Chrono Cross[b] is a 1999 role-playing video game developed and published by Square for the PlayStation video game console. It is set in the same world as Chrono Trigger, which was released in 1995 for the Super Nintendo Entertainment System. Chrono Cross was designed primarily by scenarist and director Masato Kato, who had help from other designers who also worked on Chrono Trigger, including art director Yasuyuki Honne and composer Yasunori Mitsuda. Nobuteru Yki designed the characters of the game.

The story of Chrono Cross focuses on a teenage boy named Serge and a theme of parallel worlds. Faced with an alternate reality in which he died as a child, Serge endeavors to discover the truth of the two worlds' divergence. The flashy thief Kid and many other characters assist him in his travels around the tropical archipelago El Nido. Struggling to uncover his past and find the mysterious Frozen Flame, Serge is chiefly challenged by Lynx, a shadowy antagonist working to apprehend him.


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Upon its release in Japan in 1999 and North America in 2000, Chrono Cross received critical acclaim, earning a perfect 10.0 score from GameSpot.[3][4] The game shipped 1.5 million copies worldwide by 2003, leading to a Greatest Hits re-release and continued life in Japan as part of the Ultimate Hits series.[5][6] Chrono Cross was later re-released for the PlayStation Network in Japan in July 2011, and in North America four months later.[7] A remaster of the game, titled Chrono Cross: The Radical Dreamers Edition[c] was released on April 7, 2022, for Nintendo Switch, PlayStation 4, Windows, and Xbox One.

The Element system of Chrono Cross handles all magic, consumable items, and character-specific abilities. Elements unleash magic effects upon the enemy or party and must be equipped for use, much like the materia of 1997's Final Fantasy VII. Elements can be purchased from shops or found in treasure chests littered throughout areas. Once acquired, they are allocated to a grid whose size and shape are unique to each character. They are ranked according to eight tiers; certain high level Elements can only be assigned on equivalent tiers in a character's grid. As the game progresses, the grid expands, allowing more Elements to be equipped and higher tiers to be accessed. Elements are divided into six paired oppositional types, or "colors," each with a natural effect. Red (fire/magma) opposes Blue (water/ice), Green (wind/flora) opposes Yellow (earth/lightning), and White (light/cosmos) opposes Black (darkness/gravity).[4] Each character and enemy has an innate color, enhancing the power of using same-color Elements while also making them weak against elements of the opposite color. Chrono Cross also features a "field effect", which keeps track of Element color used in the upper corner of the battle screen. If the field is purely one color, characters are able to unleash a powerful summon element at the cost of one of the player's stars. The field will also enhance the power of Elements of the colors present, while weakening Elements of the opposite colors. Characters also innately learn some special techniques ("Techs") that are unique to each character but otherwise act like Elements. Like Chrono Trigger, characters can combine certain Techs to make more powerful Double or Triple Techs.[4] Consumable Elements may be used to restore hit points or heal status ailments during or after battle.[4]

Chrono Cross features a diverse cast of 45 party members. Each character is outfitted with an innate Element affinity and three unique special abilities that are learned over time. If taken to the world opposite their own, characters react to their counterparts (if available). Many characters tie in to crucial plot events. Since it is impossible to obtain all 45 characters in one playthrough, players must replay the game to witness everything. Through use of the New Game+ feature, players can ultimately obtain all characters on one save file.

Serge, the game's protagonist, is a 17-year-old boy who lives in the fishing village of Arni. One day, he slips into an alternate world in which he drowned ten years before. Determined to find the truth behind the incident, he follows a predestined course that leads him to save the world. He is assisted by Kid, a feisty, skilled thief who seeks the mythical Frozen Flame. Portrayed as willful and tomboyish due to her rough, thieving past, she helps Serge sneak into Viper Manor in order to obtain the Frozen Flame. Kid vows to find and defeat Lynx, an anthropomorphic panther who burned down her adopted mother's orphanage.

Lynx, a cruel agent of the supercomputer FATE, is bent on finding Serge and using his body as part of a greater plan involving the Frozen Flame. Lynx travels with Harle, a mysterious, playful girl dressed like a harlequin. Harle was sent by the Dragon God to shadow Lynx and one day steal the Frozen Flame from Chronopolis, a task she painfully fulfills despite being smitten with Serge.

