Creid ( Irish pronunciation: [cɾʲɛdʲ] ; meaning " Believe ") is the arranged soundtrack to Square 's role-playing video game Xenogears . It was written by the game's composer Yasunori Mitsuda and performed by a musical ensemble dubbed Millennial Fair. It was released on April 22, 1998, in Japan by DigiCube , and re-released by Square Enix on June 29, 2005. Comprising ten tracks arranged from the Xenogears Original Soundtrack , the album is mostly done in Irish or Celtic music style, with minor influences of Japanese rock according to Mitsuda. Artists from Japan and Ireland were recruited for the project. Four of the five vocal tracks on the album were written by Junko Kudo and sung by Tetsuko Honma, while the title track "Creid" was written by Mitsuda and performed by Eimear Quinn .
124-456: The album was well received by critics, who praised both the originality of the concept as well as the execution and track selection. The work on the album inspired Mitsuda to bring Tomohiko Kira, the album's guitarist, back to have him perform in Chrono Cross ; this would eventually result in the latter game's ending song "Radical Dreamers ~ Jewel which Cannot be Stolen ~". Xenogears
248-443: A PAL region release has not been announced. Critics praised the game's complex plot, innovative battle system, varied characters, moving score, vibrant graphics, and success in breaking convention with its predecessor. Electronic Gaming Monthly gave Chrono Cross a Gold Award, scoring it 10/10/9.5 in their three reviewer format with the first review declaring the game to be "a masterpiece, plain and simple". GameSpot awarded
372-407: 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
496-518: A New Game+, players can access twelve endings. Scenes viewed depend on players' progress in the game before the final battle, which can be fought at any time in a New Game+ file. Chrono Cross features a diverse cast of 45 party members. Each character is outfitted with an innate Element affinity and three unique special abilities that are learned over time. If taken to the world opposite their own, characters react to their counterparts (if available). Many characters tie in to crucial plot events. Since it
620-690: A catastrophic experimental failure drew it to the past. The introduction of a temporally foreign object in history caused the planet to pull in a counterbalance from a different dimension. This was Dinopolis, a city of Dragonians—parallel universe descendants of Chrono Trigger 's Reptites. The institutions warred and Chronopolis subjugated the Dragonians. Humans captured their chief creation—the Dragon God, an entity capable of controlling nature. Chronopolis divided this entity into six pieces and created an Elements system. FATE then terraformed an archipelago, erased
744-524: 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. 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
868-458: 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
992-538: A cross over event between Chrono Cross and mobile game Another Eden ; the announcement spurred more discussion on a remaster, considering Square was reviving the game for the first time in 20 years, and writer Masato Kato worked on both games. A remaster of the game, titled Chrono Cross: The Radical Dreamers Edition , was announced on February 9, 2022, during a Nintendo Direct presentation, being slated for release on April 7, 2022, for Nintendo Switch , PlayStation 4 , Windows , and Xbox One . The remaster of
1116-495: A cruel agent of the supercomputer FATE, is bent on finding Serge and using his body as part of a greater plan involving the Frozen Flame. Lynx travels with Harle , a mysterious, playful girl dressed like a harlequin . Harle was sent by the Dragon God to shadow Lynx and one day steal the Frozen Flame from Chronopolis, a task she painfully fulfills despite being smitten with Serge. To accomplish this goal, Harle helps Lynx manipulate
1240-560: A final release. A second Nvidia leak occurred the following November, which again listed Chrono Cross Remastered , this time with a December 2021 release date. Further comments on the game's existence also arose in November; Video Games Chronicle reported Nick Baker of the XboxEra podcast could confirm prior reports of its existence, and game website Gematsu separately confirmed the game's existence. On December 4, 2021, Square Enix announced
1364-614: A grid whose size and shape are unique to each character. They are ranked according to eight tiers; certain high level Elements can only be assigned on equivalent tiers in a character's grid. As the game progresses, the grid expands, allowing more Elements to be equipped and higher tiers to be accessed. Elements are divided into six paired oppositional types, or "colors," each with a natural effect. Red (fire/magma) opposes Blue (water/ice), Green (wind/flora) opposes Yellow (earth/lightning), and White (light/cosmos) opposes Black (darkness/gravity). Each character and enemy has an innate color, enhancing
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#17328694114731488-473: A lot of space and freedom for the listeners' imagination. He felt that, since Chrono Trigger , Mitsuda's musical style had changed to use less "strong" notes and include more sophistication; upon hearing the Xenogears tracks he "literally" "couldn't wait" to arrange them. Mitsuda has described their collaborative style as that he would first create the "basic backbone" of the song and form the idea of how he wanted
1612-561: A new band of allies along the way. He travels to a forbidden lagoon known as the Dead Sea—a wasteland frozen in time, dotted with futuristic ruins. At the center, he locates a man named Miguel and presumably Home world's Frozen Flame. Charged with guarding the Dead Sea by an entity named FATE, Miguel and three visions of Crono , Marle , and Lucca from Chrono Trigger explain that Serge's existence dooms Home world's future to destruction at
1736-466: A number of successful video games that make excessive use of cutscenes for storytelling purposes, referring to cutscenes as a highly effective way to communicate a storyteller's vision. Rune Klevjer states: "A cutscene does not cut off gameplay. It is an integral part of the configurative experience", saying that they will always affect the rhythm of a game, but if they are well implemented, cutscenes can be an excellent tool for building suspense or providing
