chrono trigger (****) (abdnm #9)

yes, the american box art was better than the japanese onea review of
chrono trigger
a videogame by the dream team
published by squaresoft
for the nintendo super famicom (super nintendo entertainment system)
text by tim rogers
score: (out of four)

Bottom line: Chrono Trigger is “hands-down the best ‘Japanese RPG’ of all-time”.


In 1986, Enix’s Yuji Horii made Dragon Quest; in 1987, Squaresoft’s Hironobu Sakaguchi made Final Fantasy. Sakaguchi claimed to not have been inspired by Dragon Quest. The reason his game had turned out very similarly to Dragon Quest was because both Sakaguchi and Horii were mainly influenced by at-the-time unheard-of (in Japan) obsessions with the Ultima series of PC role-playing games and the Dungeons and Dragons tabletop, basement-bottom imagination-requiring adventures. Dragon Quest was to Ultima what Pac-Man was to Missile Command — a slimming reinterpretation that somehow managed to be both more mysterious and less vague. Final Fantasy was to Ultima as Super Mario Bros. was to Centipede — it’s more fun, more straightforward.

The two series grew up side-by-side, Final Fantasy continuing to dazzle and entertain (the sequel included a half-dozen vehicles for the player to ride, including big ostrich-like birds called Chocobos, a canoe, a boat, an ice-boat, and an airship), and Dragon Quest striving to perfect its original aims. At the outset of the 16-bit-era, Final Fantasy games had evolved to tell stories that involved hovercrafts, giant robots, and a trip to the moon; Dragon Quest, meanwhile, was all about telling simple little stories with simple, palm-sized gimmicks. The Super Famicom saw the two producers (and their talented teams) at the top of their games: Dragon Quest V, a casual, lighthearted yet affecting roman-fleuve, and Final Fantasy VI, a thrilling, operatic story spanning two eras of history and starring fourteen main characters. When it was announced that, for whatever miraculous reason, the two teams would work together on a game called Chrono Trigger, everyone who touched the issue of Weekly Famitsu carrying the exclusive preview literally and figuratively exploded.

This was in 1995, when just about anyone’s big brother or sister was reading Interview with a Vampire and writing in their diary about how they thought it would be so cool to be a vampire, too. Those of us who cared about videogames couldn’t have witnessed a more amazing alignment of the stars: the makers of the two hottest Japanese game series were teaming up (back then, that they would someday unite to form one super-corporation was kind of unthinkable) to produce the kind of game they were each individually good at, and it would be about time travel.

The Wikipedia article on Chrono Trigger can fill you in with all the details on the production of Chrono Trigger. Yuji Horii wrote the majority of the scenario before the production of the game began. The theme was to be “time travel”, which was simultaneously a simple, childish game concept, like something a six-year-old Catholic boy would include at the end of his nightly prayers (“Please God, let them make a videogame about time-travel”) and something infinitely more ambitious than anyone had previously ever attempted in RPG stories. Horii has admitted openly to being inspired by the story of an old American science-fiction TV series called “Time Tunnel”, though there’s an almost-certain hint of “Doctor Who” in the way the story flows from casual episodes to world-threatening chaos and back again. The tale begins when a young boy runs into a young girl (literally) at a fair; there’s a spark of friendship between them, and just when they’re getting to know one another, the boy’s machine-loving tomboy friend uses the girl in a demonstration of her teleporting device, which malfunctions and sends the girl into a mysterious vortex. The boy follows her unthinkingly, and finds her four hundred years in the past, where she’s been mistaken for the missing queen of the very kingdom that was celebrating its one-thousandth year in the boy and girl’s home time period. The boy ends up rescuing the missing queen, and subsequently the girl, though once he gets her back to the future, he’s arrested for having absconded with her.

There’s a virtuoso sequence here, involving a court trial and imprisonment of the main character. The game has ingeniously recorded the actions of the player at the fair, where you had an opportunity to steal and eat a man’s lunch or even make a kid cry. If you were nice, you can find a girl’s missing cat and score positive points with the jury. How well you do doesn’t matter in the end, though — you’re gonna get jailed. In a breathtaking use of fast zooms and side-angle shots, with an amazing swell of music, Chrono Trigger impresses the player with a feeling of dread: the main character is being led across a bridge, under an ominous moon, hands and legs shackled, by an evil man. Here, all of the tools of the “Japanese RPG” developer’s idea kit are being used simultaneously, transforming the game at once to the 1990s videogame equivalent of “Gone with the Wind”. The crucial pieces are all in place, both physically and emotionally — and though the player might have just endured the more subdued colors of an older world, and a boss battle in a possessed church, the terror of being wrongly accused and imprisoned, awaiting the death penalty, in one’s own time period really hammers something home. Of course, your friends are on hand to break you out of prison, and in the thrilling escape from the prison, your brainy friend notices a time gate, and uses a handy device she created to pop open the gate and escape into an unknown time period — which happens to be the barren, destroyed world of the year 2300 AD, where the last surviving humans huddle, starving, in dilapidated domed cities, kept alive only by a machine that rejuvenates their bodies while leaving their stomachs empty. A little bit of spelunking into the mutant-infested outskirts of a dead future city brings the party to a computer that, when activated, shows them the last record of the prosperous human civilization of 1999 AD: the day when a giant demonic alien parasite named Lavos burst out of the crust of the earth and rained napalm over all civilization. Having witnessed this catastrophe, the three friends swear to unlock the secrets of time travel and prevent the destruction of the world.

