While apparently attempting a highbrow version of Chrono Trigger's time travel design, Chrono Cross is more linked to the 'open' approach of SaGa than a proper followup, with a hefty amount of optional unlockable characters and their related side quests. However, there are two key differences: Stressing its theme of choices and their consequences meant that many characters can be rendered permanently missable, and its alternate realities mechanic created room for some truly innovative ideas. But like SaGa and Star Ocean before it, the large cast and their mostly inessential nature comes at the price of gameplay depth, instead relying on minor side quests to identify its otherwise faceless roster, and it wasn't compensated by a feature tying them all together à la Suikoden, either. Part of it is due to the battle system - a strange amalgamation of Xenogears and Final Fantasy VIII, and its surrounding elemental system providing much of its linearity. Despite its vast customization options, the hyper-focus on elements via type weakness and field effects ruins its potential, paring down strategies and limiting 'builds' to simply rotate depending on the boss/dungeon, even if the merger of spell tiers, attack levels, and stamina is a novel approach to combat.

Chrono Cross' greatest strength turns out to be the plot, albeit a little muddled. Bits of philosophical concepts and existential discourse are peppered all throughout the story, instead of - say, the final boss (as most JRPGs are wont to do) that creates a disorienting but compelling means of storytelling. Its overarching themes lead to some memorable dungeon designs/aesthetics and truly heartfelt moments both during and even outside the main storyline.

Reviewed on Jan 09, 2021


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