Chrono Cross is a 1999 role-playing video game developed and published by Square for the PlayStation video game console.
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Chrono Cross is a 1999 role-playing video game developed and published by Square for the PlayStation video game console.
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Chrono Cross was designed primarily by scenarist and director Masato Kato, who had help from other designers who worked on Chrono Trigger, including art director Yasuyuki Honne and composer Yasunori Mitsuda.
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Story of Chrono Cross focuses on a teenage boy named Serge and a theme of parallel worlds.
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Chrono Cross was later re-released for the PlayStation Network in Japan in July 2011, and in North America four months later.
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Navigation between areas is conducted via an overworld map, much like Chrono Cross Trigger's, depicting the landscape from a scaled-down overhead view.
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Chrono Cross's developers aimed to break new ground in the genre, and the game features several innovations.
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Chrono Cross is assisted by Kid, a feisty, skilled thief who seeks the mythical Frozen Flame.
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Chrono Cross takes Kid under his wing, brainwashing her to believe the real Serge is her enemy.
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Chrono Cross then enters the Sea of Eden, Another world's physical equivalent of the Dead Sea, finding a temporal research facility from the distant future called Chronopolis.
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Chrono Cross's father took him to find assistance at Marbule, but Serge's boat blew off course due to a raging magnetic storm caused by Schala.
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Chrono Cross employs story arcs, characters, and themes from Radical Dreamers, a Satellaview side story to Chrono Trigger released in Japan.
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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.
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The Chrono Cross team decided against integrating heavy use of time travel into the game, as they thought it would be "rehashing and cranking up the volume of the last game".
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Our main objective for Chrono Cross was to share a little bit of the Chrono Trigger worldview, while creating a completely different game as a means of providing new entertainment to the player.
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Chrono Cross later recalled striving to harmonize the time period's level of technology, especially as reflected in characters' garb.
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Chrono Cross team devised an original battle system using a stamina bar and Elements.
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Chrono Cross hoped El Nido would still impart a sense of grand scale, and the development team pushed hardware limitations in creating the game's world.
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The programmers of Chrono Cross did not use any existing Square programs or routines to code the game, instead writing new, proprietary systems.
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Chrono Cross continued refining event data during the final stages of development while the rest of the team undertook debugging and quality control work.
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The North American version of Chrono Cross required three months of translation and two months of debugging before release.
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Chrono Cross added instances of wordplay and alliteration to compensate for difficult Japanese jokes.
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Chrono Cross was scored by freelance video game music composer Yasunori Mitsuda, who previously worked on Chrono Trigger.
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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.
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Kato anticipated and rebuffed this discontent before the game's release, wondering what the Chrono Cross title meant to these fans and whether his messages ever "really got through to them".
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