1860-503: A possible remastered version of Chrono Cross in September 2021, when a security flaw allowed for a web developer to see an internal listing of current and upcoming video games in Nvidia 's GeForce Now database, which included a never-announced Chrono Cross Remastered . Nvidia later confirmed that the list was real, but that the games listed were speculative, and may or may not end up getting
1984-767: A program about classically arranged video game scores. Chrono Cross received critical acclaim, it shipped 850,000 units in Japan and 650,000 abroad by 2003. It was re-released once in the United States as a Sony Greatest Hits title and again as part of the Japanese Ultimate Hits series. Chrono Cross was also released on the PlayStation Network in Japan on July 6, 2011, and in North America on November 8, 2011, but
2108-595: A sampler disc of five songs, and Square released a three- CD official soundtrack in Japan after the game's debut. The soundtrack won the Gold Prize for the PlayStation Awards of 2000. In 2005, Square Enix reissued the soundtrack due to popular demand. Earlier that year, Mitsuda announced a new arranged Chrono Cross album, scheduled for release in July 2005. Mitsuda's contract with Square gave him ownership and full rights to
2232-458: A sequel to. In the May 1, 2009, issue of Famitsu , Chrono Trigger placed 14th out of 50 in a vote of most-wanted sequels by the magazine's readers. At E3 2009, SE Senior Vice President Shinji Hashimoto remarked, "If people want a sequel, they should buy more!" Cutscene A cutscene or event scene (sometimes in-game cinematic or in-game movie ) is a sequence in a video game that
2356-632: A seventh Dragon under the storm's cover named Harle, who manipulated Lynx to steal the Frozen Flame for the Dragons. After Serge returned home, FATE sent Lynx to kill Serge, hoping that it would release the Arbiter lock. Ten years after Serge drowned, the thief Kid—presumably on Belthasar's orders—went back in time to save Serge and split the dimensions. FATE, locked out of the Frozen Flame again, knew that Serge would one day cross to Another world and prepared to apprehend him. Lynx switched bodies with Serge to dupe
2480-435: A star to a running count shown on the status screen, which allows for another few rounds of statistical increases. Players can equip characters with weapons, armor, helmets, and accessories for use in battle; for example, the "Power Seal" upgrades attack power. Items and equipment may be purchased or found on field maps, often in treasure chests . Unlike Elements, weapons and armor cannot merely be purchased with money; instead,
2604-618: A strong Irish or Celtic music influence. His musical approach for the original soundtrack was to insert Celtic influences into "easy-to-listen-to" pop tracks rather than making either "dense" Celtic music or simple background music . For Creid , he expanded on this theme to create an album of arranged Xenogears music with a more prominent Celtic style. The album contains a mixture of vocal and instrumental tracks, and combines Japanese and Celtic music together in its pieces. The album's title refers to two ideas, with one being "a message to those who feel they have lost sight of their ambitions for
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#17328694114732728-450: A system that produces accents by modifying basic text for certain characters. Art director Nobuteru Yuuki initially wanted the characters to appear in a more chibi format with diminutive proportions. The game world's fusion of high technology and ethnic, tribal atmospheres proved challenging at first. He later recalled striving to harmonize the time period's level of technology, especially as reflected in characters' garb. The demands of
2852-433: A video file. Pre-made videos used in video games (either during cutscenes or during the gameplay itself) are referred to as " full motion videos " or "FMVs". Cutscenes can also appear in other forms, such as a series of images or as plain text and audio. The Sumerian Game (1966), an early mainframe game designed by Mabel Addis , introduced its Sumerian setting with a slideshow synchronized to an audio recording; it
2976-428: Is another, different Chrono that interlaces with Trigger ." Kato and Tanaka further explained their intentions after the game's release: 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
3100-408: Is her enemy. Serge escapes with help from Harle , although his new body turns him into a stranger in his own world, with all the allies he had gained up to that point abandoning him due to his new appearance. Discovering that his new body prevents him from traveling across the dimensions, he sets out to regain his former body and learn more of the universal split that occurred ten years earlier, gaining
3224-463: Is impossible to obtain all 45 characters in one playthrough, players must replay the game to witness everything. Through use of the New Game+ feature, players can ultimately obtain all characters on one save file. Serge , the game's protagonist, is a 17-year-old boy who lives in the fishing village of Arni. One day, he slips into an alternate world in which he drowned ten years before. Determined to find
3348-400: Is its stamina bar. At the beginning of a battle, each character has seven points of stamina. When a character attacks or uses an Element, stamina is decreased proportionally to the potency of the attack. Stamina slowly recovers when the character defends or when other characters perform actions in battle. Characters with stamina below one point must wait to take action. Use of an Element reduces
3472-570: Is not a remake of Radical Dreamers , but a larger effort to fulfill that game's purpose; the plots of the games are irreconcilable. To resolve continuity issues and acknowledge Radical Dreamers , the developers of Chrono Cross suggested the game happened in a parallel dimension . A notable difference between the two games is that Magus —present in Radical Dreamers as Gil—is absent from Chrono Cross . Director Masato Kato originally planned for Magus to appear in disguise as Guile, but scrapped
3596-484: Is not interactive, interrupting the gameplay . Such scenes are used to show conversations between characters, set the mood, reward the player, introduce newer models and gameplay elements, show the effects of a player's actions, create emotional connections, improve pacing or foreshadow future events. Cutscenes often feature "on the fly" rendering, using the gameplay graphics to create scripted events. Cutscenes can also be pre-rendered computer graphics streamed from
