Chrono Cross

Date

Chrono Cross is a role-playing video game released in 1999 for the PlayStation console. It takes place in the same world as Chrono Trigger, a game released in 1995 for the Super Nintendo Entertainment System. Chrono Cross was created mainly by Masato Kato, who wrote the story and directed the game.

Chrono Cross is a role-playing video game released in 1999 for the PlayStation console. It takes place in the same world as Chrono Trigger, a game released in 1995 for the Super Nintendo Entertainment System. Chrono Cross was created mainly by Masato Kato, who wrote the story and directed the game. He worked with other designers who also helped make Chrono Trigger, such as Yasuyuki Honne, who designed the artwork, and Yasunori Mitsuda, who composed the music. Nobuteru Yūki created the game's characters.

The story follows a teenage boy named Serge and explores the idea of parallel worlds. Serge must deal with an alternate reality where he died as a child and tries to learn why the two worlds are different. He travels across the tropical island region of El Nido with characters like Kid, a colorful thief, to uncover his past and find a powerful item called the Frozen Flame. His main challenge comes from Lynx, a mysterious enemy who tries to stop him.

When Chrono Cross was released in Japan in 1999 and North America in 2000, it received a lot of praise. GameSpot gave it a perfect score of 10.0. By 2003, the game sold 1.5 million copies worldwide, leading to a re-release as part of the Greatest Hits series in Japan. It was later made available on the PlayStation Network in Japan in July 2011 and in North America four months later. A remastered version, called Chrono Cross: The Radical Dreamers Edition, was released on April 7, 2022, for Nintendo Switch, PlayStation 4, Windows, and Xbox One.

Gameplay

Chrono Cross is a role-playing video game with gameplay similar to other games in the genre, but with some unique features. Players control the main character, Serge, as he travels through the game world by walking or using a boat. The game includes an overworld map, which shows the environment from above, much like in Chrono Trigger. This map helps players navigate between different areas, such as villages, outdoor spaces, and dungeons. These areas are explored in three dimensions, with some locations, like cities and forests, displayed on more detailed field maps. On these maps, players can interact with characters to get items, solve puzzles, or face enemies. Unlike some games, enemies are always visible on field maps or hiding in the environment. When a player touches an enemy, the game switches to a battle screen where players can attack, use special abilities called "Elements," defend, or run away. Battles are turn-based, giving players time to choose actions from a menu. Each character and enemy has a number of hit points, which decrease when attacked. Hit points can be restored using certain Elements. If a character loses all hit points, they faint. If all characters faint in a battle, the game ends unless it is a specific part of the story that allows losing. The game’s developers wanted to introduce new ideas, such as the ability to run away from all conflicts, including boss fights and the final battle.

The Element system in Chrono Cross handles magic, items, and character-specific abilities. Elements are used like magic spells and must be equipped for use, similar to the materia system in Final Fantasy VII. Players can buy Elements from shops or find them in treasure chests. Once obtained, Elements are placed on a grid that is unique to each character. The grid has eight levels, and higher-level Elements can only be placed on matching levels of the grid. As the game progresses, the grid expands, allowing more Elements to be used. Elements are grouped into six pairs of opposing types, called "colors," each with specific effects. Red (fire/magma) opposes Blue (water/ice), Green (wind/flora) opposes Yellow (earth/lightning), and White (light/cosmos) opposes Black (darkness/gravity). Characters and enemies have an innate color that affects how strong their attacks are. Using Elements of the same color as a character or enemy increases their power, while using the opposite color weakens them. A "field effect" on the battle screen shows the current color of Elements being used. If the field is one color, players can use a powerful summon ability by spending one of their stars. The field also strengthens Elements of the same color and weakens those of the opposite color. Characters also learn special techniques called "Techs," which can be combined to create stronger Double or Triple Techs. Consumable Elements can be used to heal hit points or fix status problems during or after battles.

