Poll

If you could change Chrono Cross, how would you do it?

Eliminate all the funny accents.
6 (3.7%)
Increase the game's difficulty.
9 (5.5%)
Give Zoah some clothes.
4 (2.4%)
Totally different battle system -- return to ye olde Active Time Battle System days!
9 (5.5%)
Fewer playable characters altogether -- a Final Fantasy VI-size roster can produce just the right balance between variety and character development.
40 (24.4%)
MORE cute comic relief characters -- the story's too depressing as it is!
3 (1.8%)
Greater involvement from the CT crew -- especially Crono, Marle, Lucca, Magus, and Robo.
45 (27.4%)
Make one or more of the following characters playable: Dario, Belthasar, Miguel, Garai, the small Fire Dragon, other (please specify).
6 (3.7%)
Better explain the underlying story using Compendium theory, and in a way that isn't so esoteric and cramped into the last minutes of the game.
23 (14%)
OTHER! (Please post what!)
19 (11.6%)

Total Members Voted: 156

Author Topic: If you could change Chrono Cross, how would you do it?  (Read 94375 times)

HyperNerd

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Re: If you could change Chrono Cross, how would you do it?
« Reply #225 on: January 18, 2009, 04:56:38 pm »
Overall, Chrono Trigger would of sold more because of the ports, so... It doesn't quite matter anyways.

And I chose exactly the same, tea. I think.

Shadow D. Darkman

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Re: If you could change Chrono Cross, how would you do it?
« Reply #226 on: January 18, 2009, 06:14:45 pm »
I think it was Darkman's signature that boasted how CC sold twice as much or something.

It used to be Dark Serge's. I just copied it to show I agreed with him.

mav

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Re: If you could change Chrono Cross, how would you do it?
« Reply #227 on: January 18, 2009, 07:17:28 pm »
Well the sig is intentionally ambiguous: the 1.5 million sales of CC are worldwide, whereas the 2.24 number is a multiplication of CT's US sales. Whatever though, CC could have done pretty well as a standalone game--I think the references to CT pulled it together for Chrono fans, but as far as the actual game goes, they didn't give it the 10/10 it received from Gamespot: the game was fantastic to begin with.

FouCapitan

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Re: If you could change Chrono Cross, how would you do it?
« Reply #228 on: January 19, 2009, 05:12:50 am »
It used to be Dark Serge's. I just copied it to show I agreed with him.
I somewhat agree with it.  My only complaint about CC wasn't about it being unsuccessful, plot holes, lack of development, or any of the things your sig touches on.  I didn't like parts of CC because at times it felt like a promotional ad for Greenpeace, and others it just slapped the previous game's happy ending in the face.

Chrono Trigger - "We saved the future, yay!"

Chrono Cross - "No you didn't, you screwed the future up royally and now it's coming back to murder you in your sleep you goodie goodie jerks!"


Those gripes aside I still think it was an excellent game.

V_Translanka

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Re: If you could change Chrono Cross, how would you do it?
« Reply #229 on: January 19, 2009, 05:26:28 am »
I saw it more as, "You forgot about Schala and now reality's going to end unless we go on this overly complicated quest to play her a song...jerks!"

FouCapitan

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Re: If you could change Chrono Cross, how would you do it?
« Reply #230 on: January 19, 2009, 05:39:38 am »
I saw it more as, "You forgot about Schala and now reality's going to end unless we go on this overly complicated quest to play her a song...jerks!"

I was referring more to the fates of our previous heroes.


Lucca = Face on a milk carton

Robo = Alt+F4

Crono & Marle = How does I lost kingdom?


Again I point to the final pacing of he story.  This happens, then this happens, then these guys appear, then this place needs to be sorted out, then these guys need to be stopped, finally, at the end...  Oh by the way, this is all to save Schala.
« Last Edit: January 19, 2009, 05:46:58 am by FouCapitan »

Phillies64

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Re: If you could change Chrono Cross, how would you do it?
« Reply #231 on: January 20, 2009, 03:15:16 pm »


Again I point to the final pacing of he story.  This happens, then this happens, then these guys appear, then this place needs to be sorted out, then these guys need to be stopped, finally, at the end...  Oh by the way, this is all to save Schala.

That's the best CC summary of all time.

