Chrono Trigger is Timeless

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When it comes to games, I don't put much stock in  prestige. Plenty of them are put on an impossibly   high pedestal for their influence alone, and have  often struggled to maintain that reputation. Super   Mario 64, though an undeniably huge influence  on 3D game design, is still one of the first 3D   platformers ever released: and it shows. I still  like 64 a lot, but there are a deluge of better   options out there if you're looking for a solid 3D  platformer. We can acknowledge its importance to   those future titles, even recognize that without  it we wouldn't have those future titles, but that   doesn't eliminate its own shortcomings. Even a  game like A Link to the Past, which has stood   up better than most, is arguably less special than  it used to be. I feel like the balance it strives   for has since been done better in games like  Ocarina of Time and Twilight Princess. Of course,   this is just my opinion and everyone is free to  disagree as always; however, I don't like the idea   that there's this rule of discussion that states  you must consider a game within its own context.   It is certainly a valid way of looking at art,  but why does it have to be the only valid way? It   just seems like a convenient excuse for people to  protect these older games from the heretical idea   that some people might not like them as much.  No matter how influential your ideas were in a   different era, it's difficult for even the best  of games to escape the wear and tear of time.   Chrono Trigger has been recommended to me  ad infinitum. Lauded as the best JRPG to   ever exist for nearly 25 years, its reputation  precedes itself. As a Gamecube baby born in 1997,   unless it was through re-releases, I didn't play  much from the 20th century. I missed out on A   Link to the Past, Super Metroid, Super Mario  World, Yoshi's Island, Donkey Kong Country,   and pretty much every other SNES era classic.  Through my Game Boy Advance and Nintendo DS I   played games like Kirby Superstar Ultra and  Super Mario Advance 2, but it's safe to say   I'm not an expert in the game design of that era.  Travelling back has been a fairly good experience,   but I usually come out of it feeling like the hype  has been overblown. I assumed, perhaps wrongly,   that Chrono Trigger would be the same. That I'd  enjoy it like all the others, but come out of it   feeling underwhelmed. After all: how can an SNES  JRPG from 1995 still pack that kinda power when   there have been dozens of games like it since? Well, sit down for a bit, because Chrono Trigger   is one of the best games I've played in recent  memory. It feels like it could have been created   this year and I wouldn't even know the difference.  I'm not exaggerating when I say it is a perfect   mixture of some truly innovative features. This  will be a Chrono Trigger Retrospective.   -- I feel obligated to preface that my   first playthrough began very recently. I have zero  nostalgic attachment to anything Chrono Trigger,   so this perspective is as neutral as you  could possibly get. Another side note,   I captured the footage you're seeing from  the PC version, mostly because it is the   best looking version out there and I want the  video to look nice. I consider the DS version   to be definitive and prefer to play it on there.  Hironobu Sakaguchi, the creator of Final Fantasy;   Yuji Horii, the creator of Dragon Quest; and  Akira Toriyama, the creator of Dragon Ball,   came together to craft something that (quote)  no one had ever seen before. Yasunori Mitsuda   infamously worked himself to the point of  developing stomach ulcers, sometimes sleeping   in his studio to get more work done and maximize  his efficiency. Of course, it was an unhealthy   thing he did and doubtless many of us nowadays  would object to him doing something like that:   but I bring it up to show just ridiculously  high the passion was for this project. It was   originally licensed as a Final Fantasy game, but  it broke away from that; time travel was initially   shot down, only to become the core conceit;  they couldn't make branching story pathways,   so they shifted to a variety of different endings  based on player choices instead. Despite every   difficulty, the team rose above it and stuck  to their guns to finish their passion project:   and the final product reflects that ambition. When I got to the trial scene, I realized that   this would be something special. Seemingly inane  choices made during the Millennial Faire came back   to bite me in ways I never could have imagined.  Selecting silly dialogue options like I do in   basically every game I've ever played, swayed the  public into believing I was a criminal worthy of   the death penalty. Decisions that I didn't even  know were decisions, like trying to run away   when Marle is picking out candy, or picking  up Marle's pendant before speaking to her,   had me facepalming in retrospect. Before I knew  it, I was being carted off to my execution. If   I were to have played optimally and swayed the  public to my side, the official response would   be 3 days of solitary confinement with a secret  execution. Though these choices don't ultimately   change much from a gameplay standpoint, besides  some extra items, they inject some much needed   personality to everyone's first playthrough.  You don't normally need to think about   dialogue options in games, because they aren't  really presented as choices. Much like death,   your responses are seemingly ignored in favor of  presenting an unconstructive main progression.   