighting will cease to yield points or spoils. This version offers a setting to turn off such battles. The classic game did have too much repetition, and it did get tiresome. There’s even an option for computer-controlled battles, but I’m just not able to go that route. Strategy is a big part of this game, and it is in every part, down to what you will do at each turn. Do you have Zoah do a Toss and Spike or cure a weaker member so they don’t need to have a revive used on them before you’ve felled even one of up to four enemies? These decisions are what makes the game great.
The cut scenes were magnificent the first time around; it is no different here. In 2000, I knew about the new PS2, but I was in awe of this game’s graphics and speed. No sweat loading or saving, and it pushed the original Playstation to its very limits. Squaresoft knew its stuff.
Also, in 2000, I had never played an RPG. What sold me was a demo disc that used to come with every Playstation (not PSM) Magazine which, I believe, was a sister publication of EGM. It went defunct a few years later. It should still be around. This, from the demo, is the in-game beginning, and what made me buy it without hesitation.
That’s all it took. Most demos were playable. I didn’t care, I wanted this game. Here’s that same sequence remastered with a look at the incredible precision of the actual game character models!
The Radical Dreamers is a separate game, a playable graphic novel that came between Chrono Trigger and Chrono Cross. I’ll have to wait. Right now I’m living a dream come true, and it is a joy to see and play this unexpected masterpiece! I’m glad that a new generation gets to experience such an extraordinary game.