Author Topic: What made CT...  (Read 2811 times)

Jitenya Renorae

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What made CT...
« on: February 13, 2007, 07:45:04 am »
What it was for you? What made it the single most definingly stunning snes/videogame of all time?

My answer: Part B of the intro music, Wind Scene, and Cooridors of Time. The soundtrack was awesome. And at some points, you would swear that you were listening to real music. That's what did it for me.

Please Share.

saridon

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Re: What made CT...
« Reply #1 on: February 13, 2007, 08:30:34 am »
story, always story.
you could give Spot the dog a full orchestral soundtrack and it would still be a simple uncomplex story.
veiwing the game as a piece of food the story (actual food) is always far more importent and adds to the meal more than extras such as music and graphics (garnishes, drinks). the others are nice and add more to the meal but by themselves arn't enough to make a good meal. >_>

CT & CCs storys were well written with great depth and characters something way too many games lack nowdays in favor of less importen things.
thats why so many old snes era RPGs are better than quite a few current ones, they emphisized story over things like eyecandy. story > gameplay > graphics & sound (for rpgs anyway)

ZeaLitY

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Re: What made CT...
« Reply #2 on: February 13, 2007, 10:56:02 am »
Zeal.

Kyronea

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Re: What made CT...
« Reply #3 on: February 13, 2007, 12:04:09 pm »
Time travel itself sealed the deal for me. I've been a fan of time travel for as long as I can remember. I grew up watching stuff like Back to the Future. Everything else just added to the sweet, sweet deal of time traveling in a video game, which is so very rare, unfortunately.

CrazyEyes

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Re: What made CT...
« Reply #4 on: February 13, 2007, 12:31:32 pm »
It was mainly the unique gameplay for RPGs at the time, the music when you first met Robo and the music is top notch.

cupn00dles

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Re: What made CT...
« Reply #5 on: February 13, 2007, 12:45:57 pm »
The story, the way it is told and the pace with which it is developed. The whole epic, larger-than-life time-travel/world-saving plot, the way it is masterfully delivered and how it presents itself in such a way that you are left with no other choice but to feel like you are part of it all. Some of the greatest, most interesting characters to ever grace a video game. Fantastic, living locales that, even being totally over-the-top, are totally believable. Beautiful, living graphics. A marvelous sondtrack filled with feelings that always match the mood. A battle system, and most every other Gameplay mechanics, that's simply the peak of console RPG Gameplay.

And, to round it all, the way all those things are brought together in absolute perfection.
« Last Edit: February 13, 2007, 07:21:59 pm by cupn00dles »

Chrono'99

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Re: What made CT...
« Reply #6 on: February 13, 2007, 02:32:37 pm »
Music, story, graphics, I think it was the combination of all these stuff that made CT what it is. Final Fantasy VI is longer, Seiken Densetsu 3 has better graphics, Xenogears has a nice story... but CT has the perfect combination of everything.

Also, gameplay-wise there's something which is not often mentioned but which is pure genius: the dungeons are short. They're not boring because they're short. When they're a little longer, they have small story or comical scenes to entertain the player (the NPCs in Magus' Castle, the random Kilwala in Denadoro, the cats in Tyrano's Lair, even Azala's throne in the Giant's Claw which can be used, etc).

Xenogears for example has a great story, but the excitement is hurt by the dungeon sequences because they're too long and boring and devoid of any scenarized scenes. In CT, the dungeons are never boring. When I first played the game and beat Yakra in 600 AD, I didn't even realize the Cathedral had been a dungeon sequence... There was so much NPCs to talk to in the rooms and it was so non-boring that I didn't consider it a dungeon, just a place with a few battles. I realized it only when I saw the save point and when the boss battle music started playing in Yakra's room. This short-dungeon stuff is also why Terra Tower in CC is the dungeon I dislike the most in the series, it's so long and boooring and standard compared to what the Chrono series usually offers (the scene with Belthasar is nice but not enough...).
« Last Edit: February 13, 2007, 02:41:51 pm by Chrono'99 »

Glennleo

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Re: What made CT...
« Reply #7 on: February 13, 2007, 03:11:01 pm »
Hmm, writing a big long paragraph like the others it would start to sound exactly the same as everyone else >.>.