The one-two-three emotional punch of Chrono Trigger opening stages lays everything on the line. We have pleasant chumming and character-development at the Millennial Fair, we have quirky medieval time-traveling hijinks in 600 AD, we have the trial and conviction in the present, and then the revelation of the premature end of the world. The rest of the story sees the characters spanning seven crucial eras of world history, jumping all the way back to the year 65,000,000 BC to find a stone to repair the legendary sword Masamune, which must be wielded by a hero (now turned into a humanoid frog) to defeat an evil wizard named Magus, who they suspect is attempting to summon Lavos from the ether in the year 600. It turns out to all just be a wild goose chase — Magus isn’t really a bad guy; he’s summoning Lavos because he wants to kill the monster, to set right some tragedy that occurred in the past, and we realize we’ve just spent the past dozen hours of gameplay messing up his whole righteous plan.

The tale splits in wild directions from this point. It’s like a hit television series striding into its second season — new characters are introduced, old characters change, major overarching plot details rise slowly from the ashes. The wildest, most imaginative fragments of the game’s tale take place in the year 12,000 BC, at the height of an enlightened civilization, where a mysterious prophet intones warnings of armageddon to a vain queen set on building an enormous palace beneath the ocean — which will draw all of its electrical power from the sleeping parasite nested in the earth’s core. These script for these sequences was written by Masato Kato, the man who had been responsible for the invention of in-game cinematics in Tecmo’s Ninja Gaiden.

The developmental theme of Chrono Trigger, then, was “talent”. Something tells me it was all Yuji Horii’s idea — get talented people together under a unified purpose, let everyone do what they excel at, and then bundle the results up into a highly polished package. Masato Kato, for example, would go on to pen stories for Xenogears and Chrono Trigger‘s prodigal (as in, one day it will return to us, and we will see about actually loving it) sequel Chrono Cross, and he’d mostly pump out noisy nonsense, though in moderation — in Chrono Trigger — his talents sparkle.

Whether you like him or not, even Akira Toriyama shines in Chrono Trigger, and mostly by doing exactly what’s expected of him. The main character, Crono, is a reworking of his spiky-haired Son Goku stereotype, now given a samurai sword and a headband; the girl, Marle, is a cleaning-up of Bulma from Dragon Ball, now dressed in white; Lucca, with her big glasses and boyish haircut, is clearly a teenaged rebirthing of Arare-chan, the heroine of the manga that put Toriyama on the map, Doctor Slump. Frog is the typical Toriyama beastman oddity, vaguely familiar yet unlike anything he’s drawn before or since, and Frog’s nemesis Magus is a vampire-like, scythe-wielding, caped man with a widow’s peak and a chalky complexion. He might remind you of what Vegeta would look like if Dragon Ball had been influenced by Lord of the Rings instead of Journey to the West. Robo the robot (from the future) exhibits Toriyama’s thoughtful talent for making technology look like high fashion, and Ayla the cavewoman is, well, the token breasty blonde. It’s a hell of a mish-mashed collection of characters and caricatures, though Toriyama pulls it all of with exceptional grace.

Chrono Trigger‘s art design is quite remarkable from a modern perspective, in this day and age where every Tales of… game that Namco cranks out opens with a fully animated cut-scene under music by a hot Japanese pop act: the Tales of… openings are always at least halfway lifeless, with the “camera” panning in front of stationary characters who change pose just as the pop song reaches a drum fill and the pan ends. Meanwhile, many years ago, Chrono Trigger was able to drop jaws and inspire daydreams with only poster-sized stationary images that are actually not featured anywhere in the game. Akira Toriyama’s massive talent — again, whether you like him or not — is scarcely more visible than in the promotional paintings he did of Chrono Trigger‘s characters in various dangerous situations. The sweep of the clouds, the etched lines of the landscapes, the throwaway details — everything good about Toriyama’s decades-long Dragon Ball series is captured in his Chrono Trigger scenes: a battle against Magus outside his castle in 600 AD, a scene with Lucca repairing Robo’s innards at her home in 1000 AD, the time machine Epoch soaring through the skies of 1999 AD, a battle in a mysterious coliseum, an epic battle of Crono, Marle, and Frog against a giant snow beast (which amazingly graced the American release’s cover art, even in the anime-fearing 1990s, when game publishers were usually inclined to commission some airbrushed Dungeons and Dragons stuff), and a virtuoso scene of the characters asleep around a campfire while curious monsters peek in from the trees. These out-game scenes, leaked into pop-culture through Japanese magazines, did more to establish the tone and wonder of the game than any in-game cut-scene or animated theme-song intro has ever done.

