I feel like "convoluted storytelling" is a hallmark of the 32-bit era, where boundaries were greatly expanded versus the old hardware and reach exceeded grasp as often as not.I'm not pushing back on any point specifically, but I am curious: what do yall think of with the term "convoluted storytelling?"
Chrono Trigger is a time-traveling pulp adventure whose plot doesn't invite much scrutiny. How does time travel work, really? Don't think too hard about it, that's how. Lavos kills the world in 1999 AD, and everything you do is in the service of preventing that. The cast is "Chrono and his friends" along with a token representative from each time period (with Magus eventually repping 10,000 BC). You bounce from setpiece to setpiece, and aside from Lavos itself, conflicts are generally resolved within a dungeon or two of when they first appear. There are basically two major plot twists: Magus trying to kill (not summon) Lavos, which is revealed hot on the heels of beginning to suspect Magus to begin with, and Chrono dying, which is undone at the player's earliest convenience. This is not high-concept storytelling.
Chrono Cross, on the other hand, opens in media res in a setting that won't make sense for something like 10 or 20 hours. I honestly don't remember. (Aside: I really like the intro, and I really really like that the intro has randomized party members, although it's not something you can appreciate on your first playthrough.) In comparison to Trigger's several time periods (six? eight? in that ballpark), it has only Home World and Another World, and you'd think that would streamline storytelling, but somehow, it's pretty muddled -- in retrospect, it's hard to remember what parts of the game happen in which world. If the premise of Chrono Trigger is "an adventure through time," it delivers on that and then some. If the premise of Chrono Cross is "an adventure across parallel worlds," then I wish they'd done more to differentiate them. I get that the difference is meant to be whether Serge lived or died, and it wouldn't make sense for everything between worlds to look different, but I think it does the game a disservice that it's so subtle. Chrono Trigger was never a subtle game.
And maybe that's why Chrono Cross disappointed so many people. It's full of brilliant ideas: Serge as the fulcrum on which the worlds turn, the recontextualization of the prior game's time travel as the destruction of entire timelines, and the incredible, gorgeous environments, to name a few. But it's such a departure from Chrono Trigger, a game about time travel that does not ask you to examine the consequences of your actions.
Also, there are only like five double techs in the game. What's up with that?
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