Gaming Official Chrono Trigger DS

So will you be...

  • Buying it.(Like I am)

    Votes: 0 0.0%
  • Not buying it.

    Votes: 0 0.0%
  • Pirating it>_>

    Votes: 0 0.0%

  • Total voters
    0

Eternal Myst

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Chrono Trigger DS
Discussion Thread

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Note:Artwork by the Chrono Compendium

No more spawning threads.Everything Chrono Trigger DS related goes here.Any updates,and news I miss tell me so I can edit them in this post.
Discussion of the game,and after it's released also goes here.

Don't know what Chrono Trigger is?
QUOTE said:
256px-Chrono_Trigger.jpg
http://en.wikipedia.org/wiki/Chrono_Trigger
Chrono Trigger is a console role-playing game developed and published by Square (now Square Enix) for the Super Nintendo Entertainment System video game console. It was released on March 11, 1995 in Japan, and August 22, 1995 in North America. The game's story follows a group of young adventurers who travel through time to prevent a global catastrophe.

Chrono Trigger was developed by a group that Square called the "Dream Team", consisting of Hironobu Sakaguchi, Kazuhiko Aoki, and composer Nobuo Uematsu—known for their works on the Final Fantasy series—and Yuuji Horii and artist Akira Toriyama, freelance designers for Enix's Dragon Quest series.[1] Masato Kato wrote most of the plot, while composer Yasunori Mitsuda scored most of the game before falling ill and deferring his duties to Uematsu.[2][3]

Nintendo Power magazine described certain aspects of Chrono Trigger as revolutionary, including its multiple endings, plot-related sidequests focusing on character development, unique battle system, and detailed graphics.[4] Square re-released a ported version by TOSE in Japan for the Sony PlayStation in 1999, later repackaged with a Final Fantasy IV port as Final Fantasy Chronicles in 2001. It has never been released in PAL territories. On July 2, 2008, Square Enix announced that the title will be revamped for the Nintendo DS and released in North America during the 2008 holiday season.[5] This was followed by the opening of the official Japanese site on July 6, 2008, where it announced a Winter 2008 date for the title.[6]
QUOTE said:
Press Release here

Features:
* A holiday release for Japan and North America(That's a Christmas present!)
* Touch-Screen functionality
* "Wireless Play mode"
* Dual screen presentation
* A new dungeon
*HP&MP Bars

So the music.....
Mitsuda is on board to keep the music close to the SNES aesthetic.
Mitsuda's interview translated by 1UP:
QUOTE"When I first heard about this, my first response was 'Finally!'," he says. "That's partly because it was my debut work, but it's still a very deep, very high-quality game even when you play it today. I'm very interested in seeing what kids today think about it when they play it, so from that perspective, it was a very happy piece of news."

"I couldn't even count all the memories it brings up. I was in a slump because I couldn't compose anything, I was going to the hospital regularly for stomach ulcers while I worked, I had a hard-drive crash and lost nearly 40 in-progress tracks...great, I guess I'm only remembering the negative things! But when the entire staff gathered around to watch the ending, I wound up crying anyway (a lot of other staffers were just as deeply moved). I think all of us put a lot of our emotion into the game."

"I think a lot of [Famitsu] readers were hoping for a Chrono Trigger port, and now we're finally making that wish come true. I had the music for the Nintendo DS version stay as close as possible to the SNES original, so I think you'll like how it turns out. Whether you're playing for the first time or reflecting on the past as you go, I hope all of you enjoy it."

Chrono Trigger DS English Trailer

Famitsu Scans
Ct1em8.jpg

Ct2gq9.jpg

Ct3aq8.jpg

Ct4eo4.jpg

more info
Here is 1UP's take. The bar beneath the first is actually ATB, not MP, and the second screen will show maps with the status screen and an added bestiary. The PSX cut scenes will be in the game, but the nature of the new dungeon or multiplayer features has not been disclosed

Winter.2008
Magus_Holiday_by_Lemunde.gif


Discuss the topic and poll.

Ace Gunman has some more coverage here.
http://gbatemp.net/index.php?showtopic=954...p;#entry1275190
 
Woah!