You could be the biggest dick in the universe,  selecting the stupidest options imaginable, but   the story will largely ignore those responses. Chrono Trigger can't just stop at flavor text,   though. Practically any decision you're given is  relevant in some way. After being carted off to   prison, how do you escape? You can wait it out  and have Lucca save you, or you can bang on the   door until a guard walks in, allowing you to knock  him out and escape. You might not even realize you   have to wait around if you bang on the door, and  you might not even realize you could escape if you   wait around and notice that the days are passing  you by. I sure as hell didn't know you could just   wait for your execution when I first played, what  other game does something like that? What makes   this so impressive is that Chrono Trigger does  not stop offering you these choices. When you   find Magus sitting on a cliff, you get the choice  to kill him or spare him. Your perception of Frog   will change in almost undetectable ways depending  on your choice. If you spare him right out of the   gate, you could interpret that as Frog realizing  that revenge is not the answer. If you kill him,   you could interpret that as Frog exacting his  much deserved revenge. It even makes you fight   him 1-on-1. This is especially believable since  he won't tell you who he is unless you spare him.   Killing him will also permanently bar you from  using him as a party member, obviously. With   the exception of saving Magus and Crono, none  of these choices have any universe-altering   gameplay effects, so you could argue that they  are largely irrelevant when compared to more   complex role-playing mechanics that better define  your character. These choices have nothing on the   web of player-defining decisions in something  like Fallout New Vegas, but I also think there's   a beauty to the simplicity of the choices in  Chrono Trigger. Instead of focusing on hundreds   of different branching paths and stretching  the story too thin, these choices affect the   world in subtle ways. When Lucca is sent back to  the past so she can relive her mother's injury,   the scene serves two purposes: to contextualize  why Lucca's mom was always sitting (a question the   player may not have even had until this moment);  and to present a choice to the player that will   rewrite history and prevent her legs from ever  being injured. There are no gameplay ramifications   for this choice: instead, the player can feel  content when they visit Lucca's now healthy mom.   This choice is purposely obfuscated to put the  player in the same petrified headspace as the   eight year old Lucca. Maybe you saw the note on  the table telling you the password, like I did,   but you won't know the input method. You only have  a few seconds to work it all out in your head,   and there are no second chances. Depending  on how you handle this, you might forever   think that this was just a flashback scene meant  to better develop her as a character. That was   actually my first thought, that the scene was  trying to convey Lucca's hopelessness by making   the player unable to help her mom even as a time  traveler. Come to find out, you can actually   save her: that would be like finding out you could  secretly save Jesse, Biggs and Wedge in Final   Fantasy 7. I've never seen a game do this before.  Cryptic design can often feel out of place,   but when paired with insignificant outcomes, it's  hard for the player to be upset when they can't   find those right answers to the questions they  might not even be asking in the first place.   These smaller scale choices are a perfect fit for  Chrono Trigger's time-traveling conceit. You're   forced to think about decision-making in regards  to how it will affect the time stream. Some of   these are obvious: citizens of the Kingdom  of Zeal talk of the powerful Moon Stones,   which store energy from the sun for thousands of  years. It's up to the player to realize that there   are sun shrines in every time period. This  in itself is nothing complicated; however,   it's the twist on player expectations that  makes it stand out. You might think that all   you have to do is travel to the distant future  and pick it up, but upon reaching the shrine, the   Moon Stone will be missing. Traveling back to the  Present reveals that it was only recently stolen,   leading you to the Mayor of Porre. Driven by a  sense of greed that is tearing his family apart,   he has stolen the Moon Stone and refuses to admit  it. The solution to this predicament is unclear.   You'll likely be trapped in the headspace that  the solution must be somewhere nearby. I remember   running around town, talking to everyone just  so I could figure out what this guy even wants.   Why won't this guy just give me the damn stone?  Can I pay him? Can I kill him? Can I trade him   for it? What am I supposed to do. The answer is  surprisingly obvious, but only if you recognize   that you're a fucking time traveler. There is a  seemingly unrelated woman in the same building   400 years in the past who really wants beef jerky.  Making her pay for the beef jerky will solidify   her worldview that only the rich can find true  happiness. She passes this onto her children,   turning her descendants into greedy pricks. Giving  it away for free, however, will cause a change of   heart that will directly affect her descendants.  