The Black Wind

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Re: If you could change Chrono Cross, how would you do it?
« Reply #232 on: January 26, 2009, 04:57:37 pm »
Robo = Alt+F4

I can't even begin to describe how fucking hard that made me laugh. Good show.

Bohepans

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Re: If you could change Chrono Cross, how would you do it?
« Reply #233 on: February 04, 2009, 04:09:55 am »
"If you could change Chrono Cross, how would you do it?"
Now, is this in the sense of how it was originally presented, or in the sense of "If you could hack the game, and do anything you wanted with it, what would you change?"
Because in the latter sense, I have a few ideas of how I'd like to see Chrono Cross, taking how it is now and incorporating some...changes. (As opposed to, like, the thought of rebuilding it from the ground up, or something - I wouldn't want to go THAT far, heh.)


And Robo = Alt+F4? Best. ...Something. Evar. I give up, I have no words to classify what this is, except freakin HILARIOUS. "Good show", indeed. XD

TheSwordsFrog

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Re: If you could change Chrono Cross, how would you do it?
« Reply #234 on: March 01, 2009, 05:37:31 am »
first of all,I'd make karsh the protagonist! :mrgreen: not silent,though  8)
jokes aside,I voted for the option of explaining the plot better and not cramp it up at the end of the game,but there's also other things I would change,like make the game more difficult(especially the final boss  :shock:) and having fewer playable characters with a background(of which dario and miguel would be great,especially dario 'cause I've found him interesting)

skylark

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Re: If you could change Chrono Cross, how would you do it?
« Reply #235 on: March 05, 2009, 10:27:26 pm »
I went with fewer playable characters. I'd also go with greater involvement of the CT crew and not cramming everything in at the end, but I can apparently only have one vote. :(

alfadorredux

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Re: If you could change Chrono Cross, how would you do it?
« Reply #236 on: March 29, 2009, 06:28:39 pm »
I am a newbie of the Extremely Sad variety who actually considered this in detail during a recent playthrough of the game.  And wrote it up.

-----------------------------------------------------------------------------------------

(The original point 1 was introductory garbage.)

2. Additions Other than Character Backstory Events

-Magus and Dario as additional playable characters (but *without*
 removing Guile to replace him with Magus)
-An additional ending replacing the "bad ending" produced when the
 player defeats the Time Devourer without invoking the elemental
 sequence (the "Magus Goes Berserk" ending)
-Some actual dialog for Serge (I've never liked the "silent protagonist"
 schtick, although CC at least pulls it off well enought that it doesn't
 seem actively stupid--Yeah, Suikoden V, I'm looking at you).
-Additional dual/triple techs, between characters with logical connections
 to one another
-The ability to trade forging materials for other forging materials, instead
 of just Elements-->forging materials (or am I the only one who's ever
 ended up with 50+ bones and no carapaces?)
-Reduce the number of weird accents.  Harle's and Pierre's pseudo-
 French kinda works, but could we please get rid of the chaCHA?
-Auxiliary characters/"tag-alongs":  The ability to have one or more
 characters "present" in the party for the purpose of dialog and events,
 without having them actually taking part in combat (although if a tag-
 along is a fully playable character, the player should be able to switch
 him/her out with the playable characters, even in a dungeon setting).
 This is intended to be similar to the "support character" system in the
 more recent Suikoden games, and may be more workable in a
 remake than a hack.  And yeah, I have a reason for this.


3. Likely Casualties

Some peripheral characters such as Janice may have to be demoted to
NPCs or completely removed, depending on available resources.


4. Disposition of Characters

a. Characters who must be implemented from the get-go:  Serge, Kid, Guile,
    Magus, Lynx-Serge, Harle, Norris, Karsh, Radius, Steena.
b. Second pass--Dragoon Cluster:  Zoah, Marcy, Dario, Glenn.
c. Second pass--Pirates'n'Musicians Cluster:  Nikki, Fargo.
d. Third pass--Porrean Science Cluster:  Luccia, Grobyc.
e. As Time Permits:  Leena, Miki, Sprigg, Skelly, Leah, Sneff, Pierre, Orlha.
    Leena, Leah, Sprig, Sneff and Miki will need to be in as NPCs if they are
    not playable, barring major plot alterations.
f. Demotable to NPC:  Viper, Riddel, Korcha, Zappa, Orcha, Razzly, Macha,
    Starky, Irenes, Mel, Doc.
g. Bottom Priority/May Be Dropped:  Poshul, Janice, Draggy, Mojo, Turnip,
    NeoFio, Greco, Funguy, Van, Pip.