I haven't been online in a while,and when I come online I here a realease date for pokemon platinum,and for the first time i here about CHRONO TRIGGER DS!!

I will so buy this I love chrono trigger,,,i cant beliene this is happening.woot.
 
Eh, I don't really see the point of this port. Now before I get flamed, keep in mind that I absolutely love Chrono Trigger, and I've probably played it more than any other PRG. That being said, however, what does this really add? It's already been ported once to the PS1 which added some awesome anime cutscenes and was good except for the load times. At the time, it was cool that it was ported, because the original SNES version was (and still is) extremely rare. But this? A new dungeon, bars, and two screens? I don't know... Is that really enough to justify it being ported again? I would've rather seen a few new dungeons, maybe some new sidequests, new endings, etc. Maybe even a slight graphical update would've been nice (not sure how, though).

But, it will introduce another generation of gamers to one of the greatest RPGs ever, so I guess it's okay. It'll be cool to be able to play CT on both my DS and PSP (PS1 EBOOT). Also, maybe they plan to do something more with the story if this sells well enough (Chrono Cross remake on PSP, anyone?).
 
Eternal Myst said:
Xeijin said:
Oh my god this is coming to DS? The first I've heard! And a Christmas English release, fantastic
smile.gif
Wow where were you guise?

This news has been out longer than a week.
ohmy.gif

Yeah that's what googles telling me too, not sure how I missed this lol. Good news anyway tho
smile.gif
 
As much as I love this news.....I would have preferred Chrono Trigger Reserection over this.
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hjere is a interview with the creator of ressurection from the Chrono Compendium
Resint1.png


1. An easy one: How old are you?

I'm currently 23... But I've been professionally making games since 2001 and been doing it in my spare time since 1999.
2. How did this project come together? How did you assemble your team?

This project actually started back in 1999 when it was originally in development for Nintendo 64. At the time, I was teaching myself how to program and familiarizing myself with console architecture, as well as the underground Nintendo 64 hacking scene. From late 1999 to mid-2000, I worked on getting something running on the screen and creating an engine framework for the game.

Following a published interview on Gamespot about the project, I received an e-mail from Mat Valente asking if he could help remake the soundtrack to N64 format. Mat, otherwise known as TSSF (The Super Street Fighter), was one of the most talented re-maker's in the videogame music scene -- So I had no problem accepting his gracious offer.

When Mat joined the team, I looked to contract some artists to start creating 3D assets for the game. Unfortunately, I just graduated High School and had no job... This meant cash was hard to get a hold of. I managed to find a 3D artist on IRC in a modeling channel and he started to make a very low polygon version of Crono.

It became apparent that it was increasingly difficult to get assets when I needed them and, due to my relative inexperience with programming, I had difficulty architecting the correct structure for the game. I decided it was best to postpone the project and start training myself more. I started teaching myself how to program on the PlayStation and Dreamcast consoles to diversify my technological understanding.

After many months of training, I caught a break and was hired by a relatively new company (DC Studios) in mid-2001. After a few very educating years at DC, I felt like I needed a new challenge and thought it would be a good idea to start up the project again, in my spare time. I messaged Mat and asked him what he thought of re-creating CT on current generation consoles (GC, PS2, Xbox, etc.). He seemed enthused, so I immediately started looking to contract artists by positing a request for artists on GamaSutra's project page.

While browsing responses from the posting, I found a 3D artist named David Ying that had familiarity with an anime style and was a die-hard Chrono Trigger fan. It was very important to me to have people on the project who loved this game as I did, so David became the 3rd member of the team.

We were finally starting to have a decent amount of assets, but I noticed that it was becoming difficult to dictate the look of the game since I wasn't an artist.

During the later days of August 2003, I was training a new 2D artist (Luis Martins) on how to use tools at work and we started to talk about games. It wasn't long until I asked him, "Do you like SNES RPG's?" After an enthusiastic "yes", I opened up a file of Crono's Room. He immediately asked, "Is that Chrono Trigger??!" We then went on to talk about the project and my ambitions for it. I was very happy that someone of his skill knew of the game and that he could recognize it from nearly a second of looking at it. The next day, I asked him if he would join the project as an Art Director and concept artist.