3720-408: Is the only album released by the ensemble dubbed "Millennial Fair", Mitsuda said in 2002 that he would like to try bringing back the formation, in some way, for another project. In February 2011, Square Enix released Myth: The Xenogears Orchestral Album , a second arranged album of music from the game, in an orchestral style. All music is composed by Yasunori Mitsuda All information is taken from
3844-605: The Nintendo DS . The February 2008 issue of Game Informer ranked the Chrono series eighth among the "Top Ten Sequels in Demand", naming the games "steadfast legacies in the Square Enix catalogue" and asking "what's the damn holdup?!" In Electronic Gaming Monthly 's June 2008 "Retro Issue", writer Jeremy Parish cited Chrono as the franchise video game fans would be most thrilled to see
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3968-418: The characters of the game . The story of Chrono Cross focuses on a teenage boy named Serge and a theme of parallel worlds . Faced with an alternate reality in which he died as a child, Serge endeavors to discover the truth of the two worlds' divergence. The flashy thief Kid and many other characters assist him in his travels around the tropical archipelago El Nido. Struggling to uncover his past and find
4092-406: The original soundtrack album and ten after the publication of the game itself. Its ten tracks cover a duration of 49:01. "Stars of Tears" and "Small Two of Pieces ~Screeching Shards~" from the original soundtrack appear on the album as "Two Wings" and "Möbius", respectively, while the other eight tracks keep the same titles. "Stars of Tears", although included on the original album, did not appear in
4216-638: The "Time Devourer", a creature capable of destroying spacetime . Lucca explains that Kid is Schala's clone, sent to the modern age to take part in Project Kid. Serge uses a Time Egg—given to him by Belthasar—to enter the Darkness Beyond Time and vanquish the Time Devourer, separating Schala from Lavos and restoring the dimensions to one. Thankful, Schala muses on evolution and the struggle of life and returns Serge to his home, noting that he will forget
4340-417: The 'best' Chrono , but) If you can't accept that, then I'm sorry to say this but I guess your Chrono and my Chrono have taken totally different paths. But I would like to say, thank you for falling in love with Trigger so much." Tanaka added, "Of course, the fans of the original are very important, but what innovation can come about when you're bound to the past? I believe that gameplay should evolve with
4464-665: The 10th anniversary of the Japanese debut of Cross . Music from Chrono Cross has been featured in the September 2009 Symphonic Fantasies concerts, part of the Symphonic Game Music Concert series conducted by Arnie Roth . That same year, the Chrono Cross theme "Scars of Time" was voted first place in Hardcore Gaming 101's "Best Video Game Music of All Time" poll. "Scars of Time" was also featured in 2012 by NPR in
4588-591: The Acacia Dragoons, the powerful militia governing the islands of El Nido. As the Dragoons maintain order, they contend with Fargo, a former Dragoon turned pirate captain who holds a grudge against their leader, General Viper. Though tussling with Serge initially, the Acacia Dragoons—whose ranks include the fierce warriors Karsh, Zoah, Marcy, and Glenn—later assist him when the militaristic nation of Porre invades
4712-541: The Ages" and "Sailing (Another World)". Masato Kato faced internal opposition in hiring Noriko Mitose: Personally, for me, the biggest pressure was coming from the ending theme song. From the start of the project, I had already planned to make the ending into a Japanese song, but the problem was now "who was going to sing the song?" There was a lot of pressure from the people in the PR division to get someone big and famous to sing it, but I
4836-506: The Darkness Beyond Time and began merging with Lavos, the chief antagonist of Chrono Trigger . Schala's storm nullified Chronopolis's defenses and allowed Serge to contact the Frozen Flame; approaching it healed Serge but corrupted his father, turning him into Lynx. A circuit in Chronopolis then designated Serge "Arbiter", simultaneously preventing FATE from using the Frozen Flame by extension. The Dragons were aware of this situation, creating
4960-533: The DreamWorks Interactive (now known as Danger Close Games) 1996 point and click title, The Neverhood Chronicles, full motion video cutscenes were made using the animation technique of stop motion and puppets sculpted out of plasticine, much like the game’s actual worlds and characters. The game’s creator, Douglas TenNapel was in charge of filming the cutscenes, as stated in the game’s behind the scenes video. Pre-rendered cutscenes are animated and rendered by
5084-556: The Ultimate Hits series. Chrono Cross was later re-released for the PlayStation Network in Japan in July 2011, and in North America four months later. A remaster of the game, titled Chrono Cross: The Radical Dreamers Edition was released on April 7, 2022, for Nintendo Switch , PlayStation 4 , Windows , and Xbox One . Chrono Cross features standard role-playing video game gameplay with some differences. Players advance
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5208-517: The accent generator which needed to be more robust than the simple verbal tics of the Japanese cast. Although the trademark Chrono Cross was registered in the European Union, the game was not released in Europe. After the game was done, the team was merged with those behind Parasite Eve II , Brave Fencer Musashi and Mana to make Final Fantasy XI . The programming for the game endured as
5332-453: The album after an acquaintance introduced him to them. Hidenobu "KALTA" Ootsuki worked on the album as an arranger and felt his work was made easier by his familiarity with Mitsuda's music— Creid was his second arrangement project with Mitsuda, after Chrono Trigger Arranged Version: The Brink of Time , which he had worked on three years before. According to Ootsuki, Mitsuda and he were complementary in style, which resulted in an album leaving
5456-403: The album, citing the album's "real emotion" and "extremely enchanting themes", with one reviewer naming it "one of the best arranged albums ever". Another reviewer felt that, though it was in his opinion one of Mitsuda's best works, some of the vocal performances such as "Two Wings" and "Spring Lullaby" held the album back. RPGamer praised the album for its uniqueness and for "break[ing] away from