Yes, Chrono Trigger might just be the best-produced Japanese videogame of all time, where the word “produced” is taken at face value. Just two years after Chrono Trigger, we’d see Final Fantasy VII, and more than immediately (that is, well before the game was even released), the old guard was announced prematurely dead, and the world as we knew it grew obsessed with simplistic, manufactured angst, canned armageddon, fierce mathematics masquerading as “character customization”, and increasingly less blocky computer-animated full-motion video. Around this point, Hironobu Sakaguchi, no doubt shell-shocked from his wonderful experience helming Chrono Trigger, retreated from the world of videogames, and saw about directing a major motion picture.

Ten years have passed, and now Sakaguchi is back. And, perhaps ironically, his current vision has a lot in common with the conception of Chrono Trigger. Remembering that day and age when he and a team of talented, respected men assembled and instantly sold 2.3 million copies of a brand-new videogame franchise based on their names alone, Sakaguchi has sounded the call, and begun working on new legends — Blue Dragon and Lost Odyssey, both with characters by white-hot artists (Blue Dragon sees Toriyama reprising and dialing down his Chrono Trigger vibe; Lost Odyssey sees masterpiece-maker Takehiko Inoue’s original videogame debut), and one of them with a story by Kiyoshi Shigematsu, modern Japan’s equivalent of Gabriel Garcia-Marquez.

When one speaks of Chrono Trigger, the first names to crop up usually belong to artist Akira Toriyama, scenario-writer Yuji Horii, and music composer Yasunori Mitsuda. Though it was Sakaguchi’s gumption that made a videogame out of this glob of brain-ambrosia. High off of the — dare we say it — conscientious artistic success of Final Fantasy VI, Sakaguchi must have seen Chrono Trigger as the perfect opportunity to sharpen his pen. Final Fantasy VI‘s major stylistic achievement had occurred in virtuoso segments like the “Opera House”, where things are happening in the story — the beautiful female general Celes is impersonating an opera diva who a notorious gambler is slated to kidnap during the climax of her big performance, because the adventurers want to commandeer the gambler’s flying ship; meanwhile, a rogue octopus who hates our heroes for selfish reasons decides to sabotage Celes’ opera performance. As the unenthusiastic Celes, the player has to learn the lines of the opera, so as to sing convincingly; as the daring Locke, the player has to make his way around backstage, flipping the right switches to gain access to the rafters and take down the octopus so that the performance can go on. There’s a neat little twist ending to the whole fiasco. In the end, nearly every participating player was wowed. The “Opera House” scene, however, had just been an experiment, and one that required literally gallons of precious creative juices, so the rest of Final Fantasy VI (though not without its gems) was a tiny bit thin in comparison. In Chrono Trigger, few scenes stand out like the “Opera House” did in Final Fantasy VI, though we dare say that there’s not a single storyline event that isn’t more thrilling than anything event that’s occurred in any other RPG since. The raid on Magus’s castle in 600 AD is particularly amazing — though you barely do any more than walk down straight corridors, the planning is miraculous: mini-bosses pop out at just the right moments, and speak just enough dialogue before the fights to endear themselves as rounded characters. There’s a side-scrolling trek across parapets, an ominous descent down a dark, long staircase, during which the satanic chanting music builds in volume and intensity. Enter the door at the bottom of the stairs, and the chanting stops at once: silence. It’s not just an RPG dungeon — you’re not plunging into a crypt to dig up some magic mirror or something, you’re raiding a castle with the purpose of killing a guy, and the flawless presentation keeps you believing all the way up to the thrilling showdown and the cliffhanging revelation.

Future RPGs would tackle Chrono Trigger from the wrong angle — the game was, for better or for worse, the death knell of fantastic RPG dungeons. It birthed a tendency to keep everything straightforward and clean, with bosses popping up when needed. Xenosaga and Final Fantasy X pull the player forward through lifeless corridors laced with random battles and occasional boss battles prefaced by cute little dialogues. These games, however, are bloodless corpses when stood up beside Chrono Trigger, a miracle born of its creators’ attention and love, and of its tremendously tight, personality-fueled writing. (Note: if you’ve only played the English version, I assure you that the writing in the Japanese version is magnitudes smarter.)

Reviewers of the age praised Chrono Trigger for a multitude of reasons, including its fantastic plot, its multiple endings, and its great graphics. Electronic Gaming Monthly was sure, also, to praise the fact that its cartridge was 32 megabytes in size. Many critics semi-wrongly pumped their fists at the game’s method of presenting battles. Previous RPGs had faded to black occasionally and changed to a “battle screen” for each battle; Chrono Trigger, however, keeps all three characters visible on the screen at all times, and at specific points in dungeons (perhaps more accurately called “traveling sequences”), when enemies jump in from the sidelines, menus simply slide onto the screen and the characters draw their weapons; the battles then progress just as any pseudo-realtime battle in a Final Fantasy, now with a semi-pointless distance variable thrown into the mix. This wasn’t the “death” of the “random battle”, as many reviewers seemed to believe — it was just a conscientious workaround, a placeholder for something awesome — which would continue to elude RPG producers for the better half of a decade. For one thing, almost every battle in the game is unavoidable. Random battles, then, are most insulting because you can’t see the enemies before the battle begins — which I guess makes sense. Though hey, the typical RPG uses higher-quality character models during battle scenes than they use during field screens, meaning that the battles are deemed more important than the plot events by a majority of the games’ staffs. Really, has an RPG (not counting Dragon Quest, where your party members are usually invisible) ever had in-battle character models of lower graphical quality than the field models? I’m going to say no — maybe that’s the chief symptom of the RPG malaise: the developers find battling more important than adventuring, and it’s a weeping pity that, nine times out of ten, the battle systems in RPGs are just plain not exciting.

