Hier findet Ihr aktuelle Pics, Music und Berichte von Chrono Cross. Auf dieses Game müssen wir jedoch noch einige Zeit warten, da es erst im Winter 1899 in Japan rauskommt. Das dürfte heissen, dass es in Europa etwa Sommer 2000 wird. Aber bis dahin, findet Ihr hier Infos und andere Sachen. In der Geschichte handelt es sich überigens um Paralleldimensionen. Die Helden, die bis jetzt bekannt sind, sind Panda, Hai und Gorilla. Ihr Gegenspieler ist Yamauchi.

Hier geht es zu meinem Guestbook.

©1999 Helios Elysion

Es gibt drei Neuigkeiten. Die eine sind zwei neue mov. und das andere ist ein Link zu Squares Chrono Cross Site. Wenn Ihr den Link wählt, bekommt Ihr ein cooles Movie zu sehen, dafür müsst Ihr aber den Flash Player und den Shockwave Player haben. Ihr könnt Ihn gleich hier downloaden.
 
 
Chrono Cross Trailer - 5.3 MB Square`s Chrono Cross Site
Chrono Cross Special - 4 MB


A wall... Enemy cast a spell...
Serge`s commands... Serge attacks
Kid attacks Glenn`s command
Glenn cast a spell A wind attack
A robot-like enemy Serge and Glenn attacks (looks like X-Cross)
Glenn attacks Zoom out 
Serge cast a spell A bat
Glenn attacks again... Kid cast a spell
A fire spell A lion-like enemy
A tidal wave The spider-like boss
A heal spell An ice spell
Lizard-like enemy Serge attacks a ¿ Nu ?
Battle view from behind An odd-like creature
A scary fish creature Our heros
A lizard boss A fire orb


A strange cave An enemy is lurking behind the party
A closer look There is no way


Town scenes Ohter places


Entrance to a dungeon Running through a dark corridor
Our heros in front of a crystal What a labyrinth...
Enter a combat More labyrinth...
And also more labyrinth... Is this a mine?
Enemy is lurking from above A crystal or a monolith?
A giant spider-like boss appears Light is flashing around the party
A new area... Let`s talk...


Serge is looking at ¿ a door? A shocking scene in a strange place
A close look at Kid Light....it`s very bright...
Serge`s Lips  Serge is looking to somewhere
The ocean Run away...
Strange peoples... Looking hard...
Serge starring out on the ocean Serge surrounded by green energy
A huge tidal wave


A nice overview Now with a waterfall
Strange plants Fog is coming
A cape


A jungle Through a swamp
A man in the tree A path at night
In a castle (maybe) A royal room ?
A wonderful double moon A library?
A strange looking machine A nature path
A creature that looks like a mid-boss from CT Another town
Some stores Lucca`s house
Lucca`s house is on fire A drawing from Lucca
Serge meets his rival It looks like a boat
On the top of a cliff


Serge`s room Serge is looking outside a window
What a nice town A place in that town
And more from that town Inside another room
A restaurant A dock from that town


Serge - Hero (Preview) Serge - Hero (Portrait)
Kid - Heroine (Preview) Kid - Heroine (Portrait)
Yamaneco - Serge`s Rival (Preview) Yamaneco - Serge`s Rival (Portrait)

Um alle drei Formate abzuspielen, ist Winamp am besten geeignet. Dowload here


Chrono Cross - Opening Theme  703KB
Chrono Cross - Battle Theme IT / 222KB
Chrono Cross - Forest Theme IT / 223KB
Chrono Cross - Overworld Theme IT / 129KB
Chrono Cross - Overworld Theme Midi / 24.9KB


Title screen of Chrono Cross Screen after a battle
Credit screen Chrono Cross Poster
Scan from a magazin 1 Scan from a magazin 2
Scan from a magazin 3
1

Wenn Ihr die Movies Euch anschauen wollt, braucht Ihr Quicktime...


Movie 1 (3MB) Movie 2 (3.6MB)
Movie 3 (2.7MB) Movie 4 (2.9MB)





-CC Interview - With Development Team
-CC - Demo Impressions
 
 

Chrono Cross Interview - With Development Team

A recent Japanese interview with members of the Chrono Cross development team has
 revealed a handful of new details regarding the game's origin and associated features.
 Originally conducted by Ascii and translated by our ( Core Magazine ) resident editor in Tokyo,
 Tim Walker, the interview speaks with Chrono Cross: Director Masato Kato, Producer
 Hiromichi Tanaka, and Music Composer Yasunori Mitsuda.

 Question: First of all, this new title doesn't carry the Dream Project name, but is it a continuation of
 Chrono Trigger? And if so, why isn't it called Chrono Trigger 2?

