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.
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 strange cave | An enemy is lurking behind the party |
A closer look | There is no way |
Town scenes | Ohter places |
A nice overview | Now with a waterfall |
Strange plants | Fog is coming |
A cape |
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 |
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.