![]() ![]() USgamer's Daily Classic for February 21, 2014: Chrono Cross.Trigger's systems offered flexibility but never became bogged down by fussy complexity, and despite spinning a massive tale about time travel and paradoxes, the plot deftly avoided needless convolution, presenting the most accessible, people-pleasing take on time paradoxes since Back to the Future. Two schools of RPG discipline united in a singular work that sent players hurtling through millions of years of history to save the human race while at the same time feeling personable and fun. Chrono Trigger possessed the simplified accessibility and relatable character writing that continues to define Dragon Quest, but it married these elements to the scale, pomp, and experimental design that had become Final Fantasy's stock in trade. At the end of the Super NES era, Trigger stood out because it represented a collaboration between two RPG "rivals," Dragon Quest and Final Fantasy: The former's creator, Yuji Horii, teamed up with the guiding force behind the former, Hironobu Sakaguchi, to build an RPG that combined the best of both franchises into something unique. For one thing, the staff behind its creation only represented a fragment of the original talent behind 1995's Trigger the key staff behind the previous game had largely moved on by 1999. That it was any good at all, in fact, should go down in the books as something of a minor miracle.Ĭhrono Cross' very existence posed several challenges. Some content, such as this article, has been migrated to VG247 for posterity after USgamer's closure - but it has not been edited or further vetted by the VG247 team.Īs the sequel to Chrono Trigger, Squaresoft's Chrono Cross should have been a guaranteed hit, right? Wrong by all rights, it should have a total disaster. This article first appeared on USgamer, a partner publication of VG247. ![]()
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