 Kato: It's kind of a long story actually. After we finished doing Trigger, we made Radical Dreamers. (ed
 note: This game was released by Square in February 1996 and was available only on Nintendo's Super
 Famicom Sattelaview System (an online gaming network). The game was a text adventure with graphics
 where the player's decisions affected the outcome, and apparently featured the earlier adventures of
 Serge, Kid, and Yamaneko.) We didn't originally intend for it to go that way, but after finishing Trigger,
 there was talk of what would would happen to some of the characters in the future, so we finally decided
 that we wanted to give everyone more of an ending to the story in Trigger. After finishing Radical, we
 began development work on Xenogears, and when it came time to talk about what we were going to do
 next, we started thinking about redoing Radical in a better form. Because of all that, we couldn't simply
 call this new title Trigger 2.

 Question: Are you pleased by the fact that this project doesn't carry the "Dream Project" moniker?

 Kato: Immensely. (Laughs) I think Mr. Yuuki, Akira Toriyama's replacement on the project is immensely
 pleased as well, given the concerns over how he will be viewed by the fans.

 Question: Ah, the man in charge of character design this time. Why did you decide on Mr. Yuuki for this
 project?

 Kato: I asked him because he presented himself well through his worked on Seiken Densetsu, because
 he has a connection with Mr. Tanaka, and because I felt he could perform the high-quality level of work
 I'll ask him to do perfectly. He won't be supervising the "Dream Project," but rather this new project with
 close ties to it. I didn't want to pull out Chrono Trigger and continue the story as part 2, but rather I
 wanted to make a game that blends the story of the original with a new, separate Chrono.

 Question: So then what exactly is the connection to the first game?

 Kato: The world's appearance. Chrono Cross's stage is set in a remote region of the land of the original
 game. Because of this, those who have played Trigger before will find themselves going, "Ah!" as reach
 certain episodes that have some familiarity to them. Of course the game is going to be fun even for those
 who haven't played the first game since Cross is a complete story in and of itself.

 Question: Last time the game revolved around moving through time, but what's the theme this time?

 Kato Carlo: Enemy of Mickey Mouse.

 Question: Meaning that you'll be able to move and advance through multiple variant worlds that exist
 simultaniously?

 Tanaka: That's the scenario's outline.

 Kato: There are various places with events that have to be cleared, but it's a branching scenario overall
 where you can pretty much choose where you want to go.

 Question: We've heard that music plays an important role.

 Mitsuda: Right now it looks like there will be different music for the different world. But we're still in the
 development stage with that section.

 Question: What can you tell us about the game's new battle system?

 Tanaka: The Xenogears group put a lot of thought in from the beginning about what kind of battle system
 would be fun, and it was made according to that.

 Question: Meaning that this time earning experience points won't be part of the system?

 Kato: In Trigger, you could see the enemies and were able to run away. But doing so meant that you
 wouldn't gain experience points and wouldn't be able to defeat the boss. It's not good to be running away
 from the small enemies and then trying to face the boss is it? Not being able to defeat the boss but finally
 gaining experience points is weird isn't it? So we wanted to make a system where you fight the enemies
 you want to and can move past the ones you don't. What's more, even if you go to a boss's area, you
 might not be able to defeat him with your current way of fighting, so it will take some trial and error to
 finally defeat him. We've made our new system according to all of these thoughts.

 Question: But isn't this system unfair to beginners?

 Tanaka: I don't think so. Players can also use the system that's been popular up till now of gaining
 experience points bit by bit and raising their character in that fashion. I planned FF1 through FF3, but
 wasn't the experience point system perfected even back then? Since then we've advanced in other
 directions, like adding action elements to Seiken Densetsu 2.

 Question: But Seiken is a little different from turned-based RPGs.

 Tanaka: Right. And we took the middle road (between that and FF) with Xenogears. Even in that one
 we based it around the general idea of the experience point system. This time though Mr. Kato asked us if
 we couldn't make a system that wasn't based on the traditional experience point system. I thought it was
 kind of ridiculous at first (laughs), but finally I thought we could try to do it, and set about doing so
 enthusiastically.

 Question: Where did the idea for the "Elements" come from?

 Tanaka: It came from the fact that in various card games you can put together a deck (your "forces") on
 your own. But in those games it's bad if you take too long to put together your cards. We repressed that
 point, and let the battle focus on good feelings and the good side of the rules. To make that a reality, we
 eliminated waiting time during turns, and made it so that you can move the character you like when you
 like. We want to make the player feel like he's in control the whole time.

 Question: So then how long will the whole game be?

 Kato: Maybe about 30 hours? It's not what you'd call a long game.

 Question: When you mention Square these days, you think of games with high-quality CG movies? How
 about this one?