Two dilemmas that would be entirely unrelated   in any other game are linked by the player's  ability to time travel. Not only do they have   to put this together for themselves, it is in no  way required. Often these older games will make   progression unnecessarily confusing. You ever try  playing Zelda 2 or the first Final Fantasy? It's   pretty damn hard to figure out what's going on,  especially with all the damn interruptions on that   pathway. Future games would overcorrected this  type of design by making it frustratingly clear   to the player what you have to do next. In an RPG  or Adventure game, finding that balance is really   important. Not only is Chrono Trigger's main  progression a beautiful mixture of straightforward   and obscure: it has the courage to make every  single one of its sidequests super cryptic.   Perhaps the most powerful instance of obscure  decision making, and my favorite mixture of   main progression and sidequest design, centers  around Crono's resurrection. Chrono Trigger,   a 90s SNES JRPG, has the gall to kill off its main  character and make his resurrection completely   optional. In order to save him, you have to  get the Chrono Trigger from the Guru of Time,   win a Crono Doll from the Millennial Faire,  talk to Belthasar, brave Death's Peak, and   swap Crono out for the doll. While some of these  are self-explanatory, like obtaining the Chrono   Trigger, what you're supposed to do with these  items and where you need to find them are not.   Belthasar will inform you that a body double will  be required to save Crono, but not only will the   player need to seek out Belthasar of their own  volition, there's no guarantee they even know   how to obtain it. It's a reward for completing  one of three mini-games at the Millennial Faire,   and is incredibly easy to miss on a casual  playthrough. What would be unnecessarily cryptic   main progression in any other RPG is rendered  genius by Chrono Trigger's willingness to make   it optional. Beating Lavos without Crono is not  only possible, but quite likely if you don't know   what you're doing. Shortly after his death, the  Black Omen surfaces in various time periods,   and serves as an obvious waypoint for the player  to gravitate toward. Players who expect Crono   to come back somewhere along the way might  even be inclined to continue along that path,   and they'll eventually obtain a fully fleshed out  ending variant where Crono is still dead. Events   will play out a bevy of different ways depending  on how you approached Lavos to fight him, whether   or not you obtained the Chrono Trigger from the  Guru of Time, and whether or not you wrecked the   Epoch. All roads lead to Crono's resurrection, but  they're all subtly different based on seemingly   irrelevant choices you might have made. It will  forever differ from the ending where you save   Crono beforehand, and will forever differ from the  ending where you save Crono and put Cyrus to rest,   and will forever differ from the ending where  you save Crono and Lucca's mom, etc. There are   so many different endings that you can't  even hope to experience them all in only a   couple playthroughs: but that's the beauty  of Chrono Trigger's story presentation.   The adventure you have in Chrono Trigger will  always be what you make of it. Whether you lay   Cyrus to rest or ignore him, whether you mend  the relationship between Marle and her father   or perpetuate it, whether you beat Lavos in the  Ocean Palace or on the Day of Lavos: you will   carve out your own Chrono Trigger. It's a wacky  game, one where your party consists of a talking   frog swordsman, a powerful cave woman, a robot who  develops feelings, and the fiendlord himself. All   of you travel the different time periods bound by  a common goal: but the journey is more important   than the destination. Characters in Chrono  Trigger may err on the simpler side, but their   development is often handled at the whim of the  player rather than by the game's own pacing.   What this often means is that character defining  moments are relegated to sidequests. Sure,   Frog has his main story arc surrounding  the Masamune, Cyrus, and the Fiendlord:   but he has an additional, optional side quest to  complete where he lays Cyrus' soul to rest and has   a heart-to-heart with him about everything  that happened. You won't find out anything   about Lucca's mom if you don't restore the forest  for Fiona, meaning that it's possible for it to   completely fly over a casual player's head if  they don't progress that sidequest; however, that   tidbit isn't entirely necessary to understand and  love Lucca. She's a quirky inventor who helps Robo   understand that even robots can be loved. Marle's  relationship with her father has nothing to do   with her upbeat and playful attitude, but if you  like her enough you can pursue and help to mend   that relationship. Completing the sidequest  will add a new dimension to her character,   for sure: but I've never seen a game that doesn't  force this information down your throat, and   instead asks you to figure it out yourself. Party composition can affect this perception as   well. You can swap out your party for different  dungeons depending on which characters you want to   see more of, or who you think would have the most  to say before an upcoming boss fight. Obviously,   putting Frog in the party during the fight  against Magus is a no brainer and also required,   but whether you choose to put Lucca, Robo, or  Marle alongside them is up to the player's own   interest. Again, it's a really small touch, maybe  one or two lines of unique dialogue, but it's yet   another meaningful choice the player can make.  