Even on the DS, Chrono Trigger Remains as Timeless as Ever- Staff Review

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Chrono Trigger is basically the RPG that developers should be striving for their projects to be on the same level of, but not in the usual sense. For too long, the genre has remained a stagnant river of non-ideas, each game within it following each other in cribbing ideas from the Grand List of RPG clichés in trying to match the charm that comes with a sense of nostalgia. But instead their products end up being a dull, unoriginal mishmash of tired plot elements that make the creators appear creatively bankrupt.

That’s significant because one game made this accomplishment over 13 years ago by creating an original template to follow. Yet no one followed it.

ctgeoffreview1.jpgThings begin pretty familiarly. Then it gets exciting.

Chrono Trigger actually starts off not-so-originally: the main character is awoken by a single parent with no word on where his father is. The environment is a medieval fantasy one, complete with kings, swords, and sorcery, along with your typical RPG addition of some extra technology. But it isn’t long until its true agenda is revealed, and what follows is one of the most memorable RPG experiences ever.

The rapidity in revealing its intentions is a testament for how fast the game moves overall. It’s a shame to see that 16-bit games, or those who stick very closely within the confines of one, were the pinnacle of fast-moving games. Long, drawn out narratives came with the introduction of 3D, along with flashy battle animations and pitiable loading times – the latter of which actually hampered the PSX version of this game.

But what makes the game memorable isn’t the simple fact that it’s different than what’s come before, but the display of how much care the developers put into everything. It’s like the team looked at the list linked above and decided to, aside from a few exceptions, rally against what typified the genre. And through doing this, CT has a lot of, well, heart to it. Sure, it doesn’t have the most multifaceted and riveting storyline, but if the characters and plot are appealing enough, does it need that? Absolutely not.

ctgeoffreview2.jpgThe game is both typical and atypical, for all intents and purposes. That’s what makes it so memorable.

Not to say it’s entirely simple, especially gameplay wise. In addition to the usual attacks, you’re also allowed to perform techs, themselves being similar to regular attacks with the expected extra kick (and MP reduction). But you can also use Dual Techs and Triple Techs for more damage to either one or multiple enemies. Who you determine to use it on adds a complex yet simple and welcome level of strategy.

Chrono Trigger is not a quality product solely for the fact that it takes risks that more RPGs should take, but mainly because it does that with a sense of style, finesse, and charm.  Those three elements combined are what make the product timeless. While so many games will continue to strive for enhanced immersion and complexity, Chrono Trigger will serve as an example of the notion that games, most notably RPGs, don’t need all of that to be appealing, and that simplicity can go a long way.

-Geoffrey Barnes

Chrono Trigger is a game that holds a special place in my heart. In high school a friend told me that Akira Toriyama did the character designs for Chrono Trigger. Being heavily into Dragon Ball Z at the time I just had to play the game. The game’s plot, a motley group of time travelers set on saving the world from disaster was engrossing enough, but it was just one part of a very addicting game. Since originally completing the game in 2000, and again in 2002, I didn’t pick up CT again until its DS release. Despite the numerous RPGs I’ve played since 2000, I’ve learned that even 13 years after its original release CT is still one of the best and most unique RPGs around.

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Classic play mode retains the look and feel of the SNES version. Also, how did I ever play this game before without a map?!

In 1995 the many elements that went into making Chrono Trigger so unique were ahead of their time. The concept of forgoing randomly generated enemy encounters in favor of visible enemies was not common at the time in RPGs, nor would it be for many more years. The menu-based combat system differentiated itself with the implementation of Dual (Double in the orignal translation) and Triple Techs. Basically two characters join up using their special abilities or Techs, such as combining Crono’s “Cyclone” and Lucca’s “Flame Toss” to form “Fire Whirl.” The same concept is also used for the more devastating Triple Tech attacks. Other RPGs have unsuccessfully tried to implement a similar Double/Triple Tech systems. Raise your hand if you easily figured out the Double Tech systems in Chrono Cross and Xenosaga II. If you did you’re definitely a patient gamer; the rest of us lamented the half-baked imitations.