5580-458: The archipelago. The invasion brings Norris and Grobyc to the islands, a heartful commander of an elite force and a prototype cyborg soldier, respectively, as they too seek the Frozen Flame. The game begins with Serge located in El Nido, a tropical archipelago inhabited by ancient natives, mainland colonists, and beings called Demi-humans. Serge slips into an alternate dimension in which he drowned on
5704-462: The art style led to Square merging the Final Fantasy VIII team into that of Chrono Cross two months before the Japanese release. 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. Elements were developed while planning
5828-668: The basis for the engine of Final Fantasy XI . Chrono Cross was scored by freelance video game music composer Yasunori Mitsuda , who previously worked on Chrono Trigger . Director Masato Kato personally commissioned Mitsuda's involvement, citing a need for the "Chrono sound". Kato envisioned a "Southeast Asian feel, mixed with the foreign tastes and the tones of countries such as Greece "; Mitsuda centered his work around old world cultural influences, including Mediterranean , Fado , Celtic , and percussive African music. Mitsuda cited visual inspiration for songs: "All of my subjects are taken from scenery. I love artwork." To complement
5952-461: 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
6076-423: The beach ten years prior, and meets the thief, "Kid". As his adventure proceeds from here, Serge is able to recruit a multitude of allies to his cause. While assisting Kid in a heist at Viper Manor to steal the Frozen Flame, he learns that ten years before the present, the universe split into two dimensions—one in which Serge lived, and one in which he perished. Through Kid's Astral Amulet charm, Serge travels between
6200-473: The biological check of Chronopolis on the Frozen Flame. Belthasar then reveals that these events were part of a plan he had orchestrated named Project Kid. Serge continues to the top of Terra Tower and defeats the Dragon God. Continuing to the beach where the split in dimensions had occurred, Serge finds apparitions of Crono, Marle, and Lucca once more. They reveal that Belthasar's plan was to empower Serge to free Schala from melding with Lavos, lest they evolve into
6324-408: The changes in development, specifically intending to provide an experience different from Chrono Trigger . Kato anticipated and rebuffed this discontent before the game's release, wondering what the Chrono title meant to these fans and whether his messages ever "really got through to them". He continued, " Cross is undoubtedly the highest quality Chrono that we can create right now. (I won't say
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#17328694114736448-454: 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,
6572-509: The colors present, while weakening Elements of the opposite colors. Characters also innately learn some special techniques ("Techs") that are unique to each character but otherwise act like Elements. Like Chrono Trigger , characters can combine certain Techs to make more powerful Double or Triple Techs. Consumable Elements may be used to restore hit points or heal status ailments during or after battle. Another innovative aspect of Chrono Cross
6696-505: The complaint that recruiting all characters required several playthroughs. During the 4th Annual Interactive Achievement Awards , the Academy of Interactive Arts & Sciences nominated Chrono Cross for the " Game of the Year ", "Console Game of the Year", and " Console Role-Playing " awards. On December 9, 2021, a cross-over event between Chrono Cross and the free-to-play RPG Another Eden
6820-474: The computer-controlled enemies, each attack reduces their number of hit points (a numerically based life bar ), which can be restored through some Elements. When a playable character loses all hit points, he or she faints. If all the player's characters fall in battle, the game ends and must be restored from a previously saved chapter—except for specific storyline-related battles that allow the player to lose. Chrono Cross 's developers aimed to break new ground in
6944-630: The corrupted Masamune sword from Chrono Trigger . He then uses the Dragon relics and shards of the Dragon Tears to create the mythic Element Chrono Cross. The spiritual power of the Masamune later allows him to lift Kid from her coma. At Terra Tower, the prophet of time, revealed to be Belthasar from Chrono Trigger , visits him with visions of Crono, Marle, and Lucca. Serge learns that the time research facility Chronopolis created El Nido thousands of years ago after
7068-439: The cutscene concept a step further by using cutscenes to visually advance a complete story. Data East 's laserdisc video game Bega's Battle (1983) introduced animated full-motion video (FMV) cutscenes with voice acting to develop a story between the game's shooting stages, which became the standard approach to game storytelling years later. The games Bugaboo (The Flea) in 1983 and Karateka (1984) helped introduce
7192-519: The cutscene concept to home computers . In the point-and-click adventure genre, Ron Gilbert introduced the cutscene concept with non-interactive plot sequences in Maniac Mansion (1987). Tecmo 's Ninja Gaiden for the Famicom in 1988 and NES the following year featured over 20 minutes of anime -like "cinema scenes" that helped tell an elaborate story. In addition to an introduction and ending,
7316-873: The cutscenes were intertwined between stages and gradually revealed the plot to the player. The use of animation or full-screen graphics was limited , consisting mostly of still illustrations with sound effects and dialogue written underneath; however the game employed rather sophisticated shots such as low camera angles and close-ups , as well as widescreen letterboxing , to create a movie-like experience. Other early video games known to use cutscenes extensively include The Portopia Serial Murder Case in 1983; Valis in 1986; Phantasy Star and La Abadía del Crimen in 1987; Ys II: Ancient Ys Vanished – The Final Chapter , and Prince of Persia and Zero Wing in 1989. Since then, cutscenes have been part of many video games, especially in action-adventure and role-playing video games . Cutscenes became much more common with