disco at the end of the world

I might possibly review this game again someday, several times. It might even be useful to review it every time a new big RPG comes out. Maybe I’ll play that big new RPG, be thoroughly disappointed by it, and then replay Chrono Trigger, and review Chrono Trigger again, based on what the new game did wrong. One might say that this review is a counterpoint to my Blue Dragon review, where I score the game pretty highly; after playing Blue Dragon, I played Chrono Trigger again, and Blue Dragon is actually quite bland in comparison — though not as bland as, say, Final Fantasy X. All Blue Dragon lacks, when compared to Chrono Trigger, is smoother battle transitions and a rock-solid, palm-sized story gimmick. (Like, say, time travel–no, that’s been taken.) Compared to Chrono Trigger, Dragon Quest Swords lacks dramatic weight in its action stages as well as the rock-solid, compelling story gimmick and exceptional writing.

Most pointedly, replaying Chrono Trigger again for the purposes of this review made me remember Hironobu Sakaguchi’s recent declaration of love for Epic Games’ shooter Gears of War. In Gears of War‘s campaign mode, I couldn’t help remembering Chrono Trigger when, around every shattered city block, enemy gunfire rained from the sky and my men swore aloud, shouted orders, and scattered to find cover. What’s that, if not a RPG battle transition? Are we not “playing” a “role” in Gears of War, anyway? Sakaguchi is a man of love, life, and details, and Chrono Trigger is the best project he’s ever been involved with. (It’s the best project that anyone involved with it has ever been involved with, in fact.) Surely, the battle presentation was a revolution waiting to happen; what if they would have thought a little harder, though? What if they would have incorporated a Secret of Mana-style action-packed, button-jabbing battle system? I’m sure Sakaguchi didn’t do it because Secret of Mana felt too thin. What about a crispy, poppy, 16-bit Zelda-like battle system, with simple, pleasant guarding and item management? No, he’d wanted each battle to have a kind of dramatic weight — a Zelda flow would have made the game feel too loose in comparison to an actual Zelda title, and there wasn’t enough staff to bring everything up to speed. Over a decade later, Gears of War must have been a tremendous revelation: maybe it’s possible, now, to stage intriguing, cinema-worthy battles of spectacle during straightforward trudges through fascinating surroundings. That Gears of War recycles and reuses the same three play mechanics (take cover, fire guns, throw grenades into emergence holes) a million times without ever feeling old should be a wonder to anyone who’s ever slogged through a Tales of… game.

I always ask, these days — what if someone were to take the Gundam story that has fascinated generations of Japanese manboys and give it a full, loving RPG treatment, complete with towns and atmosphere, customization, animated cut-scenes and an enthralling, action-packed battle system? I know this won’t happen because game companies don’t want to set the bar higher than they’re willing to jump. Why haven’t any Neon Genesis Evangelion games — ever — allowed the player to control a giant robot? Why are they all alternate-universe high school love stories, or detective murder mysteries, or sequels to alternate-universe high school love stories, or pachinko-slot-machine simulators? In the late 1990s, Neon Genesis Evangelion and Final Fantasy VII gangbanged the Japanese RPG format from opposite, grisly angles, and the developers have been auto-erotic asphyxiating themselves with ropes made of money ever since.

design by rerorero It’s amazing, in this light, that Chrono Trigger ever got made. The amount of creativity and balls that went into its production is just about unthinkable in the present climate. The story is as lovingly presented and conceived as an entire four-season sci-fi television series, the characters are as endearing as anything ever put into a classic Japanese animated series, the ingenious multiple endings and “New Game +” mode keep the fan-service close to the game’s heart, and the music of Yasunori Mitsuda is studded with innumerable gems as evocative of Ryuichi Sakamoto as of Rick Astley (see here), all equal parts three-minute-pop-song, new-age experiment, and classic videogame BGM. Future games would try to disassemble Chrono Trigger‘s winning formula and sell it piece by piece, which makes a lot of sense when one considers that yes, videogames are a commodity. Though it really is kind of sad, when you go back and play Chrono Trigger again, and witness how obscenely together it is, and wonder why no one ever summoned the conscience required to tighten up its noble ambitions. Here’s to Dragon Quest X, then, and to whatever Sakaguchi’s planning for after Lost Odyssey, and to White Knight Story. The kid deep inside us, who grew up in the 1980s watching reruns of 1970s Japanese animations about plucky boys somehow outsmarting grave fates will live again — we look forward to how.

tim rogers



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36 Responses to “chrono trigger (****) (abdnm #9)”

  1. Reluctant Hero Says:

    Agreed, best JRPG ever. Chrono Cross was a decent sequel, but it still didn’t capture the magic of Chrono Trigger.

