Chrono Cross - Development

Development

Square began planning Chrono Cross immediately after the release of Xenogears in 1998. Chrono Trigger's scenario director Masato Kato had brainstormed ideas for a sequel as early as 1996, following the release of Radical Dreamers. Square's managers selected a team, appointed Hiromichi Tanaka producer, and asked Kato to direct and develop a new Chrono game in the spirit of Radical Dreamers. Kato and Tanaka decided to produce an indirect sequel. They acknowledged that Square would soon re-release Chrono Trigger as part of Final Fantasy Chronicles, which would give players a chance to catch up on the story of Trigger before playing Cross. Kato felt that using a different setting and cast for Chrono Cross would allow players unfamiliar with Chrono Trigger to play Cross without becoming confused. The Chrono Cross team decided against integrating heavy use of time travel into the game, as they felt it would be "rehashing and cranking up the volume of the last game". Masato Kato cited the belief, "there's no use in making something similar to before ", and with Tanaka, further explained:

We didn't want to directly extend Chrono Trigger into a sequel, but create a new Chrono with links to the original. Yes, the platform changed; and yes, there were many parts that changed dramatically from the previous work. But in my view, the whole point in making Chrono Cross was to make a new Chrono with the best available skills and technologies of today. I never had any intentions of just taking the system from Trigger and moving it onto the PlayStation console. That's why I believe that Cross is Cross, and NOT Trigger 2.
— Masato Kato
When creating a series, one method is to carry over a basic system, improving upon it as the series progresses, but our stance has been to create a completely new and different world from the ground up, and to restructure the former style. Therefore, Chrono Cross is not a sequel to Chrono Trigger. Had it been, it would have been called Chrono Trigger 2. Our main objective for Chrono Cross was to share a little bit of the Chrono Trigger worldview, while creating a completely different game as a means of providing new entertainment to the player. This is mainly due to the transition in platform generation from the SNES to the PS. The method I mentioned above, about improving upon a basic system, has inefficiencies, in that it's impossible to maximize the console's performance as the console continues to make improvements in leaps and bounds. Although essentially an RPG, at its core, it is a computer game, and I believe that games should be expressed with a close connection to the console's performance. Therefore, in regards to game development, our goal has always been to "express the game utilizing the maximum performance of the console at that time." I strongly believe that anything created in this way will continue to be innovative.
— Hiromichi Tanaka

Full production began on Chrono Cross in mid-1998. The Chrono Cross team reached 80 members at its peak, with additional personnel of 10–20 cut-scene artists and 100 quality assurance testers. The team felt pressure to live up to the work of Chrono Trigger's "Dream Team" development group, which included famous Japanese manga artist Akira Toriyama. Kato and Tanaka hired Nobuteru Yūki for character design and Yasuyuki Honne for art direction and concept art. The event team originally envisioned a short game, and planned a system by which players would befriend any person in a town for alliance in battle. Developers brainstormed traits and archetypes during the character-creation process, originally planning 64 characters with unique endings that could vary in three different ways per character. Kato described the character creation process: "Take Pierre, for example: we started off by saying we wanted a wacko fake hero like Tata from Trigger. We also said things like 'we need at least one powerful mom,' 'no way we're gonna go without a twisted brat,' and so on so forth." As production continued, the length of Cross increased, leading the event team to reduce the number of characters to 45 and scrap most of the alternate endings. Developers humorously named the character Pip "Tsumaru" in Japanese (which means "packed") as a pun on their attempts to pack as much content into the game as possible. To avoid the burden of writing unique, accented dialogue for several characters, team member Kiyoshi Yoshii coded a system that produces accents by modifying basic text for certain characters.

The Chrono Cross team devised an original battle system using a stamina bar and Elements. Kato planned the system around allowing players to avoid repetitive gameplay (also known as "grinding") to gain combat experience. Hiromichi Tanaka likened the Elements system to card games, hoping players would feel a sense of complete control in battle. The team programmed each battle motion manually instead of performing motion capture. Developers strove to include tongue-in-cheek humor in the battle system's techniques and animations to distance the game from the Final Fantasy franchise. Masato Kato planned for the game's setting to feature a small archipelago, for fear that players would become confused traveling in large areas with respect to parallel worlds. He hoped El Nido would still impart a sense of grand scale, and the development team pushed hardware limitations in creating the game's world. To create field maps, the team modeled locations in 3D, then chose the best angle for 2D rendering. The programmers of Chrono Cross did not use any existing Square programs or routines to code the game, instead writing new, proprietary systems. Other innovations included variable-frame rate code for fast-forward and slow-motion gameplay (awarded as a bonus for completing the game) and a "CD-read swap" system to allow quick data retrieval.

Masato Kato directed and wrote the main story, leaving sub-plots and minor character events to other staff. The event team sometimes struggled to mesh their work on the plot due to the complexity of the parallel worlds concept. Masato Kato confirmed that Cross featured a central theme of parallel worlds, as well as the fate of Schala, which he was previously unable to expound upon in Chrono Trigger. Concerning the ending sequences showing Kid searching for someone in a modern city, he hoped to make players realize that alternate futures and possibilities may exist in their own lives, and that this realization would "not ... stop with the game". He later added, "Paraphrasing one novelist's favorite words, what's important is not the message or theme, but how it is portrayed as a game. Even in Cross, it was intentionally made so that the most important question was left unanswered." Kato described the finished story as "ole' boy-meets-girl type of story" with sometimes-shocking twists. Square advertised the game by releasing a short demo of the first chapter with purchases of Legend of Mana. The North American version of Cross required three months of translation and two months of debugging before release. Richard Honeywood translated, working with Kato to rewrite certain dialogue for ease of comprehension in English. He also added instances of wordplay and alliteration to compensate for difficult Japanese jokes. Although the trademark Chrono Cross was registered in the European Union, the game was not released in Europe.

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