7440-581: The developer feels is appropriate for each scene. During the 1990s in particular, it was common for the techniques of live action, pre-rendering, and real time rendering to be combined in a single cutscene. For example, popular games such as Myst , Wing Commander III , and Phantasmagoria use film of live actors superimposed upon pre-rendered animated backgrounds for their cutscenes. Though Final Fantasy VII primarily uses real-time cutscenes, it has several scenes in which real-time graphics are combined with pre-rendered full motion video. Though rarer than
7564-565: The dimensions. At Fort Dragonia, with the use of a Dragonian artifact called the Dragon Tear, Lynx switches bodies with Serge. Unaware of the switch, Kid confides in Lynx, who stabs her as the real Serge helplessly watches. Lynx boasts of his victory and banishes Serge to a strange realm called the Temporal Vortex. He takes Kid under his wing, brainwashing her to believe the real Serge (in Lynx's body)
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#17328694114737688-442: The distant future called Chronopolis. Lynx and Kid are inside; Serge defeats Lynx and the supercomputer FATE, allowing the six Dragons of El Nido to steal the Frozen Flame and retire to Terra Tower, a massive structure raised from the sea floor. Kid falls into a coma, and Harle bids the party goodbye to fly with the Dragons. Serge regroups his party and tends to Kid, who remains comatose. Continuing his adventure, he obtains and cleanses
7812-610: The ending song—"Radical Dreamers – The Unstolen Jewel". Ryo Yamazaki , a synthesizer programmer for Square Enix , helped Mitsuda transfer his ideas to the PlayStation's sound capabilities; Mitsuda was happy to accomplish even half of what he envisioned. Certain songs were ported from the score of Radical Dreamers , such as "Gale", "Frozen Flame", and "Viper Mansion". Other entries in the soundtrack contain leitmotifs from Chrono Trigger and Radical Dreamers . The melody of "Far Promise ~ Dream Shore" features prominently in "Dreams of
7936-431: The entire adventure. She then seemingly records the experience in her diary, noting she will always be searching for Serge in this life and beyond, signing the entry as Schala "Kid" Zeal, implying that she and Kid have merged and became whole again. A wedding photo of Kid and an obscured male sits on the diary's desk. Scenes then depict a real-life Kid searching for someone in a modern city, intending to make players entertain
8060-456: The final battle (during which a sequence of specific Elements must be triggered), and then applied in reverse to the rest of the game. 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
8184-432: The final product turns out to be like what I want it to be, the process doesn't really matter too much". As working with the other artists gave him a sense of celebration, Mitsuda named the "imaginary band" of performers Millennial Fair and credited them as such in the album. Creid was released by DigiCube on April 22, 1998, and re-released by Square Enix on June 29, 2005. The release date was only seven weeks after that of
8308-688: The flood of information this era surrounds us with" and the other an affirmation to himself that Mitsuda had "rediscovered [his] own path". Mitsuda felt that with this album, he had "discovered the precise mode of musical expression [he] was seeking within" himself and "given form to the belief within [his] heart". In addition to Japanese musicians, several Irish artists contributed to Creid , including uilleann piper Davy Spillane —formerly of Moving Hearts and Riverdance —and Máire Breatnach , who had previously played fiddle on another Square album, Final Fantasy IV Celtic Moon . Mitsuda also asked guitarist Tomohiko Kira and singer Yoko Ueno to appear to
8432-412: The four tracks written by Kudo, while Eimear Quinn sang "Creid". Creid was well received by reviewers such as Patrick Gann of RPGFan, who claimed that every track on the album was "amazing" and held the work to be Yasunori Mitsuda's best. He especially applauded the "diverse multitude of instruments" and the fiddle playing of Máire Breatnach. Critics from Square Enix Music Online were also approving of
8556-436: The game 36 out of 40 from four reviewers. Fan reaction was largely positive, though certain fans complained that the game was a far departure from its predecessor, Chrono Trigger ; Chrono Cross broke convention by featuring more characters, fewer double and triple techs, fewer instances of time travel, and few appearances of Trigger characters and locations. Producer Hiromichi Tanaka and director Masato Kato were aware of
8680-502: The game a perfect 10, one of only sixteen games in the 40,000 games listed on GameSpot to have been given the score, and its Console Game of the Year Award for 2000. It also received the annual Best Role-Playing Game, Best Game Music and Best PlayStation Game awards, and nominations for Best Game Story and Best Graphics, Artistic. IGN gave the game a score of 9.7, and Cross appeared 89th in its 2008 Top 100 games list. Famitsu rated
8804-610: The game by controlling the protagonist Serge through the game's world, primarily by foot and boat. Navigation between areas is conducted via an overworld map, much like Chrono Trigger's , depicting the landscape from a scaled-down overhead view. Around the island world are villages, outdoor areas, and dungeons, through which the player moves in three dimensions. Locations such as cities and forests are represented by more realistically scaled field maps, in which players can converse with locals to procure items and services, solve puzzles and challenges, or encounter enemies. Like Chrono Trigger ,
8928-415: The game features no random encounters ; enemies are openly visible on field maps or lie in wait to ambush the party. Touching the monster switches perspectives to a battle screen, in which players can physically attack, use "Elements", defend, or run away from the enemy. Battles are turn-based, allowing the player unlimited time to select an action from the available menu. For both the playable characters and
9052-411: The game including increasing the game's framerate to 60fps. In 2001, Hironobu Sakaguchi revealed the company's staff wanted to develop a new game and were discussing script ideas. Although Kato was interested in a new title, the project had not been greenlighted . Square then registered a trademark for Chrono Break worldwide, causing speculation concerning a new sequel. Nothing materialized, and