Characters in the first category are vital to the storyline (with the arguable exception
of Magus).  The next three groupings tie into significant sidequests/plot developments.

The "as time permits" characters either have some plot link, or some potential for
interesting backstory.  Yes, Pierre's inclusion here means that one branch of the
"to Viper Manor" section of the game may cease to exist.

The "demotable" characters are needed briefly for various plot purposes, but aren't
very useful as fighters for the most part.  The desire to occasionally have some of
these people attached to the party (Starky near the end, frex) despite them being
NPCs is one of the drivers behind the "tag-alongs" idea.

In order to be placed in the "May be Dropped" category, characters must utterly
fail to tie into the main plot and be completely missable for recruitment regardless
of story branches chosen.  Curiously enough, most of the characters that appear
to have been invented when the CC devs were smoking substances of questionable
legality fall here.  Their primary purpose in the game seems to have been adding
variety to the set of available combat styles, and while some of them may be *neat*,
none are useful from a story point of view.

Elemental breakdown is as follows:
a: 2 Wht, 4 Blk, 1 Red, 1 Yel, 2 Grn (Magus is presumed to be black-innate; Dario, white)
b-d: 1 Wht, 2 Blk, 3 Blu, 1 Yel, 1 Grn
e: 1 Blk, 3 Blu, 1 Red, 1 Yel, 1 Grn
Total:  3 Wht, 7 Blk, 6 Blu, 2 Red, 3 Yel, 4 Grn
Observations:  Too much black/blue even if Lynx is ignored, and too little red/yellow
(white is less of a concern, because Serge is white-innate).  If anyone from f-g is to
be drawn back in, the priority must therefore be given to red/yellow characters (then
to white/green).  Or perhaps it would be useful to change the innates of, say,
Luccia and Grobyc?

Total characters in a-d: 18.
Total characters in a-e: 25.


5. Stat Growth, Grid, Etc., for New Characters

a. Dario:  A white-innate(?) heavy fighter who equips swords.  Copying Glenn's
    growth and grid for him should be sufficient, if there isn't enough information
    attached to enemy-Dario.  His techs would be physically-based, and he would
    likely have duals with Glenn and Karsh, and possibly also with Zoah and Marcy.
    (There should also be a triple-tech for any all-Dragoon party, although I suppose
    you'd only get to see it in a New Game+.)

b. Magus:  This is more complicated.  The Magus of Chrono Trigger is
    *the* most powerful spellcaster in the game; in fact, there are indications he
    may be the most powerful spellcaster in that world's history.  His stats are
    impressive:  by the time he reaches level **, he has maximized all but two
    (where all the other characters fail to max out at least three) and has the
    highest or second-highest value of any PC even in those stats he hasn't maxed.
    The game succeeds in keeping him in the "middle tier" of melee fighters, so to
    speak, only by giving his best weapon an attack stat 60 points lower than that
    of Crono's Rainbow.

    Keeping that in mind, Magus *should* have a magic stat more impressive than
    Guile's or Riddel's, and be, again, in the second tier of fighters--templating the
    growth of his physical stats from someone like Norris might work, but his
    magic stat growth will have to be done from scratch.  To prevent him from
    becoming tremendously overpowered in the early game, I propose "back-loading"
    his Element Grid even more thoroughly than Guile's, giving him no level 1-2 slots
    at all, and occupying his only third-level slot with a tech.  If need be, he can be
    given an in-game line to the effect that his magic is so powerful it tends to overload
    and "blow out" lower-level Elements.  Again, his grid growth would have to be
    worked out from scratch.

    His techniques would be taken from his spells in Chrono Trigger--Dark Bomb,
    Dark Mist, and Dark Matter.  He would probably have a dual tech with Guile
    and possibly a late-game one with Kid.

    His physical aspect probably won't have changed much since we last saw him--
    he may be a bit more human-looking, but would still have long blue hair, light
    skin, ears that are at least slightly pointed, a tendency to float instead of run
    (which he probably taught to Guile) and a fondness for long capes, scythes,
    leather armour, and colours in the blue range.  He would also have the Amulet
    Schala gave him unremovably equipped, even though he would initially not
    remember what it was.

