

Chrono Cross was praised to an almost ridiculous degree when it first launched, but the backlash on it in the years that followed was one of the biggest I’ve seen in my whole time in the hobby. I want to say that Chrono Cross would have been better off as a stand-alone game, but I’m not sure it could have drawn out the same level of emotion from players had it gone that way. At times, it even appears to treat it with contempt. At the same time, it doesn’t seem to be bound by that game at all. It is undeniably a continuation of the events of the first game, with its main plot serving to tie up one of the loose ends from Chrono Trigger. Put in the unenviable position of having to follow up on what many consider to be the best game of all-time in the genre, Chrono Cross chose to take one of the most difficult routes possible. The Satellaview had some rare games, including Legend of Zelda Japan-exclusive titles, yet none drew as much attention from international fans as Radical Dreamers, as many saw it as a continuation of the story from Chrono Trigger.Chrono Cross is a game that just about every fan of JRPGs has an opinion on. Kato used the opportunity to tie Radical Dreamers into Chrono Trigger, with Magil being Magus. The Satellaview used a satellite link to download games onto blank cartridges. Radical Dreamers was directed by Masato Kato, who was one of the writers of Chrono Trigger, and he was given the chance to create a game for a Japan-exclusive peripheral for the Super Famicom, called the Satellaview. The story follows three thieves - Serge, Kid, and Magil - as they break into the Viper Manor in search of the mythical Frozen Flame. While Chrono Trigger and Chrono Cross are lengthy JRPGs with turn-based battle systems, Radical Dreamers is a visual novel that only takes a few hours to complete.