Another unique feature is the stamina bar. At the start of a battle, each character has seven stamina points. Using an attack or Element reduces stamina based on the attack’s strength. Stamina slowly regains when defending or when other characters act. If stamina drops below one point, a character cannot take action. Using an Element costs seven stamina points, often leaving the character with negative stamina and requiring more time to recover. Players can improve stats like strength and defense as the game progresses, but there are no experience points. Stats remain unchanged until players defeat a boss, which adds a star to a counter on the status screen, allowing further stat increases. Players can equip weapons, armor, helmets, and accessories, such as the "Power Seal," which boosts attack power. These items can be bought or found on field maps, often in treasure chests. Unlike Elements, weapons and armor require materials like copper or bone to be forged by a blacksmith for a fee. Items can later be broken down into their original materials at no cost.

The game includes two major parallel dimensions, similar to the time periods in Chrono Trigger. Players must move between these worlds to recruit characters, collect items, and advance the story. Many characters and places in one world have counterparts in the other, and some characters can visit their alternate versions. Players often need to search for items or locations exclusive to one world. Events in one world can affect the other, such as cooling scorched ground in one world allowing plants to grow in the other. This system highlights themes like the impact of past decisions and environmental destruction. Other notable features include the New Game+ option, which allows players to restart the game with data from a previous session, and multiple endings. On New Game+, players can access twelve endings, with scenes depending on their progress before the final battle, which can be fought at any time.

Plot

Chrono Cross includes 45 characters who join the player's team. Each character has a specific Element affinity and gains three special abilities as the game progresses. If characters visit the world opposite their own, they may interact with their counterparts if they exist there. Many characters are important to the story. Since it is not possible to collect all 45 characters in one game, players must replay the game to meet them all. Using the New Game+ feature, players can collect all characters on one save file.

Serge, the main character, is a 17-year-old boy who lives in the fishing village of Arni. One day, he enters an alternate world where he drowned ten years earlier. Determined to learn the truth, he follows a path that leads him to save the world. He is helped by Kid, an energetic and skilled thief who seeks the mythical Frozen Flame. Kid is determined and tomboyish because of her past as a thief. She helps Serge sneak into Viper Manor to steal the Frozen Flame. Kid is determined to find and defeat Lynx, an anthropomorphic panther who burned down her adopted mother's orphanage.

Lynx is a cruel agent of the supercomputer FATE, who wants to use Serge's body for a plan involving the Frozen Flame. Lynx travels with Harle, a mysterious and playful girl dressed like a harlequin. Harle was sent by the Dragon God to watch Lynx and eventually steal the Frozen Flame from Chronopolis. Harle fulfills this task despite being fond of Serge.

To achieve this, Harle helps Lynx control the Acacia Dragoons, a powerful military group that governs the islands of El Nido. The Dragoons maintain order but face challenges from Fargo, a former Dragoon who became a pirate captain and holds a grudge against their leader, General Viper. Initially, the Dragoons clash with Serge, but they later help him when the militaristic nation of Porre invades the islands. The invasion brings Norris, a commander of an elite force, and Grobyc, a prototype cyborg soldier, who also seek the Frozen Flame.

The game begins with Serge in El Nido, a tropical archipelago home to ancient natives, mainland colonists, and beings called Demi-humans. Serge enters an alternate dimension where he drowned ten years earlier and meets Kid. As his adventure continues, he gathers many allies. While helping Kid steal the Frozen Flame from Viper Manor, he learns that ten years ago, the universe split into two dimensions—one where Serge lived and one where he died. Using Kid's Astral Amulet, Serge travels between these worlds. At Fort Dragonia, Lynx uses a Dragonian artifact called the Dragon Tear to switch bodies with Serge. Kid unknowingly confides in Lynx, who stabs her as the real Serge watches helplessly. Lynx claims victory and sends Serge to a strange realm called the Temporal Vortex. He brainwashes Kid into believing the real Serge (in Lynx's body) is her enemy. Serge escapes with Harle's help, but his new body makes him a stranger in his world, causing his allies to abandon him. Unable to travel between dimensions, he sets out to regain his old body and learn about the universe's split. He gains new allies and travels to the Dead Sea, a frozen wasteland with futuristic ruins. There, he meets Miguel and learns that the Frozen Flame is guarded by FATE, an entity that threatens Home world's future. To stop Serge, FATE destroys the Dead Sea.