    Alone of the characters, Magus has no counterpart in the alternate dimension,
    not even a dead one--he exists only in Another World, having skipped over the
    dimensional split by means of time travel.


6. Character Backstory and Development

a. Serge:  Covered by the original game, although I would like to dramatize the
    Lynx <-> Wazuki connection, rather than having it infodumped by Ghost-Crono.

b. Kid:  Covered by the original game.

c. Magus:  Again, this is complicated.  Magus will appear in the game
    initially after Kid has been poisoned at Viper Manor--a favour called in by Guile
    will have him bringing the Hydra Humour, rather than it being a fetch-quest.  At
    this point, Magus is suffering from complete amnesia regarding events before he
    woke up in the woods near Porre several years earlier.  He retains his name
    only because some Porrean history buff remarked that he resembled the Mystic
    leader of some four centuries earlier, and the name "felt right" to him.  However,
    upon seeing Kid, he discovers that she seems familiar to him--although he doesn't
    know why--and decides to join up with Serge so that he can keep an eye on her.
    (He has a similar reaction to the Zeal crest on the Astral Amulet--familiar, but he
    doesn't understand why.)  He retains his rather acidic, goal-directed personality
    and bad habit of making casual death threats despite not remembering who he is,
    and he will not voluntarily allow himself to be separated from Kid, taking a tag-along
    slot (or requiring that she take one) if necessary.

    Unlike the other characters, Magus will not believe for an instant that Lynx-Serge
    is really Serge (wrong aura), and so catches up with the real Serge either while he's still
    in the Temporal Vortex, or shortly after he leaves.  He's also acquainted with
    Sprigg--Magus is apparently the current head of the continental Magic Guild to
    which both she and Guile belong.

    He recognizes the Masamune, naturally, but only on the same basis as the Zeal
    crest--"I've seen this thing before, but I don't remember where, and [in the
    case of the Masamune] I don't like it."

    Magus begins to regain his memory during the incident with the ghost-children at
    Nadia's Bell, at which point one of them (probably Lucca) addresses him as
    "Janus", causing some blurry and largely non-visual memories to surface.  He recalls
    that his proper name is Janus Zeal, and is able to put names to the three ghost-
    children and remember a bit about both the defeat of Lavos and his Zealian
    childhood, but he still can't recall his sister's face.

    Things firm up a bit when the characters return to Viper Manor and run into
    Belthasar in the library--Magus, naturally, recognizes him, but of course, the
    old man won't tell him anything useful yet.

    Lucca's letter startles him ("I was . . . looking for you?"), but doesn't produce
    anything much useful.

    He doesn't completely regain his memory until the final conversation with
    Belthasar at Terra Tower, at which time the old man *finally* fills in the
    blanks for him.  Magus doesn't take Belthasar's meddling well, and probably
    has to be restrained from killing the old man (or not--offing the old bastard
    might actually be *good* for the Chronoverse).  He also figures out that there
    is a relationship between Schala and Kid, although I doubt he actually tells
    the party anything useful at this point.

    (It would be nice if, upon regaining his memory, Magus discarded his
    Element Grid and returned to the practice of "true magic" in the style of
    Chrono Trigger, but if this is implemented as a hack, that may be prohibitively
    difficult.  In that case, he would receive his Level 7 "Dark Matter" tech here.)

    He will, at this point, become stubbornly attached to the party *as well as*
    Kid, refusing to be left behind or leave her behind (now you understand the
    real reason I wanted those "tag-along" slots!)

    Logically, he will have some dialog with the children on the beach, but I'm
    not sure, as yet, what it will contain.  He may express some surprise that
    Kid is a clone, given that she's blonde.  Likewise, his presence will alter the
    "good" ending.  ("Schala . . .  All you have to do to find him is go to Arni.")

    He'll have even more effect on the "bad" ending, where Schala is not
    separated from the Time Devourer.  Instead of nothing happening at the
    end of the combat, Magus will flip out and attack Serge (knocking other party
    members, including Kid, out, if necessary).  And if Magus wins this fight, he
    will take his rage and grief out on the world, destroying it as thoroughly as
    Lavos would have.