    It’d be nice to this get a port to the PSP or the GBA. I don’t dare recommend a DS port as SQ would mess with the game too much. But a PSP port complete with Toriyama anime would be awesome.

  2. djomorris Says:

    Is there a reason for “Here’s to Dragon Quest X”, skipping over IX? I’m not really being assured by the signs coming out of Square-Enix, and I’m kind of hoping on one hand that they’re not putting “the squeeze” on Yuji Horii and company. On another hand I’m kind of hoping they piss Horii off enough that he goes off on his own like so many Japanese developers seem to be doing lately, kind of walking through the mists, so to speak.

    Chrono Cross is pretty great. It seems to have been glanced over though, since many of it’s great ideas are collecting dust instead of being carted off by it’s successors for drug money.

  3. 108 Says:

    I think Chrono Trigger is one of the few games out there deserving of a ground-up remake. If they would give it the graphical quality of Lost Odyssey and maybe retool the battle system (maybe use Unreal?), it’d be unstoppable.

    Of course, none of the original team exists at Square anymore. So hmmm. I’d rather just put all my eggs in the White Knight Story basket.

    And you know . . . you can play it on your PSP.

    It was — ahem — the first game I ever played on PSP, to tell you the truth.

  4. Reluctant Hero Says:

    Yeah I know you can hack the PSP, but I’m too impatient to deal with all that nonsense.

    I’d rather wait for a true remake. But, I wouldn’t want to see it with Lost Odyssey’s engine, I’d rather see it with Blue Dragon’s engine.

    Damn, it’d be so beautiful. But like you said, the original team is gone and I doubt Sakaguchi would ever want to work with Square-Enix again.

    White Knight Story… damn I’m hoping for something amazing. Hopefully TGS will bring news.

  5. 108 Says:

    djomorris:

    Yeah, the “here’s to Dragon Quest X” is indeed skipping over IX. It’s not that I am convinced that IX is doomed, it’s just that I’m a little disheartened that Horii announced it was going to be a risk-taking departure and then immediately caved to alarmist responses and yanked the game back into turn-basedness. I don’t like that Horii didn’t stick to his guns, or that Square didn’t respect him enough to let him stick to his guns, or whatever the hell happened. It’s kind of disappointing.

    I’m also sadly convinced that DQIX won’t be as awesome as it could be, if it were a home console game with awesome graphics. Seriously, they could work in multiplayer with voice-chat — it’d be like Monster Hunter all over again . . .

    . . . Though yeah, I’m quite certain that, either way, Dragon Quest IX will get a **** from this here website no matter what. I’m dead convinced it’ll be awesome as hell. Dead. Convinced.

    I just . . . . . . really would like a sweeping adventure. DQVIII left me hanging — I want the next iteration to have actual Akira-Toriyama-style line-work in the landscapes, not just the characters . . . . . . and numerous other fruity requests.

    Come to think of it, Yuji Horii is probably the only Japanese game producer who could put all of his effort into a whole new game franchise with a whole new name and still sell millions of copies of it just because he understands how to make a quality product.

    His influence certainly seems to be rubbing off on Akihiro Hino. White Knight Story may very well be the successor to Dragon Quest, for all we know.

    (I need that game hard. Seriously, the new trailer on the PlayStation Store = T-T)

  6. 108 Says:

    >>Reluctant Hero: White Knight Story… damn I’m hoping for something amazing. Hopefully TGS will bring news.

    Actually, I do believe Sony has confirmed that the game will be playable at Tokyo Game Show, probably with a free downloadable demo!!

    !!

    . . .

    !!!!!!

  7. xagarath Says:

    Chrono Trigger really, really needs to get released in PAL. We did get Terranigma instead, but it doesn’t quite make up for it.

    I’d claim Shin Megami Tensei: Lucifer’s Call as the best JRPG, but that series aside, it’s hard to think of much that could challenge Chrono Trigger.

  8. Reluctant Hero Says:

    @ 108

    Wow, if the downloadable demo is true, I’ll have to setup a JP PSN account.

    I too was slightly disheartened when Toriyama switched DQ IX back to turn based. I wonder how DQ IX will work over Wi-Fi when everyone gets to control their own character in battle… it’ll most likely drive me crazy because I won’t have full control over the party. If it were an Action-RPG, I could accept the loss of part control.

    But yeah, I’m still stoked for this game. I’m stoked for the DQ IV, V, & VI remakes too. I’ll be importing them with the help of FAQS for V and VI. I can play DQ IV from memory alone. I beat the NES version on 3 separate play throughs when I was a kid with endless time on my hands.