Returning to Another world, Serge teams up with the Acacia Dragoons to fight Porre and finds the Dragon Tear, restoring his human form. He then enters the Sea of Eden, Another world's version of the Dead Sea, where he discovers Chronopolis, a futuristic research facility. There, he defeats Lynx and FATE, allowing the six Dragons of El Nido to steal the Frozen Flame and retreat to Terra Tower. Kid falls into a coma, and Harle leaves to join the Dragons. Serge regroups his team and cares for Kid. He later cleanses the corrupted Masamune sword from Chrono Trigger and uses Dragon relics and Dragon Tear shards to create the mythic Element Chrono Cross. The Masamune's power helps revive Kid. At Terra Tower, Belthasar, a prophet of time from Chrono Trigger, reveals that Chronopolis created El Nido thousands of years ago after an experiment failed, pulling it into the past. A foreign object caused the planet to draw in a counterbalance from another dimension—Dinopolis, a city of Dragonians. Chronopolis conquered the Dragonians and captured their chief creation, the Dragon God, which they split into six pieces to form the Elements system. FATE terraformed El Nido, erased memories of Chronopolis's staff, and sent them to inhabit the archipelago.

Years later, a panther demon attacked a young Serge. His father took him to Marbule for help, but a storm caused by Schala, the princess of the Kingdom of Zeal, blew their boat off course. Schala had fallen into the Darkness Beyond Time and merged with Lavos, the antagonist of Chrono Trigger. Her storm weakened Chronopolis's defenses, allowing Serge to contact the Frozen Flame. This healed him but turned his father into Lynx. A circuit in Chronopolis designated Serge as "Arbiter," blocking FATE from using the Frozen Flame. The Dragons created Harle to manipulate Lynx into stealing the Frozen Flame for them.

After returning home, FATE sent Lynx to kill Serge, hoping to release the Arbiter lock. Ten years after Serge's drowning, Kid—possibly acting on Belthasar's orders—traveled back in time to save him, splitting the dimensions. FATE, unable to access the Frozen Flame, prepared to capture Serge. Lynx switched bodies with Serge to bypass Chronopolis's biological checks. Belthasar reveals this was part of his plan, "Project Kid." Serge defeats the Dragon God at Terra Tower and meets apparitions of Crono, Marle, and Lucca, who explain that Belthasar's goal was to empower Serge to free Schala from merging with Lavos, preventing the creation of the "Time Devourer," a creature that could destroy spacetime. Lucca explains that Kid is Schala's clone, sent to assist Serge.

Development

Square began planning Chrono Cross right after Xenogears was released in 1998. Xenogears was originally planned as a sequel to a game from the SNES. The scenario director of Chrono Trigger, Masato Kato, had ideas for a Chrono sequel as early as 1996, after Radical Dreamers was released. Square’s managers chose a team, appointed Hiromichi Tanaka as producer, and asked Kato to lead the development of a new Chrono game inspired by Radical Dreamers. Kato believed Radical Dreamers was not fully completed and wanted to continue the story of the character Kid. Kato and Tanaka decided to make an indirect sequel. They noted that Square would soon re-release Chrono Trigger as part of Final Fantasy Chronicles, which would help players understand Trigger before playing Cross. Kato believed using a new setting and characters in Chrono Cross would allow players unfamiliar with Chrono Trigger to enjoy the game without confusion. The Chrono Cross team avoided heavy use of time travel, as they thought it would repeat ideas from Chrono Trigger. Kato stated, “There’s no use in making something similar to before,” and noted, “We’re not so weak nor cheap as to try to make something exactly the same as Trigger… Chrono Cross is not Chrono Trigger 2. It doesn’t simply follow Trigger, but is another, different Chrono that connects with Trigger.” Kato and Tanaka explained their plans after the game was released.

Production of Chrono Cross began in mid-1998. The team grew to 80 members at its peak, with 10–20 cut-scene artists and 100 quality assurance testers. The team felt pressure to match the work of Chrono Trigger’s “Dream Team,” which included famous manga artist Akira Toriyama. Kato and Tanaka hired Nobuteru Yūki for character design and Yasuyuki Honne for art direction and concept art. The team originally planned a short game, with a system allowing players to befriend anyone in a town for battle alliances. Developers brainstormed character traits and archetypes, planning 64 characters with unique endings that could vary in three ways per character. Kato described the process: “Take Pierre, for example: we wanted a wacky fake hero like Tata from Trigger. We also said things like ‘we need at least one powerful mom’ and ‘no way we’re going without a twisted brat.’”