Chronopolis divided this entity into six pieces and created an Elements system. FATE then terraformed an archipelago, erased the memories of most of Chronopolis's staff, and sent them to inhabit and populate its new paradise.[16] Thousands of years later, a panther demon attacked a three-year-old Serge. His father took him to find assistance at Marbule, but Serge's boat blew off course due to a raging magnetic storm caused by Schala. Schala, the princess of the Kingdom of Zeal, had long ago accidentally fallen to a place known as the Darkness Beyond Time and began merging with Lavos, the chief antagonist of Chrono Trigger.[17] Schala's storm nullified Chronopolis's defenses and allowed Serge to contact the Frozen Flame; approaching it healed Serge but corrupted his father, turning him into Lynx.[18] A circuit in Chronopolis then designated Serge "Arbiter", simultaneously preventing FATE from using the Frozen Flame by extension. The Dragons were aware of this situation, creating a seventh Dragon under the storm's cover named Harle, who manipulated Lynx to steal the Frozen Flame for the Dragons.[19]

Square began planning Chrono Cross immediately after the release of Xenogears in 1998 (which itself was originally conceived as a sequel to the SNES game).[29] Chrono Trigger's scenario director Masato Kato had brainstormed ideas for a sequel as early as 1996, following the release of Radical Dreamers.[30] Square's managers selected a team, appointed Hiromichi Tanaka producer, and asked Kato to direct and develop a new Chrono game in the spirit of Radical Dreamers.[31] Kato thought Dreamers was released in a "half-finished state", and wanted to continue the story of the character Kid.[32] Kato and Tanaka decided to produce an indirect sequel. They acknowledged that Square would soon re-release Chrono Trigger as part of Final Fantasy Chronicles, which would give players a chance to catch up on the story of Trigger before playing Cross. Kato thought that using a different setting and cast for Chrono Cross would allow players unfamiliar with Chrono Trigger to play Cross without becoming confused.[31] The Chrono Cross team decided against integrating heavy use of time travel into the game, as they thought it would be "rehashing and cranking up the volume of the last game".[31] Masato Kato cited the belief, "there's no use in making something similar to before [sic]",[30] and noted, "we're not so weak nor cheap as to try to make something exactly the same as Trigger ... Accordingly, Chrono Cross is not Chrono Trigger 2. It doesn't simply follow on from Trigger, but is another, different Chrono that interlaces with Trigger."[32] Kato and Tanaka further explained their intentions after the game's release:

We didn't want to directly extend Chrono Trigger into a sequel, but create a new Chrono with links to the original.[25] Yes, the platform changed; and yes, there were many parts that changed dramatically from the previous work. But in my view, the whole point in making Chrono Cross was to make a new Chrono with the best available skills and technologies of today. I never had any intentions of just taking the system from Trigger and moving it onto the PlayStation console. That's why I believe that Cross is Cross, and NOT Trigger 2.[30]

When creating a series, one method is to carry over a basic system, improving upon it as the series progresses, but our stance has been to create a completely new and different world from the ground up, and to restructure the former style. Therefore, Chrono Cross is not a sequel to Chrono Trigger. Had it been, it would have been called Chrono Trigger 2. Our main objective for Chrono Cross was to share a little bit of the Chrono Trigger worldview, while creating a completely different game as a means of providing new entertainment to the player. This is mainly due to the transition in platform generation from the SNES to the PS. The method I mentioned above, about improving upon a basic system, has inefficiencies, in that it's impossible to maximize the console's performance as the console continues to make improvements in leaps and bounds. Although essentially an RPG, at its core, it is a computer game, and I believe that games should be expressed with a close connection to the console's performance. Therefore, in regards to game development, our goal has always been to "express the game utilizing the maximum performance of the console at that time." I strongly believe that anything created in this way will continue to be innovative.[8]

As production continued, the length of Cross increased, leading the event team to reduce the number of characters to 45 and scrap most of the alternate endings.[31] Developers humorously named the character Pip "Tsumaru" in Japanese (which means "packed") as a pun on their attempts to pack as much content into the game as possible.[31] To avoid the burden of writing unique, accented dialogue for several characters, team member Kiyoshi Yoshii coded a system that produces accents by modifying basic text for certain characters.[34] Art director Nobuteru Yuuki initially wanted the characters to appear in a more chibi format with diminutive proportions.[35] The game world's fusion of high technology and ethnic, tribal atmospheres proved challenging at first.[35] He later recalled striving to harmonize the time period's level of technology, especially as reflected in characters' garb.[35] The demands of the art style led to Square merging the Final Fantasy VIII team into that of Chrono Cross two months before the Japanese release.[36] 152ee80cbc

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