While this could potentially lead players to   ignore the characters they have less interest  in, snowballing their irrelevance, the TP system   exists to ensure you switch your team out often.  Every character can learn a dual or triple tech   with one another, and with 6 characters to mix  and match across twenty or so hours of runtime,   you'll get to see what every character has  to offer at a steady clip. This is part of   why Chrono Trigger has such a wonderful sense of  pacing: you're never in one place for too long,   and you're always switching up your party. One  moment you're exploring the Millennial Faire,   the next you're in 600 A.D. helping a frog  save the queen, the next you're on trial for   kidnapping Marle, the next you're whisked away  to a post-apocalyptic future where you learn of   a terrible tragedy that will strike the planet.  Each of these sections last anywhere from 45   minutes to an hour, each offering new insight  into the characters, world, and storyline.   Final Fantasy 7 also had this type of pacing,  where it jerks you around from place to place,   but I'd argue that it moves too rapidly for its  own good. By the time I reached the Golden Saucer,   not only was I feeling tonal whiplash after  the lengthy and engaging Midgar opening,   but my interest in the overall narrative was  rapidly waning. Chrono Trigger avoids this by   standing on an immediately ridiculous premise.  It's clear within the first few hours what the   threat is: Lavos, a calamity-level event that will  inevitably leave the world at the brink of ruin.   Our idealistic heroes endeavor to stop him and  save the future. Maybe it's simpler than the setup   of Final Fantasy 7, but that also lends itself  to a more natural pace. Final Fantasy 7 has a   fairly complicated struggle at the onset: a group  of eco-terrorists struggling against a capitalist   empire. It's a bitter struggle, some members  die in the process, and they all narrowly escape   with their lives. There may have been some out  there moments, like when Cloud cross-dresses   to sneak into a rich guy's mansion, but it was  ultimately to save Tifa. Leaving Midgar sees   the player relentlessly pursuing Sephiroth on  a wild goose chase with very little progress.   You'll talk to a random NPC and they'll say,  "well I think Sephiroth went that way I guess."   This is when it really started to lose me,  because the journey started to feel aimless.   Chrono Trigger doesn't have much to actually  develop plot-wise. You eventually learn more   about what Lavos is, but that's done gradually  throughout the game. You fight Magus because you   think it'll stop him from summoning Lavos;  you help Ayla stop the Reptite invasion and   inadvertently learn that Lavos crash-landed  in 65,000,000 B.C.; you explore the Kingdom   of Zeal in hopes of slaying Lavos before  any of this could ever become a problem.   Tangents in said narrative occur naturally  and for good reason. The chancellor (on top   of secretly being a monster) has every right to  be suspicious of Crono after Marle went missing,   so his trial makes sense and throws the player for  a loop. You first travel to prehistoric times to   find a stone that can help repair the Masamune,  but get sidetracked and trapped after the Time   Gate is stolen. We get to learn more about  Ayla and the growing Reptite invasion, and   this section is right before an empowering moment  with Frog where you storm the Fiendlord's castle.   I particularly enjoy how time traveling is used to  efficiently learn the entire history of the world   in a mere twenty hours. Special chests, capsules,  and doors, which initially serve no purpose,   are later revealed to be remnants of the ancient  and long-forgotten Kingdom of Zeal. When Lavos   struck and the Kingdom fell, so too did all of  its treasure and technology. Marle's pendant   was created and passed down by said Kingdom.  Lavos is known to have time manipulation,   which is part of the reason time gates start  appearing everywhere, but this also explains   why Marle's pendant opened up the first time gate  we see. It was created using Lavos' energy.   The Kingdom of Zeal was one of the highlights for  me personally. Not only does it sport perhaps the   best track in the entire game, it's genuinely  surprising to learn about its existence. I   sorta just assumed that the ice age would be  void of life, and that the middle ages would   develop somewhere along the way mirroring our  own history. Come to find out that there was   an advanced civilization living in the sky  thousands of years ago, tapping into Lavos'   energy. Unspoken touches of a socioeconomic  divide can be felt through the land dwellers,   who live underground in abject poverty. Up above  the clouds, the weather is clear, there's magic   everywhere, and humanity prospers. When it all  comes crashing down, so too does their arrogance.   Their technology is gone, and they now have to  live in the bitter cold alongside the poor land   dwellers. It's both a surface level commentary on  the dangers of class divide, and a way to explain   how the world developed into the middle ages.  There are so many fun little unexpected twists,   like how Magus was only trying to summon Lavos so  he could kill it and get revenge for his sister.   Having the Fiendlord himself join your party,  after all he did to the world and to Cyrus,   was a shock to the system. It is a shame that  he doesn't really bond with the other party   members. He can't learn dual or triple techs,  and the closest thing he has to a side quest is   to take out his former underlings and improve  the relationship between humans and fiends,   somewhat reconciling his previous wrongdoings. But  that isn't felt much through the actual dialogue.   