 Tanaka: We'll be using the same movie staff that we did for FFVIII, as well as letting Mr. Yuuki's
 illustrative touch liven things up. The CG won't be very long, but it will be extravagant.

 Question: Mr. Mitsuda also contributed a lot to the style of the last game with his music, but will the style
 be similar this time around or different?

 Mitsuda: Both. I'll be pulling out some old tunes from Trigger and Radical that people want to hear
 again. I'll be using two tunes from Radical---"Radical Tradd" and "Radical Peoples' Music"---as a basis,
 as well as using some heavier sounds like I did for Xenogears. I'm thinking that as we draw closer to the
 end of development, my own tension levels will be rising, and my anxieties will inspire me to make
 something great (laughs).

 Kato: This time we'll be using fewer tunes, but every individual tune will be very important.v

 Mitsuda: The number is small, but I feel like the effect will be large. I want to try to make people hear
 the guitar strings break as the songs are being played. Tanaka: The music will be shocking, moreso than
 typical PlayStation music.

 Mitsuda: The opening will be shocking. For the ending, will have a song that goes back to the more
 traditional Japanese language style.

 Question: It sounds like it's going to be a title that anyone can play again and again.

 Tanaka: Recently there have been a lot of games for the small section of maniacial fans, but we're
 making this one fun for everyone.

 Kato: The previous game itself didn't incorporate much divergence, though it did have the multiple ending
 feature. This time the story will have a lot of divergence as well. And also, to make sure again that, like in
 Trigger, players will be able to play again and again even after they've cleared the game, we're thinking
 about a system that makes good use of the PlayStation's special functions. It's said I always betray
 gamers' expectations, but my policy is to teach them different ways of thought. For example in Trigger I
 let players mess around with the destiny of the main character. Since this time around I'm preparing some
 really shocking things during development, I want players to really get their expectations up and wait.
 

Chrono Cross - Demo Impressions
 

Change for a popular game

By Alex Kimbel, RPGamer Writer
 

   When Square announced they were working on a sequel to Chrono
Trigger, fans rejoiced. It had been a long time coming,
and fans were finally getting what they wanted. But, at what cost? Could
Chrono Cross live up to its predecessor? How
different would it be? What would it have in relation to Chrono Trigger?

   First of all, a lot has changed. The battle system has been remade,
the game features all new characters, and naturally, the
graphics are done differently. But, one must remember that different
doesn't always mean "bad." Though Chrono Cross isn't
completely like its predecessor, what it does it does well. At least in
the demo.

   Battles are done in a similar way to Final Fantasy VIII, except for
the fact that you can see the enemies before you
encounter them. Once you do encounter them, the transition from regular
field to battle starts. It's pretty enjoyable at first,
but after awhile it tends to seem a bit monotonous. The full-polygonal
battles are done in great detail, however, and the
spell and attacking effects are very pleasing to the eye.

   Actual gameplay in battles is done similarly to that of Xenogears.
You can select three different strengths of attack, each
having a certain probability of connecting. The strongest attack takes
up 3 points of stamina, the normal attack takes up 2,
and the weakest attack takes up 1. You start out with 7 stamina each
battle, and while attacking takes it away, every time
one of your other party members attacks, the characters with under 7
will regain some. There is a lot of strategy to this, as
you must use each character to regain the stamina of the others. Got it?
Good.

   Magic is also very different, and works with the stamina system as
well. Each time you attack, your magic, or "Element"
meter builds up a level. Each level on this meter has varying strengths
of magic power, the highest level being, naturally,
the strongest. And again, depending on what level of Element you use,
different amounts of stamina will be taken away.

   Unlike most turn-based battle systems, character can attack and use
Element whenever they please, as long as they have
enough stamina to pull everything off. The battle system is fresh and
innovative, and incorporates a bit of strategy into what
may seem like a typically simple battle system.

   Aside from the battle system, the demo was typical RPG fare. Run
through a dungeon, explore the main characters' town,
and take a peek at the world map. And oh, speaking of the world map,
it's very reminiscent of Chrono Trigger's. What can
be seen is colorful and vibrant, as tiny versions of the characters walk
around.

   Not coming as a surprise, the demo features clips of scenes from the
full version of the game as a finale of sorts. One
scene in particular stands out. Serge walks into Lucca's house (a 32-bit
prerendered version, of course) to find that it's on
fire. He walks into a hall and on the wall are child-like drawings of
the cast of Chrono Trigger. He looks at the one of
Lucca, a door opens, and Serge walks in to find his rival, Yamaneko.

   The demo answered many questions, but left us with many more. All we
have to do is wait now, until that gleefull Winter
date approaches.

Katzen dieser Welt, vereint euch!                                ©1999 Helios Elysion