Chrono Cross Review
1999SquareGame
Forty five recruitable characters, two parallel worlds, and the most beautiful soundtrack on the PlayStation.
| Category | Critic | Users |
|---|---|---|
| Difficulty to make | Great | |
| Visuals | Great | |
| Story | Good | |
| Gameplay | Great | |
| Overall | Good |
Judged on its own terms it is remarkable. The element grid replaces experience with a stamina and colour system where every action costs and the field shifts toward whichever element was last used, so battles are short, tactical and never a grind, and levels arrive only from bosses. The two world structure lets you meet the version of a person who died in the other timeline, and a few of those encounters land hard.
Mitsuda's soundtrack is the best thing on the hardware, and the prerendered coastal art still looks astonishing. Judged as a sequel it is deliberately difficult. It treats the events of Chrono Trigger as backdrop, kills off that game's optimism in an epilogue and explains the connection in a long lore dump late on that many players never untangle. The forty five character roster is a width problem too, since only a handful get writing and the rest are stat blocks with accents. Divisive, uncompromising and unlike anything else in its genre.
Chrono Cross at a glance
Official site- Platforms
- PlayStation, PS4, PC, Switch
- Developer
- Square
- Hours played
- 32
- Year
- 1999
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