I get that he's a loner, and that the game  reflects that by making him individually powerful.   I just feel like there could have been more  development between him and Frog especially.   Even wanting that, though: I completely understand  why the other members would be hesitant to bond   with him. Our other party members probably  wouldn't be too keen on hanging out with such   a major villain: it's really that common goal  of slaying Lavos binding everyone together.   Whether it fills out a new detail of the world,  further develops a new character, or drives the   plot forward: there's never a dull or useless  moment; everything in this story has a purpose,   even the seemingly silly and improbable tangents.  There's something to be said about just how hard   it is to pull that off. --   Final Fantasy 4 was the first turn-based JRPG to  implement the Active Time Battle gauge. It adds   a timer to turn-based battles, which means  you can't just sit around and do nothing:   the enemy will attack as soon as they're able  no matter what you do, so you need to think   fast. It keeps the player on the edge of their  seat and forces them to think up a strategy on   the fly. In most other games I've played  with this mechanic, it serves as more of a   tension builder than anything else. If you wait  around too long and can't come to a decision,   you'll get your ass handed to you. About all  you'll do with it is occasionally keep your   healer on standby if you smell a strong attack  coming soon. Final Fantasy 9 uses this system,   and besides a select few bosses where you have to  wait a little while after attacking so you don't   trigger a counterattack, it's hard to say that  it even uses the ATB gauge effectively. It mostly   serves as an evolution of traditional turn-based  combat, which is fine enough for what it is.   Now, Chrono Trigger didn't invent the ATB gauge,  but it certainly knew how to best utilize it.   Your first group of enemies and set of abilities  illustrate this the best. Crono can either attack   normally or use his cyclone ability at the  cost of MP. Cyclone can hit multiple enemies,   but they have to be close enough for it to trigger  correctly. If done correctly, you can save your MP   and get off a powerful attack on multiple foes. It  can end the fight more efficiently than if you had   just attacked everything normally. This becomes  a crucial skill later in the game when enemies   and bosses get more involved and you're juggling  other party members with unique location-based   abilities of their own. You'll soon add Lucca  to your group, who has the ability Flamethrower,   attacking enemies in a direct line. Her physical  ranged attack will also turn into a weaker melee   attack if the enemies get too close. This  is turned on its head by a robot at the   Millennial Faire, who will counterattack  if you attack him when he's too close.   Each and every enemy is unique in this way: some  of them can only be damaged by a specific element;   some of them can't be damaged by physical attacks;  some of them need to be hit with a certain type of   magic for their defenses to be lowered; some  of them change their defenses after being   hit with a physical or magic attack; some of them  counterattack when they're close to another enemy;   the list goes on. While some of these are fairly  typical, it's the sheer variety that impresses me.   Rarely will you find a new enemy that only serves  to be an experience sponge, there is almost always   something more going on behind the scenes that's  meant to prepare you for a future boss fight. I'm   sure we've all eventually fallen into that classic  RPG rhythm of spamming our most powerful screen   nukes until the enemy disintegrates. By the time  I reached the Ocean Palace, I had almost fallen   into this rhythm, but the colored scouters stopped  that in its tracks. They absorb any element that   isn't their own, and immediately counter-attack  if you choose wrong. A mistimed high level magic   nuke will suddenly see the party completely  wiped out if you aren't careful. Instead,   maybe you can wait for a well-timed Falcon Strike  with Ayla and Crono, or a well-timed Flamethrower   with Lucca. They're usually placed alongside Mages  that can lock your usage of items and abilities,   potentially forcing you to think outside the box  since you won't have access to your magic.   The frequency of enemy types, paired with the  brevity of each new area, ensures the player   will have something interesting to think about in  battle at all times. Boss fights take advantage of   this the most, as you'd expect. Your first boss  fight against Yakra is meant to teach you more   about proximity. If you attack him when he's  too far away, he'll launch a somewhat deadly   counterattack, meaning you'll need to wait until  he's close to one of the characters before you   attack. Timing it correctly can be surprisingly  tricky, and all the while the boss can throw out   attacks whenever he wants. It's even helpful to  have one of your more inactive characters revert   to a support role and purposefully skip their  turns so that you can heal during dangerous   situations. Doing that has its strengths and  weaknesses, though: you'll be more prepared in   case of emergency, but you'll be doing less damage  to the boss. Some bosses punish the player for not   paying enough attention. The Guardian cannot be  attacked until its two pods have been taken care   of, at which point it will count down from 5 until  they're