    If he loses, his dying words will probably be addressed to Kid.  ("I'm sorry . . .
    Schala.")

d. Guile:  He's probably known Magus for quite a while (depending on the
    exact timing, he may even be the one who found him wandering around
    near Porre with no memory), and had some sort of teacher-student
    relationship with him.  Flashbacks to this might give the opportunity to
    show a little of his life on the continent and the reason why he left.  He
    appears to be refined/educated--could he be a disgraced or disposessed
    nobleman?

e. Harle:  Covered by the original game, more or less, given that she *needs*
    to be enigmatic.

f. Karsh, Dario, and Riddel:  I put these three together because their stories are
    intertwined.  They do get a certain amount of backstory in the original game
    (more than most of the other characters), but it seems to me that one vital
    point has been left out:  there are *two* Riddels.  The Home World Riddel
    wouldn't have had any reason to tag along to the Sea of Eden (yes, I know
    there's some canon indication she did go, but that makes no sense when you
    consider her observed character).  If she turns up, and discovers that the Riddel
    from Another World has her claws into the Home World Dario, what would
    her reaction be?  There's only one Dario left, so which of them would get him?
    Would Karsh attempt to console the loser?

    Also, it would be interesting to see Karsh do more with the amnesiac Solt and
    Peppor of Home World--restoring their memories and perhaps even teasing
    out what happened at the Sea of Eden from them.

    It might also be interesting to explore Dario's relationships with Garai and
    Glenn more thoroughly--how did Garai feel about his sons?  And who was
    their mother?

g. Glenn:  Glenn's relationships with Garai, Dario, and Riddel could use some
    exploration.  He may have an inadequate-second-son complex, and
    I wouldn't be at all surprised if he also had an unrequited crush on Riddel.

h. Radius:  We know a little bit about his relationship with Garai, but he must
    have known Garai's sons (and Karsh, since he was always hanging out with
    Dario), General Viper, and Riddel.  Could he have been a fond uncle to Riddel?
    How did he and Viper get along?  If he saw "action on the continent", did he run
    into Guile, Magus, Kid, any of the Porrean characters, or any of the Chrono
    Trigger PCs there?

i.  Steena:  In one universe, she's a shaman's assistant, but in the other, she's a
    full shaman herself.  How did she accede to that position?  Presumably, it
    must have been a tragic turn of events . . .  And why does she feel obliged
    to take up Garai's legacy?

j. Norris, Luccia, and Grobyc:  Again, this trio have related backstories--Grobyc
    was created in Luccia's brother's lab, and Norris knew him, or at least of him,
    at the time.  Who was Grobyc before he became a cyborg (yeah, I know, he's
    supposed to have been created in the lab, but . . .)?  Maybe one of
    Norris' men?  Did Norris know Luccia's brother?  There might even be a
    potential for a romantic relationship somewhere in this mess . . .

    There's also the whole Luccia/Marcy/Zelbess thing--what was going on there?

k. Zoah:  Why does he constantly wear a helmet and SPEAK IN ALL CAPS?
    Could he be disfigured by an old injury, or possibly deformed?  Or a
    demi-human who's trying to conceal his nature (requiring a daily body-shave)?

l. Fargo, Nikki, and Marcy:  Another linked group.  Again, the original game
    does give us some backstory, but nothing is ever really done with the
    relationship between Another World's Fargo and Nikki, and Marcy's
    relationship to both is virtually ignored.  Did either of the children
    inherit any of their mother's non-human characteristics?  How do they
    feel about having been abandoned, and how does Fargo feel about
    having had to do it?  On a side note, what really happened between
    Viper and Fargo?

m. Leena:  She has some interesting potential.  What are her feelings as
    she tags along with Serge and sees him and Kid increasingly falling
    for each other?  Might she try to strike up a relationship with one
    of the other eligible males in the group?  Depending on who her new
    romantic interest turned out to be, this could be either touching or comedic. 
    (Possibilities:  Glenn, Guile, Norris, Pierre, Zoah?  Or could she get sucked
    in by Magus' mystique?  Or become a Nikki groupie?)