9176-504: The game's developers, and take advantage of the full array of techniques of CGI , cel animation or graphic novel -style panel art. Like live-action shoots, pre-rendered cutscenes are often presented in full motion video . Real time cutscenes are rendered on-the-fly using the same game engine as the graphics during gameplay. This technique is also known as Machinima . Real time cutscenes are generally of much lower detail and visual quality than pre-rendered cutscenes, but can adapt to
9300-421: The game's dialogue, music, character art, and mechanics, respectively. Tanaka revealed that the game's assets, stored on magnetic tape after development ceased in 1999, were lost in the intervening years, causing him to rely on a personal backup he had maintained for certain aspects of his polishing work. Producer Koichiro Sakamoto further explained that creating the remaster required teams to painstakingly upscale
9424-417: The game's original location art and remap each 3D field map, sometimes relying on AI to improve the resolution. The work demanded close scrutiny to ensure no original details were missed. While Chrono Cross: The Radical Dreamers Edition was received well by critics, it received a negative reaction from players in part due to how it performed as compared to its PlayStation 1 counterpart. Analysis showed that
9548-412: 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
9672-444: The game, as the scene it was to be played in, an opening cutscene to the game, was eliminated during development. The album features five vocal tracks and five instrumental tracks. Creid was the last album that Mitsuda worked on as an employee of Square; three months after its release, in July 1998, he resigned to work as a freelance artist and formed Procyon Studio to produce his work, though he continued to do work for Square such as
9796-415: The game, as they thought 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 [ sic ]", and noted, "we're not so weak nor cheap as to try to make something exactly the same as Trigger ... Accordingly, Chrono Cross is not Chrono Trigger 2 . It doesn't simply follow on from Trigger , but
9920-540: The genre, and the game features several innovations. For example, players can run away from all conflicts, including boss fights and the final battle. The Element system of Chrono Cross handles all magic, consumable items, and character-specific abilities. Elements unleash magic effects upon the enemy or party and must be equipped for use, much like the materia of 1997's Final Fantasy VII . Elements can be purchased from shops or found in treasure chests littered throughout areas. Once acquired, they are allocated to
10044-445: The hands of Lavos. To prevent Serge from obtaining the Frozen Flame, FATE destroys the Dead Sea. Able to return to Another world, Serge allies with the Acacia Dragoons against Porre and locates that dimension's Dragon Tear, allowing him to return to his human form. He then enters the Sea of Eden, Another world's physical equivalent of the Dead Sea, finding a temporal research facility from
10168-406: The hardware." Kato later acknowledged that he could have "shown more empathy to the player" by making the story less complex, and acknowledged fans who felt the game was a departure from Chrono Trigger , noting that one can still "equally enjoy the game." He later reflected in 2015 that "the bashing was terrible" in reference to fans' push-back on featuring so many playable characters, acknowledging
10292-461: The idea due to plot difficulties. Kato specifically felt that the game's large number of characters, as well as the difficult production schedule, did not allow him to develop the relationship between Magus and Kid. In the DS version of Chrono Trigger , Kato teases the possibility of an amnesiac Magus. Square began planning Chrono Cross immediately after the release of Xenogears in 1998 (which itself
10416-627: The latter game's ending song "Radical Dreamers ~ Jewel which Cannot be Stolen ~". During their stay in Ireland , Mitsuda and the Creid album coordinator attended a live set of the folk band Lúnasa in a pub. As Mitsuda liked the concert, the coordinator encouraged the Irish band to do a Japanese live tour. No other Xenogears album has been produced by Square Enix after Creid , but an officially licensed tribute album titled Xenogears Light: An Arranged Album
10540-422: 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
10664-423: The lyrics and becoming a big fan of Kudo's work. Although Mitsuda has said that he is generally not confident in his personal skills at writing lyrics, he wrote those of the title track, which were then translated from Japanese to Gaelic for the recording. Celtic singer Joanne Hogg of the band Iona , who was the singer from the original soundtrack, did not reprise her role in Creid . Instead, Tetsuko Honma sang
10788-459: The memories of most of Chronopolis's staff, and sent them to inhabit and populate its new paradise. Thousands of years later, a panther demon attacked a three-year-old Serge. His father took him to find assistance at Marbule, but Serge's boat blew off course due to a raging magnetic storm caused by Schala . Schala, the princess of the Kingdom of Zeal, had long ago accidentally fallen to a place known as
10912-468: 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. Kato rode his motorcycle to relieve the stress of the game's release schedule. He continued refining event data during the final stages of development while
11036-405: The mysterious Frozen Flame, Serge is chiefly challenged by Lynx , a shadowy antagonist working to apprehend him. Upon its release in Japan in 1999 and North America in 2000, Chrono Cross received widespread acclaim, earning a perfect 10.0 score from GameSpot . The game shipped 1.5 million copies worldwide by 2003, leading to a Greatest Hits re-release and continued life in Japan as part of
11160-487: The original soundtrack. Eric Bowling of Soundtrack Central was also enthusiastic about the album, calling it "a turning point in arranged soundtracks" and "simply beyond words to describe". He noted "Lahan" as symbolizing the album as a whole, calling it a "coming together" of "diverse instruments and people" to create an energetic work of art. Impressed with Tomohiko Kira's guitar playing, Mitsuda laid out plans after Creid to have him perform in Chrono Cross , resulting in
11284-707: The other two possible combinations, the pairing of live action video with real time graphics is seen in games such as Killing Time . Interactive cutscenes involve the computer taking control of the player character while prompts (such as a sequence of button presses) appear onscreen, requiring the player to follow them in order to continue or succeed at the action. This gameplay mechanic, commonly called quick time events , has its origins in interactive movie laserdisc video games such as Dragon's Lair , Road Blaster , and Space Ace . Director Steven Spielberg , director Guillermo del Toro , and game designer Ken Levine , all of whom are avid video gamers, criticized