restored. If you attack the body before   taking out the pods, they will counter-attack  with Delta Force, a very powerful triple tech   that can do a number on your party at that point  in the adventure. If you get a little too greedy   during that countdown, and find yourself locked  into attacking as soon as his pods show back up,   you'll be in for a world of hurt. You can't  cancel any of your actions once submitted, further   encouraging the player to take their time and  plan out their moves. Not too much time, though,   or the boss's attacks will overwhelm you. Nizbel's defenses will only be lowered once you   use electricity on it, but he will discharge  that electricity soon after, dealing a lot   of damage back at you. To make the most of that  small window of opportunity, you'll have to make   sure that the rest of your party is ready to both  dish out their strongest attacks and withstand the   incoming discharge. Often their gimmicks will be  foreshadowed by other enemies in their dungeon, or   by NPCs throughout the world. Nizbel is situated  in a dungeon with a lot of Reptites, who are weak   to electricity, so it's almost a no-brainer. An  NPC will inform you about cancelling out cyclones   with wind slashes, which will clue you into the  best method to defeat Masa and Mune. Even if you   never come across this NPC, though, the worst  you'll have is a powerful boss, and you might   even happen across the solution accidentally. It's  the same with the Golem Twins, who can copy your   attacks and throw a more powerful version back  at you. You can put them both to sleep, one of   the only boss fights where sleep has any effect  whatsoever. It'll lighten the load so you only   have to face one at a time. I didn't know this, so  I remember struggling against this one a fair bit   on my first playthrough, but it wasn't because I  was under leveled or underprepared: it was simply   because I kept rushing headlong into danger  too frequently. I wouldn't really think about   what my last attack was that they may have copied,  which bit me in the ass on more than one occasion.   Simply knowing that I could maneuver my way out  with a better strategy feels so much better than   realizing I might just have to grind instead. This happened to me during the final form   of Lavos. I was around level 50, I had done  everything you could possibly do sidequest-wise,   and I had the best equipment you could possibly  forge. I was getting my ass handed to me over and   over and over again. Lavos' core is accompanied by  two pods. One pod will heal the core every turn,   the core will unleash some truly devastating  attacks depending on the time period it summons,   and the right pod manages their defenses and will  revive the other pod and core if they happen to be   destroyed. You'd think you're supposed to take  out the core, but that only really delays the   inevitable. It's hard enough to down the core with  the left pod healing it every turn, but it's even   harder since taking out the core when the left pod  is active will trigger a powerful counter. What   you're really supposed to do is take out the left  pod, wait for the right pod to lower its defenses,   and then slam the right pod with your most  powerful abilities. Unfortunately, you're   basically forced to contend with the core's magic  attacks, which run the gambit of terrible effects:   halving your HP, triggering a random status  effect, dealing potentially one-shot magic or   physical damage, and inflicting slow. Lavos'  core is designed so that you'll struggle no   matter which party setup you roll with. His  physical and magical AOE attacks will end up   killing anyone that doesn't resist them. If you  have Crono, Lucca, and Marle, two of them will   die instantly to his physical attack, and one  of them will die instantly to the magic attack.   There's no weaseling your way out of it (besides  maybe grinding your way up to an unhealthy level);   however, what I find important here is that I  didn't actually need to grind. I was banging my   head against the wall because I would always get  so close to the end before wiping. I knew that   if I just optimized my strategy, made quicker  decisions, and kept my party healthy, I'd be   able to defeat him with my mental might. Lo and  behold, I eventually did it without grinding.   It's incredible to me that each and every boss is  unique in that way, and it makes them so much more   memorable as a result. Of course, the standout  example for me will always be Magus. In fact,   his entire castle is a highlight of the adventure.  Jugglers dot the castle and foreshadow Magus'   strategy early on. You have to keep switching up  what you throw at them since they'll shift their   guard reactively. Magic attacks will raise their  magic defense, and physical attacks will raise   their physical defense. Slash and Flea are  physical-based and magic-based respectively.   Everything in the castle pushes you toward mixing  your physical and magical attacks when called for,   preparing you for your fight… against Magus.  