From the Library: covers, censuses, and editions, documented. Browse the Library →
SOJ Chrono Cross · The Argument
← Back to the Library

Why Is Chrono Cross So Divisive?

The critics judged the game. The fans judged the sequel. Both verdicts are on the record.

Chrono Cross holds a 94 on Metacritic, higher than Chrono Trigger's 92, and one of the few perfect 10s GameSpot ever gave a PlayStation game. It is also, a quarter century later, the sequel its own fanbase argues about most. This page separates the two records, because the disagreement is not about whether the game is good. It is about what it was supposed to be.

THE CRITICS' RECORD

What reviewers actually said

On release the game was received about as well as a game can be: widespread acclaim in Japan in 1999 and North America in 2000, GameSpot's perfect 10.0, and an aggregate that still sits above its predecessor's. Reviewers praised the graphics, Honne's painted backgrounds, the battle system, and Mitsuda's score, and they judged the game in front of them, in a crowded year, against other PlayStation RPGs. Against that field it won.

THE FANS' RECORD

What the sequel was measured against
A different game wearing the name
No time travel, two parallel worlds instead. No Toriyama art, Yuki's designs instead. No Dream Team: of Trigger's famous trio, none returned, though its scenario writer directed. Players who wanted Chrono Trigger 2 received a meditation on it.
Forty five characters, thinly spread
The most repeated mechanical complaint: a huge recruitable cast where Trigger had seven deeply written heroes, so most Cross characters get a fraction of the development. The complaint appears across the fan record from release to the remaster.
What it does to Trigger's cast
Cross's plot resolves the fate of Trigger's world and several of its heroes offstage and bleakly, which a share of players experienced as the sequel undoing the first game's happy ending rather than extending it.
The numbers underneath
Metacritic user score: 8.7 for Cross, 9.2 for Trigger. Sales: 1.5 million shipped by 2003, respectable and far below the Final Fantasy titles it shared shelves with, so fewer players ever formed their own verdict.

THE PRODUCER SAW IT COMING

Tier 1, from 1999

Producer Hiromichi Tanaka said the quiet part before release, in July 1999: the team knew it was starting "not from zero, but from a start from minus," making a new Chrono without the Dream Team whose names sold the first one, determined "to create a sequel that may surpass its predecessor" as a way of returning the favor to that team. The minus start is the whole argument in one phrase. Cross was designed by Trigger's supporting staff to surpass a game the world credited to three famous men, and it changed the formula precisely because repeating it was the one guaranteed way to lose.

The verdict this Library prints: the divisiveness is structural, not a misunderstanding. Judged as a PlayStation RPG, Chrono Cross is one of the era's best reviewed games. Judged as the continuation of Chrono Trigger's story, cast, and creative team, it deliberately is not one, and the disappointment is a response to a real absence, not an error. Both judgments cite true facts. That is why the argument does not end.

THE GAME ON THE SHELF

Chrono Cross
Chrono Cross American PlayStation box art, Serge and Kid with Lynx behind
Chrono Cross · America · PlayStation
The American cover for Chrono Cross, the sequel whose distance from Trigger still divides players, as this page argues.
The History of Chrono CrossThe PlayStation RPG Gallery
MORE FROM THE RPG: PLAYSTATION ARCHIVE →
One shelf of eighty-two in the Library. Browse them all →

THE FIRST WORD

New pages and new pieces, first.