38. Chrono Cross
Square, 1999: PSX Points: 376 Votes: 13 Previous Rank: 25
If we are to think of JRPGs as works of artistic expression, that is works whose raison d’être is to explore and expand the dimensions of the craft in artful ways, then we must be prepared for works that challenge our assumptions. I don’t believe anybody expected or was prepared for the sequel to Chrono Trigger, the game of games, to emerge in the form it did. Chrono Cross is a challenging game on many levels, but primarily because of how distant it is from Chrono Trigger. Aside from some name-drops and some musical references, Cross has seemingly nothing to do with Chrono Trigger. Not in terms of plot, style, mechanics, or basic assumptions about how things ought to work or be presented. That is, until all of a sudden it becomes deeply intertwined with Trigger’s plot and characters. Not in any satisfying way, but rather by revealing the tragic fates of the previous game’s beloved cast. It’s almost like the game was made to thumb its nose at Trigger fans. To berate them for wanting anything so base as a sequel.
And that’s for the best, because a base Chrono Trigger 2 could only be just that: a reiteration and shadow form of something that was exceptionally vibrant. Chrono Cross, for all its frustrations and inexplicable design excesses, could never be accused of lacking vibrancy. It may not look, play, or feel like Chrono Trigger, but it’s bursting with big vision, big innovation, and big emotion.
Chrono Cross begins to make sense when viewed as an alternate vision of Radical Dreamers, itself a kind of alternate conclusion to Chrono Trigger’s dangling mysteries. A limited-release visual novel Satellaview game, Dreamers attempted to wrap up the stories of Magus and Schala, but in doing so it introduced a whole heap of new concepts and lore: Serge, Lynx, and the Frozen Flame, Viper Manor, and Porre as continental power, among other motifs both serious and silly. Like Chrono Trigger, it offers a New Game+ mode that allows the player to explore other outcomes and branches of its choice-tree, and in doing so establishes a Sliding Doors approach to its narrative, one where dramatically different realities emerge from pivotal decisions.
Radical Dreamers suffered from a rushed production and creative lead Masato Kato felt like the game was only half-finished. Following the release of Xenogears came the opportunity to expand Radical Dreamers into a full-featured game, and in Chrono Cross’s final form we can see how it too can be seen as yet another variation of Dreamers’ sliding doors variability. It shares the same basic scenario: Serge and Kid infiltrate Viper Manor in search of Lynx and the Frozen Flame. But now the scenario is expanded far beyond that central event to explore the concept of splintered timeline lines in all sorts of ways big and small. Cross is simultaneously another of Radical Dreamers’ varied outcomes and the apotheosis of consequence following Lavos’ crash landing on Earth all those eons ago. It is one of many variations in the wake of that continuity-shattering event while at the same time being the official singular culminating one. A pretty neat trick!
While Cross is primarily a response to Radical Dreamers, that doesn’t mean it takes no inspiration from Tigger at all. Primarily, it borrows Trigger’s sense of innovation and rejection of traditional JRPG assumptions. Cross demands the player abandon their assumptions concerning battle mechanics (its elemental grid system is unlike anything else), resource management, stats and levels, inventory, party composition and interaction, and more. It is a deeply idiosyncratic game, and, perhaps due to its confrontational foreignness, one that hasn’t seen many of its core gameplay ideas revisited or further developed. That gives it a unique, timeless quality. Cross isn’t for everyone, but those who embrace its quirks find a game of rich depth unlike anything else.
Lastly, it would be amiss not to comment on the game’s vibrant visual design. Along with Final Fantasy IX, Chrono Cross represents Square working at the height of their artistic powers in the pre-rendered background mode, which, as a temporary stopgap between 2D icon-based representation and full 3D polygonal freedom, was quickly coming to its end. Though this artistic style would soon be abandoned, here it is fully embraced. Square’s beautiful, colorful, stunning depiction of a fantastical equatorial archipelago shines forth from the screen with a vivid richness and artistic cinematography that alone justifies its existence.
Put it this way, for all its overstuffed character designs, awkward plotting, tenuous Trigger connections, unintuitive gameplay, and grating dialogue inflections, Chrono Cross is also a game that sees its most challenging and meaningful confrontation not against some epic monster but against a humble middle-aged man, set against the heartrending backdrop of a sunset. It’s a game that, like Chrono Trigger, refuses to wrap up cleanly but rather with the promise of another, perhaps hopeless, search for love. It’s a game that, for its title screen, gives us sea turtles among the coral gardens. For all the ways it seemed to go wrong, be messy, demand its players ask “what were they thinking?,” it still ran like the wind, whilst our laughter echoed, under cerulean skies…