    And then there's Miguel.  I mean, come on.  If her missing father was
    going to pop up in the story, there should have been some character
    development for Leena with respect to him!

n. Miki:  What is her relationship with Nikki?  Brother-sister?  Or maybe
    she has a one-sided, unrequited romantic interest?  Did they grow up
    together?  Nikki has to have been somewhere after Fargo left him . . .

o. Sprigg:  She would know Magus--might she suspect something about
    him?

p. Skelly:  So how did he end up becoming an animated skeleton, anyway?
    Magus' idea of a joke (or an experiment)?  An accident with Luccia?

q. Leah:  Okay, so, who *is* her father, and what happened to him?

r. Sneff:  A middle-aged gambling addict . . . lots of scope for tragedy
    there, although it would be of the mournful-country-and-western,
    "My wife left me, and she took my truck and my dog--sure miss
    that dog" variety.  Could he have known Sprigg previously?  Was
    she the one who fed him that berry?

s. Pierre:  *Why* does he want so badly to be a hero?

t. Orlha:  Having the Tia/Orlha enigma actually *explained* would be
    nice.


7. Music/Design Suggestions for the Magus Goes Berserk Ending

These have to be chosen to reflect the innate tragedy of both versions
of the ending.

For the battle:  A good remix of "Sealed Door" from Chrono Trigger,
or, as a slight cop-out, "Prisoners of Fate", should be played. 
Physically, it still takes place in the Darkness Beyond Time.

For the branch where Magus dies:  "Girl who Stole the Stars" or (again)
"Prisoners of Fate" would probably be the most appropriate music.
(If we don't want to recycle something from CC, "Sora" from the
Escaflowne movie sountrack or "Dai Fuuin" from Utawarerumono
would also be workable, although I suppose they'd be difficult to
hack in.)  Ideally, the credits should be rolled over an image of Schala
and chibi-Janus as they would have appeared during the old days of
Zeal.

For the branch where Magus wins and goes psychotic:  The only
music I can think of that would be appropriate to this series of events
is the vocal portion of "Grace ~ Omega" from Jin-Roh:  The Wolf
Brigade, which is enough to send shivers up my spine even though
I *collect* depressing music.  It's about two-and-a-half minutes long,
but if more running time turns out to be necessary there should be a
way to blend it smoothly into the ~2 additional minutes of mostly-
violin instrumental at the end of the song.  "Prisoners of Fate" would
sound like a weak cop-out by comparison, In My Arrogant Opinion.
 
The credits should be run over a static version of the Nadia's Bell
background, to symbolize history repeating itself at Magus' hands.


8. General Plot Stuff

The big problem with the original Cross plot is that information is
not provided early enough in small enough chunks.  A Mysterious
Prologue AMV involving Serge and Schala might help a bit in this
regard.  Have Harle make remarks about the dragons.  Sprigg or
Luccia might know some relevant information, or Norris might
have accumulated some scraps while he was spying in Viper Manor
that only make sense in hindsight.  Magus, even with his memory
fuzzed, would be invaluable for dropping hints.  Kid might even
remember things Lucca had mentioned.  Needless to say,
Schala's name *must* come up earlier in the game than it actually
does.

There are also large sections where there are no really strong
plot drivers.  Having Dark Serge take over portions of the Archipelago
and hunt for Serge/Lynx might help for that part of the plot (there
would have to be some excuse why he didn't just off him after the
body-switch, though).  There might also be bits where a hot pursuit
of Serge (or even "Norris the Traitor"?) by the Porreans might
help.

Bohepans

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Re: If you could change Chrono Cross, how would you do it?
« Reply #237 on: March 29, 2009, 06:58:19 pm »
A sidethought or two on the note of Magus and him joining up for Dual/Triple techs...

Magus/Kid Dual Tech: ThousandDaggers [RedPin/DarkMist]
Magus causes a cloud of darkness to descend upon the enemy party, leaving them entirely obscured from view and blind to the inevitable attack on their way; Kid pauses for just a moment, laughing ala the dream sequence at the beginning of the game, then fires off her RedPin tech - but the daggers are black instead of red. That'll get someone's attention, heh...

Magus/Kid/Serge Triple tech: OmegaFlare [DarkMatter/FlyingArrow/HotShot]
Kid charges up the HotShot machine, Magus starts up Dark Matter, and Serge readies the FlyingSwallow (a power up occurs if you have the Mastermune - Masa, Mune, and Doreen lend their aid). HotShot fires first from one angle, FlyingArrow comes in from above, and DarkMatter banishes them somewhere into the Darkness Beyond Time -just- as HotShot/FlyingArrow connect, trapping the enemies in the explosion caused by HotShot's ammo negatively reacting to FlyingArrow. Clearly, this would have to be the ultimate TripleTech. I guess it'd have to be Dark, but anyway, this would have to HURT.