As development continued, the game’s length increased, leading the team to reduce characters to 45 and remove most alternate endings. Developers named a character “Tsumaru” in Japanese, meaning “packed,” as a joke about fitting content into the game. To avoid writing unique accents for characters, team member Kiyoshi Yoshii created a system that modifies text to produce accents. Art director Nobuteru Yūki initially wanted characters in a chibi style with small proportions. The game’s mix of high technology and tribal settings was challenging. The art style required Square to merge the Final Fantasy VIII team into Chrono Cross two months before the Japanese release.

The Chrono Cross team created a new battle system using a stamina bar and Elements. Kato designed the system to avoid repetitive gameplay. Elements were developed during planning for the final battle, then applied throughout the game. Hiromichi Tanaka compared the Elements system to card games, hoping players would feel in control during battles. Each battle motion was programmed manually instead of using motion capture. Developers added humor to battle animations to differentiate Chrono Cross from Final Fantasy. Kato planned a small archipelago setting to avoid confusing players with large areas tied to parallel worlds. He wanted El Nido to feel grand despite hardware limits. Field maps were modeled in 3D, then rendered in 2D. Programmers wrote new systems instead of using existing Square tools. Innovations included variable-frame rate code for fast-forward/slow-motion gameplay and a “CD-read swap” system for quick data retrieval.

Masato Kato directed the main story, leaving subplots to other staff. The team struggled with the complexity of parallel worlds. Kato confirmed Cross focused on parallel worlds and Schala’s fate, which he could not explain in Chrono Trigger. He hoped players would recognize alternate futures in their own lives. He stated, “The most important question was left unanswered.” Kato described the story as a “boy-meets-girl” tale with surprising twists. He rode his motorcycle to manage stress. He refined event data during the final stages while others debugged the game. Square released a demo of the first chapter with Legend of Mana purchases. The North American version required three months of translation and two months of debugging. Richard Honeywood translated the game, rewriting dialogue for clarity and adding wordplay to replace difficult Japanese jokes. He created a more advanced accent generator for 45 characters. Though Chrono Cross was trademarked in the European Union, it was not released there.

After Chrono Cross was completed, the team merged with developers of Parasite Eve II, Brave Fencer Musashi, and Mana to create Final Fantasy XI. The game’s programming became the basis for Final Fantasy XI’s engine.

Chrono Cross was scored by Yasunori Mitsuda, who previously worked on Chrono Trigger. Kato personally asked Mitsuda to join, wanting the “Chrono sound.” Mitsuda aimed for a Southeast Asian feel mixed with Mediterranean, Fado, Celtic, and African music. He based songs on visual inspiration, such as “All of my subjects are taken from…”

Release and reception

Chrono Cross received high praise from critics. By 2003, it sold 850,000 copies in Japan and 650,000 copies in other countries. The game was released again in the United States as part of Sony’s Greatest Hits collection and later in Japan as part of the Ultimate Hits series. It was also made available on the PlayStation Network in Japan on July 6, 2011, and in North America on November 8, 2011. A version for the PAL region has not yet been announced. Critics highlighted the game’s detailed story, creative battle system, diverse characters, emotional soundtrack, colorful visuals, and its unique approach compared to its earlier game, Chrono Trigger. Electronic Gaming Monthly awarded Chrono Cross a Gold Award, with one reviewer calling it "a masterpiece, plain and simple." GameSpot gave the game a perfect score of 10, one of only 16 games in its database to receive this rating. It also won GameSpot’s Console Game of the Year Award for 2000 and received awards for Best Role-Playing Game, Best Game Music, and Best PlayStation Game. It was also nominated for Best Game Story and Best Graphics. IGN gave the game a score of 9.7, and it ranked 89th in its 2008 list of the Top 100 games. Famitsu gave the game a score of 36 out of 40 from four reviewers. GamePro praised the story, visuals, and music but noted that the game’s special moves were challenging to learn.