  9. kitroebuck Says:

    The comparison with Gears of War is very astute, but I get a little discouraged when you use that game to describe the direction you’d like to see RPGs head in as I can actually play RPGs and I suck at Gears of War. I finished it, and I loved it, but I did not finish it well. I know that you’re an advocate for reducing the arbitrary abstractions in videogames, but some abstractions, turn-based or active time battle systems for instance, make the game more accessible. I don’t doubt that a Secret of Mana style action battle system would be awesome, but not every game has to be reflex-reliant, does it?

  10. 108 Says:

    No, of course not every game needs to be reflex-reliant. When I say I think more gams should be “like” Gears of War, I mean that I think they could profit from its sensibilities, its flow.

    Imagine an RPG that flowed like Gears of War. Better yet — yeah — imagine Gears of War as an RPG. Imagine the action pausing every time enemies popped out. You have to choose your characters and choose where you want them to take cover, and then press the “Go” button and watch them all scramble. Pause the action again and choose who shoots who. Gears is simple and pure enough in design to actually work as a turn-based strategy game with time elements.

    Remember that Yasumi Matsuno once said, of Final Fantasy Tactics, that you should imagine each of the hour-long battles as taking approximately ten seconds in real life.

    It’s like that.

    Hmm . . . Final Fantasy XII and Vagrant Story are pretty close to the goal, if you look at it that way.

  11. kitroebuck Says:

    Funny, what you describe sounds like what the developers of Mass Effect and Fallout 3 claim to be putting into their games as an alternative to straight FPSing. I don’t believe them, personally. It would work with Gears, though, you’re right.

  12. sleeptalker Says:

    tim, you’ve previously gone on record to say that earthbound would be the best videogame of all time had super mario bros. 3 never been made. earthbound being a japanese RPG, your claim here that chrono trigger is the best of its kind is a little contradictory. which is it?

  13. 108 Says:

    >>sleeptalker:

    yes, sir, I most certainly did say that Earthbound was the second-best videogame of all-time, though I like to think that’s it’s only a J-RPG by coincidence. In terms of its narrative flow, it actually has a bit more in common with old point-and-click adventures.

    Or we can cop out and say that it “transcends its genre”.

    What I mean is that Chrono Trigger is a proud “Japanese RPG”, and it is the best at every silly thing the format of “Japanese RPG” entails.

    It’s also very conveniently made by the makers of the two historically biggest Japanese RPG series, which means I don’t have to choose between them.

    Copping out is good for you!

    >>kitroebuck:

    Yes, I don’t trust Mass Effect and Fallout 3 either — I’m sure they’ll be really great videogames, and I’m going to play them both, though I’m also pretty sure that they’ll lack the astronomical level-design talents of Cliffy B. Still, they are so encouraged to try!

  14. Toto Says:

    Tim, after seeing this I’d love to see a Chrono Cross review up. Many people think it’s rather a train wreck, but I rather took to its trainwreck story, it’s relaxed atmosphere and its gorgeous music.

  15. negativedge Says:

    Every now and again I like to nerd out and attempt to figure out whether or not I like Chrono Trigger more than Final Fantasy VI. I don’t think I do, but me, you, and everyone else in the entire history of the universe pretty well know it’s the better game. It’s one of those works that you can wrap up, throw in a basket and place a nice little label on it, calling it “completely and totally representative of ______.” The best game of its era, and the best of its kind of any era.

    lololol I’m talking about a video game.

  16. crispyambulance Says:

    I dare say I must be the only person to prefer Chrono Cross over Chrono Trigger. the last time I tried to play through Chrono Trigger, I could not, for the life of me, bear the random enemies popping out every few fucking steps.

  17. CubaLibre Says:

    Fallout 3 looks to be Fallout: Oblivion rather than Fallout: Morrowind, which is a sad state of affairs. I’m still holding out hope. Not that my computer could run it either way.

    Speaking of the remarkable flow of Chrono Trigger, I think that in many ways it’s actually more remarkable than Gears’, even though Gears’ is more polished. As a robust, vivacious, rollicking tale, Chrono Trigger is on many levels an experiment with flow – bizarre and subtle mechanics are thrown in for variety and thematic differentiation, which newer games have twisted into “minigames” when that was never the original intent. Think of trying to press the button in 2300 AD, or the “stealth kills” against the guards in the Guardia prison, or the way the guards swarm after Crono, Lucca, and Marle on the way to the 2300 timegate. All of these are tiny little quasimechanics never used again in the game, and they all reinforce whatever mood the game is trying to present at that point.

    Gears’ flow is, in the end, more polished, because it does basically one thing, over and over, with tiny permutations. Chrono Trigger is all over the map – these are the BALLS that Tim refers to – but it’s infused with so much love that you are inclined to play along.

  18. niku Says:

    “Really, has an RPG (not counting Dragon Quest, where your party members are usually invisible) ever had in-battle character models of lower graphical quality than the field models?”

    sir are you familiar with the graphical works of the original Wild Arms for the Playstation Computer Entertainment System? Unless you have a great fondness for hydrocephalic children, I would suggest that we have a winner!

  19. GeoX Says:

    Yes. Chrono Trigger is pretty well perfect; it’s hard to deny. Nothing in a videogame has EVER been as jaw-dropping to me as the Taoist opium dream that is the Kingdom of Zeal, and I don’t expect that to change.