11408-526: The part that has "the largest possibility for emotional engagement, for art dare we say", while also being the bit that can be cut with no impact on the actual gameplay. Koster claims that because of this, many of the memorable peak emotional moments in video games are actually not given by the game itself at all. It is a common criticism that cutscenes simply belong to a different medium. Others think of cutscenes as another tool designers can use to make engrossing video games. An article on GameFront calls upon
11532-416: The player must obtain base materials—such as copper, bronze, or bone—for a blacksmith to forge for a fee. The items can later be disassembled into their original components at no cost. The existence of two major parallel dimensions , like time periods in Chrono Trigger , plays a significant role in the game. Players must go back and forth between the worlds to recruit party members, obtain items, and advance
11656-519: 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
11780-409: The plot. Much of the population of either world have counterparts in the other; some party members can even visit their other versions. The player must often search for items or places found exclusively in one world. Events in one dimension sometimes have an impact in the other—for instance, cooling scorched ground on an island in one world allows vegetation to grow in the other world. This system assists
11904-563: The portrayal of characters. Some movie tie-in games, such as Electronic Arts ' The Lord of the Rings and Star Wars games, have also extensively used film footage and other assets from the film production in their cutscenes. Another movie tie-in, Enter the Matrix , used film footage shot concurrently with The Matrix Reloaded that was also directed by the film's directors, the Wachowskis . In
12028-520: The possibility that their own Kid is searching for them. The ambiguous ending leaves the events of the characters' lives following the game up to interpretation. Chrono Cross employs story arcs, characters, and themes from Radical Dreamers , a Satellaview side story to Chrono Trigger released in Japan. Radical Dreamers is an illustrated text adventure which was created to wrap up an unresolved plot line of Chrono Trigger . Though it borrows from Radical Dreamers in its exposition, Chrono Cross
12152-421: The power of using same-color Elements while also making them weak against elements of the opposite color. Chrono Cross also features a "field effect", which keeps track of Element color used in the upper corner of the battle screen. If the field is purely one color, characters are able to unleash a powerful summon element at the cost of one of the player's stars. The field will also enhance the power of Elements of
12276-544: The presentation of certain themes, including the questioning of the importance of one's past decisions and humanity's role in destroying the environment. Rounding out the notable facets of Chrono Cross 's gameplay are the New Game+ option and multiple endings. As in Chrono Trigger , players who have completed the game may choose to start the game over using data from the previous session. Character levels, learned techniques, equipment, and items gathered copy over, while acquired money and some story-related items are discarded. On
12400-429: The remastered version had its frame rate dropping quite frequently, and was also unable to cross the threshold of 30 FPS . This issue has been noticed across all the platforms it was released on. On February 22, 2023, Square-Enix released an update patch for the remaster on all systems it released for which has fixed some of the various gameplay issues with the remaster, as well as updating several performance aspects of
12524-660: The rest of the team undertook debugging and quality control work. 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. To streamline translation for all 45 playable characters, Honeywood created his own version of
12648-479: The rise of CD-ROM as the primary storage medium for video games, as its much greater storage space allowed developers to use more cinematically impressive media such as FMV and high-quality voice tracks. Live-action cutscenes have many similarities to films. For example, the cutscenes in Wing Commander IV used both fully constructed sets, and well known actors such as Mark Hamill and Malcolm McDowell for
12772-480: The song "to turn out", then take the result to Ootsuki for them to arrange together. The result would then be changed in the process of recording, as "what sounds good on a synth module doesn't always sound good on live instruments", and occasionally the recording artists would "ad-lib" parts that would make it into the final product. Mitsuda generally also chose the specific percussion instruments to be used while recording, rather than beforehand; he feels that "as long as
12896-449: The soundtrack of Chrono Cross . It was delayed, and at a Play! A Video Game Symphony concert in May 2006, he revealed it would feature acoustic music and would be "out within the year", later backtracking and alleging a 2007 release date. Mitsuda posted a streaming sample of a finished track on his personal website in January 2009, and has stated the album will be released to coincide with
13020-492: The soundtrack to Chrono Cross the following year. The main lyricist, Junko Kudo, wrote the lyrics to four of the five vocal tracks and had no previous experience with video game-related projects; she was surprised by the length of the game's script when she asked to look at it. She had never met Mitsuda before she was asked to write the lyrics. Mitsuda first heard her work in a song by Mimori Yusa on Yusa's 1988 album Hitomi Suishō , and describes himself as being very moved by
13144-700: The soundtrack's liner notes . Chrono Cross Chrono Cross is a 1999 role-playing video game developed and published by Square for the PlayStation video game console . It is set in the same world as Chrono Trigger , which was released in 1995 for the Super Nintendo Entertainment System . Chrono Cross was designed primarily by scenarist and director Masato Kato , who had help from other designers who also worked on Chrono Trigger , including art director Yasuyuki Honne and composer Yasunori Mitsuda . Nobuteru Yūki designed