Backed by one of the best tracks in the entire   game, he will test your mettle. Any attack thrown  at him will be immediately countered and change   his barrier stance to another element. He will be  weak to whatever element his barrier is currently   made out of. If you don't have access to that  element, a physical attack will also change his   barrier. It's a fairly simple juggle between his  shifting barriers and your ability to keep the   party alive. His second phase is quite different,  though. He will cast aside his defenses to charge   up for an incredibly powerful magic attack. You'll  have to unleash everything you got as quickly as   you can, while making sure to keep at least one  of your party members active so they can heal when   needed. No matter what party setup you throw at  him, you'll have an engaging fight. Using Crono,   Lucca, and Marle will make the first  phase a lot easier to deal with; however,   using Frog and Robo could potentially make his  second phase less dangerous since their damage   potential is a lot higher. It's really just up  to you, and the castle itself has trained you to   be ready for basically anything, so his tactics  don't feel out of place in the slightest.   No character feels useless, and I mean that  wholeheartedly. Usually a couple characters   will fall by the wayside when I'm playing an RPG  with such a large playable cast. Rico and Maria   from Xenogears, Haru from Persona 5, Sharla  from Xenoblade Chronicles, Carol from Tales   of Vesperia. It could be due to any number  of things: I'm not feeling their playstyle,   or I don't like them as a character, or I've been  rolling with a team of all-stars for so long that   I see no real reason to switch things up. I  actually appreciate when games force you to use   different characters. Final Fantasy 9's first half  is constantly switching between different party   makeups, and gives you a lot of time to appreciate  everyone's strengths and weaknesses before you're   allowed to pick between them. Even then, though,  a few are bound to slip through the cracks.   Chrono Trigger avoids this by making every single  character, and thus every single team combination,   effective in some way. Crono is your speedy  swordsman, Lucca is your most powerful magic user,   Marle is your all-star support, Frog is your  mixed attacker and healer, Robo is your tank,   Ayla is your strongest physical attacker, and  Magus is your most versatile magic user. Each   have their strengths and weaknesses, but none  overshadow the other. You never really need to   know what team will be the best for any given  encounter because each combination will work,   provided you know what you're doing. Crono and  Marle as a team-up is potentially devastating   since Marle has Haste, and since Crono has a  very high speed stat already, the two work very   well together for speedy turns. Marle can keep  him alive while he goes to town with moderately   powerful attacks back-to-back. The question is,  though: who will be your third wheel? Frog is a   safe bet, since his Heal ability covers everyone,  and he has some relatively powerful team-up   moves with Crono. You won't be dealing too much  damage, even with the dual techs between them,   but your party is more likely to survive. Maybe you want more damage output, though: in that   case, Lucca is by far the best choice. While this  leaves Marle as the only dedicated healer, with a   single-target healing ability, the potential  damage output here is frankly ridiculous. If   Marle can Haste the entire party, leaving Crono  on temporary healing duty, a high level Antipode   Bomb will absolutely destroy anything you come  up against. It will cost a lot of combined MP,   but if Crono can keep everyone mostly healthy,  it shouldn't be too difficult. Better yet,   if you were to replace Crono with Robo, you'd  have a more durable healer with more reliable   healing options. He might not get his turn quite  as quickly, or deal as much damage, but he's also   an inherently safer pick. You could randomize a  team layout and still find a way to make it work   for you. Magus doesn't mix with any of the other  characters, that's kinda his shtick, but he makes   up for that with his sheer coverage and decent  individual power. He has every magic element   and can use the AOE attack variants of those  elements, on top of having the strongest shadow   magic in the game. If you put Ayla and Crono  in there for their dual techs and the frankly   insane physical output their combined power can  bring to the table, you've basically covered all   your offensive bases. You might die more easily  without a dedicated healer, but if your aim is   to hit hard and fast, that hardly matters. Every  team works for every boss or enemy, making it so   much easier to experiment without worry. Each dungeon will require something different   from the player, and will never overstay their  welcome. This extends to the level design as   well. You'll be hopping from place to place  at a rapid pace, and dungeon mechanics will   often change with that pace. Some of them have  holes in the ground you have to jump through   to reach a lower level; some of them have  light puzzle solving standing in your way;   some of them even require precise movement like  Ozzie's trap section. I guess in a general sense,   precise movement is necessary throughout the  game. While some enemy encounters are required,   there are plenty of enemies that can be avoided if  you can dodge them. Unlike the Earthbound method,   where every enemy will just charge at you, making  it nearly impossible to avoid them, each enemy has   a set pattern they adhere to. You'll be asked  to get in between their run cycle or dodge   their thrusts to avoid battling them altogether.  