    The only mildly irksome thing: Schala. No, it’s not really a big deal that they just sort of left her hanging (although in such an otherwise immaculate game, it would’ve been nice if they’d dotted that last i), but because of SOME fans’ crazed obsession with the omission, they felt the need to make Chrono Cross’s ENTIRE DAMNED PLOT hinge around her–with hilarious(ly incoherent) results.

  20. GeoX Says:

    …and as for White Knight Story: eh, maybe, but the e3 demo filled me with such absolute, crushing apathy that I can barely stand to think about the game without wanting to fall asleep. Perhaps I’m just not a proper gamer anymore :-(

  21. 108 Says:

    >>niku:

    Aesthetically, shit, you’re right!

    Though “technically” — those battle character models were made of polygons, which were the future. Though they only might have been made of three polygons each, the field models were made of zero, so the battle models win by hideous default.

  22. GnaM Says:

    To be honest, I think this review underplays Toriyama’s character designs in Chrono Trigger a bit by portraying them as mere refinements of pre-existing DBZ designs. Don’t get me wrong, you can of course the the resemblances between certain characters, but Chrono Cross succeeds where Dragon Quest, DBZ, and his other projects fall short.

    I think one major thing that helped is that the story involved forced Toriyama to create a full cast of characters which each fulfilled different archetypes. You had the guy, the girl, the nerd, the frog, the robot, the cavewoman, the vampire, etc. This prevented his designs from the game from degenerating into what they often become; a host of homogeneous spiky-haired nobodies…and forced Toriyama to create a wonderfully diverse and beautifully rendered cast.

    However, it would be a crime not to point out that even where Toriyama is seemingly just retreading old territory – i.e. Chrono, Lucca, he’s doing it with far better execution. Chrono’s color pallete, costume, gear, even hairstyle makes him stand out far more than Goku’s mickey-mouse haircut and plain orange jumpsuit. Likewise, Lucca’s glasses, helmet, backpack, laser gun, etc. give her far more character than Bulma ever had. Marle might be rather 1-dimensional by comparison, but at least she has a freaking crossbow, and when shrunken down to SNES sprite dimensions, she still stands out.

    It’s only when you look at a game like Blue Dragon, where Toriyama’s designs look uninspired, redundant, and unremarkeable, that you really see that Chrono Trigger was such a wonderful anomaly for him. Chrono Trigger’s designs are quite possibly the best work he ever did.

  23. GnaM Says:

    LOL – EDIT; I meant to type “Chrono Trigger” and not “Cross” in the first paragraph.

  24. slop101 Says:

    The only negative thing I could say about Chrono Trigger is that while the graphics are great as they do exactly what they set out to do, I really don’t like Toriyama’s designs on the characters – I hate DragonBall Z so much that even a passing resemblance bothers me. But that is a very subjective thing, and besides that, yes, this is pretty much the best RPGs ever.

  25. hal5000 Says:

    Tim you are a true compatriot.
    Your prognostications on Gundam, Evangelion and the future of RPG’s as literal “ROLE” “PLAYING” games hit me like a bullet. I’ve been feeling the same way since FF 8 let me down and Ico made me feel true filmic emotion. So shuddered have the RPG communities gotten. Does every RPG have to have the random battle “swish”. Does every RPG have to include blue hair as a prerequisite (Eternal Sonata)?

    My friend Eliot and I were just watching the hilariously abismal English dub “Gundam: Char’s Attack”. Though a lousy film the landscape and space opera felt so ripe for a full role playing translation. Not to the extent of changing all the players hair to a slick blue pink finish. But actually allowing you to take the roles of Gundam cast and make them your own. Pilot the ships, fall in love with Lalah and launch your Gundam onto a new moon.

    I constantly wish Porko Rosso or Princess Monoke would get their own game translations. And not in the small sense of making a gimicky on-rails piloting shooter or a dull spirits RPG. I’m talking about having my own island and a glass of wine. I’m talking about walking through the forest and seeing something altogether new and original. The space is even more important then a literal translation of story bit for bit. Game don’t need to be hoisted by linear trails. They can go and do anything.

    It’s interesting when every game wants to have edgy cutscenes that look like movies. Game developers should know that games aren’t movies. Their so much better. Games to me need to learn their limits past movies. What can we so that they can’t. It makes me think of works by Chris Ware. His panel structures in “Jimmy Corrigan” could hardly be replicated in another medium. They would barely be as charming even if they were.

    If you ever make a game please include me in its production.
    Hey Gnam!

  26. Baramos Says:

    Absolutely true. The only downer is you know, if they every try to make Chrono Trigger 3 (or whatever), it’s not going to have any of these people involved. Then again, without them involved, it won’t be made.

    Eh, to read in a magazine today the same sentence only with “Chrono Whatever” in place of Chrono Trigger with all the names the same. It would fill my heart with joy.

    Then again, we could just play Chrono Trigger again.