13268-736: The state of the game. For example, some games allow the player character to wear several different outfits, and appear in cutscenes wearing the outfit the player has chosen, as seen in Super Mario Odyssey , The Legend of Zelda: Breath of the Wild and Grand Theft Auto: San Andreas . It is also possible to give the player control over camera movement during real time cutscenes, as seen in Dungeon Siege , Metal Gear Solid 2: Sons of Liberty , Halo: Reach , and Kane & Lynch: Dead Men . Many games use both pre-rendered and real time cutscenes as
13392-467: The theme of parallel worlds, he gave Another and Home respectively dark and bright moods, and hoped players would feel the emotions of "'burning soul,' 'lonely world,' and 'unforgettable memories'". Mitsuda and Kato planned music samples and sound effects with the philosophy of "a few sounds with a lot of content". Xenogears contributor Tomohiko Kira played guitar on the beginning and ending themes. Noriko Mitose , as selected by Masato Kato, sang
13516-517: The title includes quality-of-life updates such as the ability to disable encounters, in addition to an enhanced OST. The remaster is also bundled with the text adventure game Radical Dreamers , previously only available to Japanese players through the Satellaview peripheral for the Super Famicom . Masato Kato, Yasunori Mitsuda, Nobuteru Yuuki, and Hiromichi Tanaka were brought in to lightly polish
13640-438: The trademark was dropped in the United States on November 13, 2003, though it still stands in Japan and the European Union. Kato later returned to Square Enix as a freelancer to work on Children of Mana and Dawn of Mana . Mitsuda also expressed interest in scoring a new Chrono series game. In 2005, Kato and Mitsuda teamed up to do a game called Deep Labyrinth , and again in 2008 for Sands of Destruction , both for
13764-498: The traditional 'arranged versions' of RPG soundtracks". They termed the songs "beautiful and moving" and especially praised the vocals as being an excellent mix of Japanese and Celtic influences. Elliot Guisinger of the site, however, in his review of the album cited the vocals as a weaker spot in what he called "the blueprint after which all future arrange albums should be modeled". Calling the album "a dream come true", he noted his disappointment that singer Joanne Hogg did not return from
13888-447: The truth behind the incident, he follows a predestined course that leads him to save the world. He is assisted by Kid , a feisty, skilled thief who seeks the mythical Frozen Flame. Portrayed as willful and tomboyish due to her rough, thieving past, she helps Serge sneak into Viper Manor in order to obtain the Frozen Flame. Kid vows to find and defeat Lynx , an anthropomorphic panther who burned down her adopted mother's orphanage. Lynx,
14012-399: The use of cutscenes in games, calling them intrusive. Spielberg states that making the story flow naturally into the gameplay is a challenge for future game developers. Hollywood writer Danny Bilson called cinematics the "last resort of game storytelling", as a person doesn't want to watch a movie when they are playing a video game. Game designer Raph Koster criticized cutscenes as being
14136-402: The user's stamina bar by seven stamina points; this often means that the user's stamina gauge falls into the negative and the character must wait longer than usual to recover. With each battle, players can enhance statistics such as strength and defense. However, no system of experience points exists; after four or five upgrades, statistics remain static until players defeat a boss . This adds
14260-446: 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
14384-445: Was Yasunori Mitsuda's first major solo work, as his previous soundtracks were collaborations with other composers with the exception of the score to Radical Dreamers: Nusumenai Hōseki , which never saw an album release. According to Mitsuda, the music of Xenogears belongs to the traditional music genre. Though he first described it as stemming from "a world of [his] own imagining" rather than any specific country, he has also claimed
14508-476: Was essentially an unskippable introductory cutscene, but not an in-game cutscene. Taito 's arcade video game Space Invaders Part II (1979) introduced the use of brief comical intermission scenes between levels, where the last invader who gets shot limps off screen. Namco 's Pac-Man (1980) similarly featured cutscenes in the form of brief comical interludes, about Pac-Man and Blinky chasing each other. Shigeru Miyamoto 's Donkey Kong (1981) took
14632-405: Was originally conceived as a sequel to the SNES game). 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 thought Dreamers
14756-399: 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
14880-407: Was published in limited quantities by the fan group OneUp Studios in 2005. The album features 20 tracks arranged from the Xenogears score and performed with acoustic instruments, such as piano, flute, guitar, and violin. An unofficial album of remixes titled Humans + Gears was produced as a digital album by OverClocked Remix on October 19, 2009, consisting of 33 tracks on two "discs". While Creid
15004-610: Was released in a "half-finished state", and wanted to continue the story of the character Kid. 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 thought 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
15128-439: Was released. A collaborative effort between Chrono writer Kato and composer Mitsuda, the game features elements similar to the Chrono series, such as talking frog protagonists and time-travel elements. Titled Complex Dream , the event introduces several Chrono Cross characters, including Serge, Kid, and Harle, as well as gameplay elements from the series such as element magic and combo techs. Publications began discussion of
15252-411: 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 . 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
15376-400: Was totally against the idea. And as usual, I didn't heed to the surrounding complaints, but this time, there was a pretty tough struggle. Production required six months of work. After wrapping, Mitsuda and Kato played Chrono Cross to record their impressions and observe how the tracks intermingled with scenes; the ending theme brought Kato to tears. Players who preordered the game received
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