...Anyway! Yes. @_@ Moving on...

"Unlike the other characters, Magus will not believe for an instant that Lynx-Serge is really Serge (wrong aura), and so catches up with the real Serge either while he's still in the Temporal Vortex, or shortly after he leaves."
I like this. I LIKE this. (I'm like, a sad Magus fanboy here, so this is killing me with how awesome it is. XD I'm serious.)
"Magus doesn't take Belthasar's meddling well, and probably has to be restrained from killing the old man (or not--offing the old bastard might actually be *good* for the Chronoverse)."
Ahahahaha! Now that's AWESOME. THAT'S the Magus I know and love. O_O Yeah! Heh heh.

"If she turns up, and discovers that the Riddel from Another World has her claws into the Home World Dario, what would her reaction be?  There's only one Dario left, so which of them would get him? Would Karsh attempt to console the loser?"
@_@; My God. That's...yes, that's perfect. I like that. It would be -very- interesting to see hwo that works out, especially with Karsh there to ocmplicate things...

"Who was Grobyc before he became a cyborg (yeah, I know, he's supposed to have been created in the lab, but . . .)?" Cyborg does indeed at least hint at the possibility that he was once human (ala Robocop? XD Why the...nevermind that comparison, my point being, he may have been original human, not fully machine, and is merely -currently- half and half, not always having been...

"Orlha:  Having the Tia/Orlha enigma actually *explained* would be nice."
I second this. I've always liked Orlha, so...


Overall, I'm personally quite impressed with the thought you've put into this. Sadly, all my thoughts have been focused on something along the lines of a hard-type hack (that I'll keep dreaming about, considering I highly doubt it'd be possible to implement certain things without, like, rebuidling the whole damn game from the ground up, sadly), not much focus on storyline. These ideas you have, though, this is awesome. I'm...impressed. I'm serious. (And not -entirely- because I'm a Magus fanboy, heh.)

alfadorredux

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Re: If you could change Chrono Cross, how would you do it?
« Reply #238 on: March 30, 2009, 09:14:23 am »
Will you think less of me if I admit that I'm also a rabid Magus fan?  Seriously, though, one of the main reasons Guile is not convincing to me as Magus--even an amnesiac Magus ten or so years later--is his personality.  Amnesia only blocks memories from the conscious mind, it doesn't erase them, and by my understanding it doesn't substantially alter personality, either.  Guile isn't arrogant or aggressive enough to be Magus.

I'd dearly love to see this mess make it as far as a game, but from the looks of it, not enough is known about the internal structure of CC at this point for adding events to be possible, so it would very likely take years.

Bohepans

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Re: If you could change Chrono Cross, how would you do it?
« Reply #239 on: March 30, 2009, 09:22:30 am »
Hey, personally, I'm like, happy to meet another Magus fan. And don't feel bad about the idea of putting all this into Chrono Cross being years off - I doubt everything I would want to change is do-able either.

Ahahahah... You should see some of my ideas... @_@ Look at Miguel:
"AI: AntiBlack on any two random targets not in that status AND NOT IMMUNE (only one is cast, if only one target is not in AntiBlack AND is not immune; or, if all are some combination of in AntiBlack or are immune, MeteorShower); Genius on self, StrongMinded on self; RecoverAll on self, Magnify, WeakMinded on a random target, Holy Dragon Sword on the previous target; TurnBlack on a random target, PhotonBeam on previous target, PhotonBeam on previous target (random retarget if target dead); HolyLight (on self), Holy Light. Return to start. 30% chance of inserting Attack x3-4 between any steps. When in near death: Ultra Nova (on self), Ultra Nova; Holy Dragon Sword on a random target, Holy Dragon Sword on a random target; HolyHealing, HolyHealing. Afterwards, return to the point in the AI where Miguel last left off; random Attack x3-4 will not occur untl Miguel returns to his normal AI. If Miguel ceases to be in near death at any point, then returns to near death at a later point, he goes through his near-death AI once again.
Absorbs White. Resists Blue.
Immune to all status changes, and all debuffs."
Frightened yet? @_@