    Also, we should get a million six-year-old Catholic schoolboys, and pay them to pray at night that Squarenix doesn’t remake Chrono Trigger the way they are doing Final Fantasy IV DS. Or if they do, it should just be to put the thing on a gamepack, and not SCREW with it.

  27. leoboiko Says:

    Fuck, now I have to play Chrono all over again in Japanese.

  28. I Bring Nothing to the Table » Blog Archive » Game Overview: 16-Bit All-Stars Says:

    [...] the way, if you don’t think my opinion is enough, check out Tim Rogers‘ review of this spectacular game. He does a much better job of analyzing why the story is [...]

  29. BillyTheBanana Says:

    I played Chrono Trigger a couple years ago, and it was one of the last RPGs I gave a chance before I became disillusioned with RPGs altogether, which would eventually lead me to my current state of basically being disillusioned with video games in general and only giving a second glance to original projects like, most recently, Braid.

    I played Chrono Trigger basically up to the same point that you describe in detail in your review. The reason I just couldn’t hang on with it was the dialogue. I honestly tried to give it the benefit of the doubt, but characters would just say stupid thing after illogical thing after emotionally absent thing. I imagined the same lines being said by characters in a movie and realized it was the sort of crap that critics love to complain about and only really makes sense if you view the action as a light, self-aware play rather than realistic events. Maybe I’ll go back and play it yet again and maybe come back with quotes to illustrate what I’m talking about. More likely I won’t go back and play it again because it’ll probably annoy me just as much.

    So what I’m curious about is the original version. I do not know a lick of Japanese. Maybe Tim, you could elaborate on your statement that the original was “smarter”, or maybe someone else could explain to me how it’s different. I want to like this game, I really do. But in the game I was playing, the dramatic quality was pitiful…

  30. FrancoAmerica Says:

    Story, art, music, and characters between Earthbound and Chrono Trigger are all even to me, but Earthbound wins because creatures fear you. That is character devolpment; that is rewarding.

  31. Anthony W Says:

    >>Yes, I don’t trust Mass Effect and Fallout 3 either — I’m sure they’ll be really great videogames, and I’m going to play them both, though I’m also pretty sure that they’ll lack the astronomical level-design talents of Cliffy B. Still, they are so encouraged to try!

  32. Anthony W Says:

    Mass Effect is the best Star Trek game of all time, but the problem is they didn’t know that it was supposed to be a Star Trek game…..so they put a space humvee in the game.

  33. djomorris Says:

    Replaying Chrono Cross recently, it is still the most logically ballsy sequel that could have been made. It could only have been attempted by Masato Kato, who although I have no real evidence, I feel fairly confident in claiming has seen every episode of the original Star Trek multiple times. If Chrono Trigger is about traveling through time, Chrono Cross is about the repercussions of that.

  34. nobinobita Says:

    I noticed quite a few people seem to love Chrono Trigger while voicing dislike for Dragonball Z. I’d like to put fourth the idea that you can enjoy Toriyama Akira’s art, even if you don’t like Dragon Ball Z. It’s OK, really. He’s a fantastic artist.

    GnaM

    I wouldn’t write off Dragon Ball’s designs so easily. There’s alot of subtly to those characters.

    For instance, look at Vegeta. He was introduced as the ultimate villain, yet he’s physically smaller than Goku, the main character. Somehow that actually made him seem scarier and deadlier. Also, look at his hair. It fills up the negative space in Goku’s own haircut, so it’s sorta like the opposite hair in a funny way. Also, he’s perpetually in the early stages of male pattern baldness with his big forehead abd widows peak. This makes him look more mature and also angry all the time. This is good stuff!

    Toriyama Akira is definitely influential, and people often try to imitate him, but they usually go for the obvious things, like spikey hair and big muscles. It’s easy to forget all the quirks he puts into his designs, the things that make the characters really come to life.

    Also, his drawing style is about as completely original as you can get. That’s pretty dang special. Before there was Toriyama Akira, there was no one who drew like Toriyama.

    Also, Chrono Trigga 4 eva!

  35. nobinobita Says:

    “Really, has an RPG (not counting Dragon Quest, where your party members are usually invisible) ever had in-battle character models of lower graphical quality than the field models? I’m going to say no — maybe that’s the chief symptom of the RPG malaise: the developers find battling more important than adventuring, and it’s a weeping pity that, nine times out of ten, the battle systems in RPGs are just plain not exciting.”

    All Final Fantasy games (barring XI and XII) and most RPGs in general have more detailed field environments than battle environments. I think this reflects alot of emphasis on world building and getting across the feel of adventuring through various locales. The prerendered environments of FFVII were just as important as the cool looking battle graphics.

    RPG battle systems are typically kind of boring. But really, most people play them for the story and graphics, not the strategic gameplay.

  36. belthegor Says:

    The Chrono Trigger cartridge was 32 megaBITS, actually.

    And the reason battle graphics have traditionally looked better than field graphics is simply because they didn’t have to render as much STUFF during battles. (Thinking about FFVII specifically, here.)

    As for never being able to control a giant robot in an Evangelion game, check out the N64 one. (Or don’t.)

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