

While Chrono Cross is technically a sequel, taking place 10 years after the events of Chrono Trigger, it's really better off being considered as its own unique entity. There are some mechanical similarities, and a few story elements that are enhanced by having played Trigger, but for the most part you can comfortably play through the entirety of Cross without having ever journeyed through time with Chrono, Marle and Lucca... but could you really live with yourself?
In any case, you take control of a boy named Serge who, aside from being present for a temporal anomaly or two as a baby, is fairly normal. You'll soon realize that there's a parallel dimension to your own, and while Chrono Trigger had you bouncing around time periods you'll be spending the majority of Chrono Cross hopping back and forth between these two parallel worlds. It lacks the cause and effect elements that I enjoyed so much from Chrono Trigger, but what it does bring to the table are fun and interesting in their own right.
Before long you'll start gaining insight into the true nature of the archipelago the game takes place on, the real stakes of your situation, and the history of you and your party members. The cynic in me wants to call the story somewhat slipshod, with some things making little sense, some major reveals missing their mark, and boatloads of Deus ex Lucca, but everything is presented and delivered in such a way that it's easy to suspend some disbelief and just enjoy the ride.

My one major complain with Chrono Cross from a mechanical standpoint is character movement. It feels unnecessarily difficult to get Serge to do what you want him to on the map, and it's been the primary cause of expletives being sent to my TV over the 35 hour journey. That's pretty much it, and I wanted to get that little complaint out of the way early because there's a lot of ground to cover from here on out!
There's no traditional experience points or leveling system in the game, nor are there traditional consumable items or abilities. Character progression is governed by Star Ranks, which are increased after completing major encounters during the game's central plot. Additionally, each character in your party will gain a small stat increase after every combat encounter, and the maximum amount of stats a character can gain is based on your current Star Rank. This effectively removes both the need to grind for levels, as well as ability to. The Star Rank system also directly affects Elements.
Every character in the game is given an Element Grid on which they may place Elements, which can be found and bought all over the world. Elements are effectively Chrono Cross' take on spells, except they can be freely equipped and swapped as needed on your characters. As your Star Rank increases, your characters' Element Grids will not only expand, but also allow for higher ranked Elements to be equipped. There are also consumable Elements which basically function as items.

Furthermore, you have to factor in the color of each Element, the innate color of your characters, the innate color of your enemies, the field color, and how all that ties together in combat when making decisions concerning your elements! I'm not writing a walkthrough here so I don't want to go off into tangents, but it all comes together into an interesting system that you'll be working with from the beginning of the game to the end, and after all this we haven't even touched on combat yet!
Even combat in Chrono Cross has to break traditional JRPG form, opting for a building stamina system instead. There's all the aforementioned Element management to take into consideration, but also a stamina gauge and an escalating physical attack modifier to keep track of. Each character in combat has a total of 7 stamina, and is able to initiate one of three different physical attacks that increase in stamina cost and damage, while decreasing in accuracy. With each successful attack your accuracy improves and you move up that many levels on your Element Grid, and your allies regain that much stamina. It sounds a lot more complex than it really is in practice, though it's never really well explained either.
For the longest time I went back and forth with my feelings towards game's combat mechanics. I often felt like they were superfluous and cumbersome, making using Elements feel way too difficult. In the end, though, I really started appreciating the system for what it is, recognizing that ultimately it allows for choice and tactics.

Aside from a couple notable encounters, Chrono Cross is definitely on the easy side which isn't something I have a problem with. Playing through Final Fantasy on the NES made me appreciate not having that extra difficulty in an already time-intensive game, and Chrono Cross is pretty comfortable.
My one major wish is that the equipment system was thought out a little better. There's an extremely finite amount of gear options, and only minute differences between them. Each character has three accessory slots, but every accessory in the game is some variance on "The HP Ring", "The Strength Ring" or "The Magic Ring" with variable power levels on each.

Chrono Cross looks about as good as you could hope for from a late generation PS1 game from Square. The pre-rendered cutscenes look great and they try (for better or worse) to cram a ton of detail into the world as you play through it. Everything looks great, especially coming off older titles like Soul Blade and Tenchu, which clearly show their age. Enemies are all fully modeled and animated, and characters are full of life and expression. My one gripe is that it could often be difficult to discern interactive objects from the environment due to the style of the game.
I've always said that the only game whose soundtrack rivals Chrono Trigger's was Chrono Cross and for the most part I still agree. The music in this game is phenomenal but I'd be lying if I said that by the end of everything it hadn't lost some of its luster. It's telling when the best tracks in the game are actually remixes of Chrono Trigger pieces! I don't mean to downplay it though as, again, the score here is excellent. Equally satisfying are the game's sound effects which go a long why in bringing home all the slashes, clanks and BAMS of combat!

I think this is the longest I've spent on a single game for this project so far, but I also know it's going to become more of a regular occurrence as things move forward. Regardless, I'm really happy about finishing this one, as it's been on the backlog for a very long time now.
Now that it's all said and done, I can't quite call it one of my all time favorite RPGs. The story was a bit weak, as were many of the characters, and it just didn't draw me in like other titles. That said, it was a great voyage and the things that did make an impact made a great one. Now I really need to play my copy of Flames of Eternity...