Not only that, but triggering a battle is done   seamlessly with absolutely no exceptions. Touch  an enemy and you'll instantly be in a battle with   them. Yeah, maybe it's a small touch, but it's a  flourish that most other JRPGs can't flaunt. Being   able to see what you're getting into, and giving  each encounter a goofy initiation skit, like a   ninja bird waking up one of his comrades, gives  each encounter a touch more personality. Removing   random encounters also helps to encourage thorough  exploration of both the World Map and the various   dungeons, since you won't have to fear being  constantly interrupted. I don't think I would   have been as eager to travel to far off towns  or explore a hidden dungeon room for treasure if   every ten seconds the screen shook and you were  forced into a battle. Sure, you'll occasionally   be forced into a required battle more than once  while backtracking, but that's a minor annoyance   at best, and enemies thankfully don't respawn on  the same screen like they do in Earthbound.   It's just a wonderfully paced adventure that  respects the player's time and attention span. I   never felt like I had to grind since the required  battles were placed frequently enough to gain a   steady amount of experience. Plus, your experience  pool and your TP pool are entirely separate,   meaning that required battles really only exist as  a formality to get your stats where they need to   be. TP will dictate that you learn new abilities  at a steady enough rate alongside your levels.   I mentioned before that it encourages you to  switch out your party often, but it's also a   clever way of developing the bonds between them  through gameplay. Frog can plunge the Masamune   straight into an enemy's skull, and Crono will  follow up by striking the sword with lightning.   This tech says a little bit about how they play  off of each other. It's an almost unspoken battle   connection, where Crono can pick up on Frog's cue  to strike the sword. In another insane tech, Crono   will strike Ayla with lightning, powering her  up as she tackles a nearby enemy. It says a lot   about their trust in one another that Ayla would  be willing to let Crono strike her with lightning.   It's a subtle touch, I know, but that's why I love  the TP system so much, beyond just the surface   level applications. There are so many unique  abilities, and though some of them do feel like   they accomplish similar things, you'll still find  yourself using them all anyway when you switch   out characters. Plus, abilities like the Fire  Sword and Ice Sword are differentiated by their   elemental affinity, and thus could be more useful  against enemies that are weak to fire or water.   Now, this does run the risk of making everything  too easy, and I will admit that there are a few   instances where I can feel that lack of challenge  bleeding through. There are a few unremarkable   enemy types that can be brute forced without much  issue, and the abundance of shelters and other   healing items can often eliminate the tension of  moment to moment enemy fights. For the most part,   though, I found the game to be consistently  challenging and engaging. Several of the bosses,   like Magus and the Golem Twins, gave me game  overs more times than I'd care to admit; and even   the ones that didn't sometimes came dangerously  close. I only managed to best them after I paid   close attention and developed a sound strategy.  Really, even if you kill every boss on your first   try in an RPG, as long as you had to seriously  think your way out of it, the challenge threshold   has already been met. In fact, it can sometimes  feel more frustrating if you're up against a wall   and eventually cave because you're probably just  too low leveled. I would take a generally easier   RPG over a frustrating one anyday. Plus, my mind  was never stuck on the challenge level because it   had so many other things for me to focus on.  It's a damn solid set of mechanics, levels,   and enemies for a JRPG. --   Chrono Trigger is a masterpiece. There, I said it.  It's worthy of all its accolades and then some. To   be honest, I'm still a little shocked. There was a  game sitting right under my nose that refined the   JRPG formula to such an absurd degree that it is  still unmatched. Games like Octopath Traveler and   Bravely Default have experimented with fresh  new gameplay systems and story structures;   the Persona games mixed in dating sim elements and  Pokémon-esque battle mechanics; and the Mario RPGs   have added more interactive elements to turn-based  combat and world traversal. But none of them can   sully Chrono Trigger's triumphant stature. Not  because it was revolutionary, not because it   was influential, and not because it deserves  special treatment: it's a masterpiece because   it's an experience that I flat out can't get  anywhere else. I can't get a cast of unorthodox   protagonists, a wacky time travel premise,  an organic sense of world exploration through   several different eras, consistently interesting  enemy and boss design that feed into each other,   an expression of camaraderie through the battle  and progression systems, and an array of choices   that set up a multitude of different endings  and rearrange the world in subtle ways. Most   importantly, while I might be able to get one or  two of those things in another game, I can never   get them all. Chrono Trigger isn't a game that's  better than the sum of its parts: the game is its   parts. You can't remove much of anything from it,  and for me: that is the mark of a true masterwork.   There's simply nothing else like it, and I find  that to be the most worthy of celebration.
Info
Channel: KingK
Views: 301,796
Rating: undefined out of 5
Keywords: Chrono Trigger, Retrospective, KingK, Critique, Review
Id: R24hqx-xK_Q
Channel Id: undefined
Length: 42min 6sec (2526 seconds)
Published: Fri Jul 26 2019
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