Most fans had positive reactions to the game, though some felt it was very different from its predecessor, Chrono Trigger. Chrono Cross introduced more characters, fewer special moves, less time travel, and fewer references to Chrono Trigger’s story or locations. Producer Hiromichi Tanaka and director Masato Kato planned these changes to create a unique experience different from Chrono Trigger. Kato addressed fan concerns before the game’s release, asking whether fans understood the meaning of the Chrono title and whether his messages had been clear. He stated, "Cross is undoubtedly the highest quality Chrono that we can create right now. (I won’t say the 'best' Chrono, but) If you can’t accept that, then I’m sorry to say this but I guess your Chrono and my Chrono have taken totally different paths. But I would like to say, thank you for falling in love with Trigger so much." Tanaka added, "Of course, the fans of the original are very important, but what innovation can come about when you’re bound to the past? I believe that gameplay should evolve with the hardware." Kato later admitted he could have been more understanding by making the story less complex and acknowledged fans who felt the game was different from Chrono Trigger, noting that players could still enjoy the game. In 2015, he admitted that the criticism for including so many playable characters was harsh, and he acknowledged complaints about needing multiple playthroughs to recruit all characters.

At the 4th Annual Interactive Achievement Awards, the Academy of Interactive Arts & Sciences nominated Chrono Cross for the "Game of the Year," "Console Game of the Year," and "Console Role-Playing" awards.

Legacy

On December 9, 2021, a cross-over event between the video games Chrono Cross and Another Eden was released. This event was created by Chrono Cross writer Kato and composer Mitsuda. The game includes features from the Chrono series, such as characters like talking frogs and time-travel themes. Titled Complex Dream, the event introduces characters from Chrono Cross, including Serge, Kid, and Harle, as well as gameplay elements like magic and special attacks.

In September 2021, reports began about a possible remastered version of Chrono Cross. A security flaw allowed a web developer to view an internal list of games in Nvidia’s GeForce Now database, which included a game titled Chrono Cross Remastered. Nvidia confirmed the list was real but stated the games were not certain to be released. A second leak in November 2021 listed Chrono Cross Remastered with a December 2021 release date. In November 2021, sources confirmed the game’s existence, including a podcast host and a gaming website. On December 4, 2021, Square Enix announced a cross-over event between Chrono Cross and Another Eden, which led to more talk about a remaster, as Square Enix was reviving the game for the first time in 20 years and writer Masato Kato worked on both games.

A remaster of Chrono Cross, titled Chrono Cross: The Radical Dreamers Edition, was announced on February 9, 2022, during a Nintendo Direct presentation. It was scheduled for release on April 7, 2022, for Nintendo Switch, PlayStation 4, Windows, and Xbox One. The remaster includes updates like the ability to skip battles and an improved soundtrack. It also includes the text adventure game Radical Dreamers, which was previously only available in Japan. Developers like Masato Kato, Yasunori Mitsuda, Nobuteru Yuuki, and Hiromichi Tanaka worked to improve the game’s dialogue, music, art, and mechanics. Tanaka mentioned that original game files were lost over time, so he used personal backups for some work. Producer Koichiro Sakamoto explained that teams had to carefully improve the game’s visuals and maps, sometimes using AI to enhance details.

While Chrono Cross: The Radical Dreamers Edition received positive reviews from critics, some players were unhappy because the remaster had performance issues. The game’s frame rate often dropped below 30 frames per second on all platforms. On February 22, 2023, Square Enix released a patch to fix some gameplay problems and improve the game’s frame rate to 60 frames per second.

In 2001, Hironobu Sakaguchi said the company wanted to create a new game and discussed ideas for a script. Although Kato was interested in a new title, the project was not approved. Square Enix registered a trademark for Chrono Break, leading to speculation about a sequel. No new game was made, and the trademark was removed in the United States in 2003 but remains active in Japan and the European Union. Kato later worked as a freelancer on games like Children of Mana and Dawn of Mana. Mitsuda also wanted to create music for a new Chrono game. In 2005 and 2008, Kato and Mitsuda worked on games like Deep Labyrinth and Sands of Destruction for the Nintendo DS. In 2008, Chrono was ranked eighth in a list of "Top Ten Sequels in Demand" by Game Informer, and in 2009, readers of Famitsu voted Chrono Trigger as the 14th most-wanted sequel. At E3 2009, Square Enix’s Shinji Hashimoto said, "If people want a sequel, they should buy more!"

More
articles