So basically the bets parts of CT to me are,

Glenn
Time Travel
Zeal
Epoch
Magus
Dual and Triple Techs

nightmare975

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Re: What made CT...
« Reply #8 on: February 13, 2007, 04:07:54 pm »
It had to be the characters. Their emotions seemed to become your own.

Daniel Krispin

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Re: What made CT...
« Reply #9 on: February 16, 2007, 04:38:54 am »
The style, the overall feel. I suppose that's primarially the music. Story has some part in it, but rather than because it is a good or bad story, because of the style of the story. Thing is, the story is rather cliche in a lot of regards, and not anything spectacular. So it's the overall style, into which the story as well as characters play (and music, too), that makes it what it is. On each seperate thing, a lot of things beat it - music, Cross probably does; story, something like Knights of the Old Republic; writing/dialogue, say FFXII. But what made Trigger what it was, and so endearing, was the stylistic interplay between these. It's the same way we can watch a classic movie from the 50s which has inferior effects, inferior writing, inferior music, and maybe even inferior acting, and still enjoy it as much or more than a modern movie. This is especially so if it happens to be a B-type movie, and that's the sort of style that Trigger follows after. It was good in the same way that a movie (and here I'm citing a modern one) like Independance Day was good.

So I'll respectfully disagree especially with those that say 'story' because, even if we assume Aristotle is right and that plot is the most important aspect of a story, still Trigger wasn't anything too special in that regard. Those feelings of nostalgia one gets when one recalls it aren't brought about by a good story. They're memories of style. Partially story, partially characters, partially music, etc., but mostly as they work towards the overall power that is the style.

Magus068

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Re: What made CT...
« Reply #10 on: February 16, 2007, 05:51:02 am »
Music, story, graphics, I think it was the combination of all these stuff that made CT what it is. Final Fantasy VI is longer, Seiken Densetsu 3 has better graphics, Xenogears has a nice story... but CT has the perfect combination of everything.

Also, gameplay-wise there's something which is not often mentioned but which is pure genius: the dungeons are short. They're not boring because they're short. When they're a little longer, they have small story or comical scenes to entertain the player (the NPCs in Magus' Castle, the random Kilwala in Denadoro, the cats in Tyrano's Lair, even Azala's throne in the Giant's Claw which can be used, etc).

That's the reason why CT is hailed as one of the best RPG in SNES(If not, Best RPG of all time) even in today's standard.

Mystic Frog King

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Re: What made CT...
« Reply #11 on: February 17, 2007, 08:53:29 am »
The story, the characters, the battle system, the events- the game is so uniquely charming and fun to play. The graphics are amazing for a SNES game and the story is top notch, as is it's presentation. The battle system is unique and engaging as opposed to the boring systems in many RPGs. The boss fights are wonderful as you need a unique strategy to beat them.

Basically, everything and the way it's so well done. Although the charm and style is a huge factor.

White Rider

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Re: What made CT...
« Reply #12 on: February 18, 2007, 03:22:59 pm »
The concept of Lavos, and the World Revolution that ensues.

DBoruta

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Re: What made CT...
« Reply #13 on: February 18, 2007, 06:54:48 pm »
Chrono Trigger was my first RPG, and what did it for me was the storyline for the most part.  The gameplay was cool, but the storyline really sucked me in, especially the whole grudge between Frog and Magus. 

CyberSarkany

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Re: What made CT...
« Reply #14 on: February 19, 2007, 04:50:22 am »
I loved that there were these "sub-stories"(Like Ayla&Azala, Glenn&Magus, Robots&Humans etc.) in the "big" one(Rescue the world).
And all that other stuff already mentioned.