The original soundtrack is also removed, unlike several Square Enix remasters, with the only score in the game being a redone version. That’s not to say that the final product here flops, but that just comes to show how very little actual enhancement went into the game. To be perfectly honest, filters and enhancements generated through emulators create something more refined. Some textures receive adjustments, mostly faces, but the rest of it comes mostly from smoothing out edges. Realistically, Square Enix did very little to improve the visuals in Chrono Cross. The game should have simply given basic beginning instructions and either let you figure out the nuances on your own or given further instruction at a later time. The first ten hours don’t tax you too heavily on this aspect of the game, giving you plenty of time to explore how it all works without much risk. Apply fire enough times, and all fire abilities get stronger, which also leaves water abilities weaker. Each character utilizes an element, such as the standard RPG forays of fire, water, earth, etc, and these bring more to the battlefield than just abilities.īoth you and your enemies can adjust the field’s elemental affinity to strengthen certain elements. The other significant part of combat is managing elements. You can squeeze as many hits as you can in each turn with the stamina your character has available, with larger hits naturally requiring more stamina. The main concept is to build up your percentages with smaller attacks to make your larger attacks land more successfully. With each successful hit, the percentages for all of your subsequent hits increases. You have three levels of attacks, each one stronger than the other the stronger the attack, the lower the percentage of landing the hit. Melee consists of a risk-reward system based on percentages and levels of attacks. Combat offers some unique mechanics that reflect the spectrum of good and bad.
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