The Game+ feature found after completing the game for the first time, is central to unlocking Chrono Trigger’s 13 different endings. Obtaining the multiple endings does not require a full completion of the game each time. Using levels, stats, items, and weapons carried over from the first playthrough of the game, the final boss can be taken on at multiple points throughout the game to get all of the endings. Like CT’s other features, the use of Game+ to achieve multiple endings are not found in many other RPGs.

GS-CT2.jpgI  have only one complaint about CT, and that is the notion of a silent protagonist. While he is brave and willing to fight for his friends, Crono has almost no personality. Hell, the poor guy doesn’t even have the benefit of a back story like everyone else (though only a few of the characters’ stories were actually interesting). And because he lacks a personality our protagonist has no character development, a crucial part of many RPGs. Still, a silent hero doesn’t detract much from the overall greatness this RPG.

The DS version of the game contains the anime cut scenes found in the 2001 PS1 port without the horrendous load times. Both screens on the DS are put to practical use, especially the map on the lower screen– it is a big help in dungeons. The Lost Sanctum area is new to the DS port, and is entertaining at first but becomes tiresome as you’re forced to repeat areas again and again while fetching items for NPCs. As of this writing I have not played the Dimensional Vortex and Singing Mountain extras found after finishing the game. Still, with or without the new features Chrono Trigger feels as timeless as ever.

Angela Moseley

Chrono Trigger was the first RPG I ever played and completed, back in 2003.  At the time, I had
no idea what I was doing, and I had only started to acclimate to such a style of game play by the time I started Final Fantasy IV (the second RPG I ever played).  Interestingly enough, it was Angela who got me into Chrono Trigger, and she is to blame for making me the gamer that I am today.

Naturally, when the DS port was announced, I was awaiting it with eager anticipation.  Even if it were to be only a straight port, I would’ve played it and been happy to relive my fond memories of the game.  Then the extras were announced.  Not only would the PS1 extras be included with the DS, but some new bonus dungeons would be included as well.

Wait, before I use it, you didn’t do anything to it, did you?

Now, Square-Enix’s bonus dungeons have been hit and miss in their Final Fantasy ports.  For instance, Final Fantasy I’s bonus dungeons in Dawn of Souls were largely unnecessary, but Final Fantasy II’s bonus dungeon in Dawn of Souls added another dimension to the story that was welcome in an otherwise poor game.  In Chrono Trigger’s case, the bonus areas created for the DS version are yet another miss: they add nothing to the story, other than adding about ten or fifteen more hours of game play to your clock, and leveling you up enough that it makes the fight with Lavos far too easy.

For example: if you like the idea of fighting back and forth through the same area multiple times, a la Dragon Quest, then you would love the Lost Sanctum bonus dungeon.  Unfortunately for everyone else, the dungeon didn’t come with an extra control or two to make traveling between eras any easier.  At one point, I had to go to the other era, ask to borrow something, and then come back with it to the original person who asked for it in the first era.  At another point, I killed something for some food that it left behind, traveled through time, delivered it to a Nu building a bridge, only to be told it was the wrong food and I had to go all the way back through time again to kill something else.

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Ohhhh, no my friends, this is just the beginning…

Now, given the right circumstances, such game play wouldn’t make a bad game.  But this is supposed to be Chrono Trigger, a game that was originally very fast paced and didn’t waste time with side quests that didn’t have anything to do with the story.  Each side quest and optional portion of the original game tied into the story well.  But Lost Sanctum, the Dimensional Vortex, and the Battle Arena all feel like they’re lopsided barns, attached to the side of an otherwise perfectly symmetrical house.

And it is still a perfectly symmetrical house.  Everything that was right about Chrono Trigger remains right.  The graphics are amazing, the battle system doesn’t slow down like in the PS1 version, and the music is still just as capable of setting the right mood as it had been in the original version.  The translation was improved, and I have no complaints, even though the “Good morning, Crono!” line was changed.  As long as you ignore the new extras, or treat them as a different game entirely, then I easily recommend this game for your DS library.

-Joseph Daniels

Images courtesy of Gamespot.
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