Almost immediately after having Luis join the team, I started to realize the potential of the project even more than before. He drew up new concepts for the characters and we started to increase the quality of the characters by a 10-fold since we had proper direction.

By mid-2004, we were ready to show something to the outside world of the project and released a small teaser of the main character, Crono. A month later, we released a plethora of screenshots and concepts just before the annual E3. We honestly didn't expect much of a response. Within a week, our web site consumed almost 1 terabyte of bandwidth due to nearly 1 million unique visits. Needless to say, we were shocked.

After the unveiling, we recruited more developers to work on the project... Notably: Michel Cadieux, Moise Breton, Xavier Dang, and Micheal Demirel.
CTR

3. Do you feel Square-Enix was justified in their actions? It's a given that they own the intellectual property of Chrono Trigger and were within their rights to stop the project, but do you feel they handled the situation the right way? Was there another way they could have handled it?

I can understand where Square-Enix is coming from. I felt no remorse or hate towards them when I received the Cease and Desist. As for how they handled it, I don't see how they could have handled it any other way. Let's just say that I am grateful that it was just a letter and not a court visit.

4. Were there any initial worries that something like this would occur? Was there any initial contact with Square-Enix? Were they aware of CT:R prior to the Cease and Desist order, and if so what were there thoughts?

I initially wasn't going to release any media to the public until Luis persuaded me that it would be worth showing it people who might appreciate it. Our stance was that the demo and any subsequent media of the project would be viewed as a tribute to the game, much like fan art or music. So in our minds, we didn't think Square was going to stop it since it wasn't commercial.

There was no direct contact with Square-Enix throughout the development of the project until the Cease and Desist. We did notice, however, that there were employees from Square-Enix Japan visiting the web site after the initial media release while looking through our Web logs.
CTR

5. What was your initial reaction upon receiving the Cease and Desist order? What was the team's reaction and what steps were taken thereafter?

When I first read the Cease and Desist e-mail, I thought it was a joke. I almost dismissed it until I showed it to Mat Valente, who said it looked legit. I then e-mailed back the lawyer and he told me "This is not a joke."

When I told the team, there were mixed reactions but I think the overall feeling was disappointment. During that time, we were preparing a trailer to release to fans and, needless to say, this had to make us change the ending of the trailer from "Coming Soon" to "Thanks for your support".

After the announcement to the public of the Cease and Desist, we took a few months off and decided to privately finish the project for ourselves. After all, we have spent a good 2 to 3 years on the project and it would feel very painful if we didn't finish it in some respect.

6. Have you or anyone from the team heard from Square-Enix since the Cease and Desist order? Has there been any attempt to contact them?

Of course, we asked the lawyer to send a message to Square-Enix to see a compromise could be made, but it went nowhere. I'm not even sure if it reached anyone.

Ironically, when Luis and I were waiting to see the PlayStation 3 demonstration at this past year's E3, a few Japanese game developers were asking us about the Nintendo booth and I looked at their name tags to see that they were from Square-Enix! Luckily, I had a picture of Chrono Resurrection on my PSP and when I showed it to them they were very enthusiastic. At the end of the discussion, which lasted one hour and ranged from past companies to the current state of the industry, they gave us their business cards.

7. There is a great deal of speculation on the message boards as to why Square-Enix wanted the project shut down ("they felt threatened by the quality of the project" "they may be gearing up for a new Chrono Trigger game"). Any thoughts on the speculation?

I think they were just protecting themselves legally.

8. There are a number of fans on your message board eager to see Chrono Trigger: Resurrection, well... resurrected. What are your thoughts on the fan support (i.e. petitions, letters to Square-Enix, etc.)?

To be honest, the entire team has been overwhelmed by the incredible response to the project. We wish to remain very humble and just say "Thank You" to the fans. All I can hope is that they're looking forward to our next project.

9. There are several other remake projects in the works or up-and-running all over the internet. Any advice you would give these companies?

I say go for it. I personally remade Chrono Trigger to appreciate the original game and to broaden my skills. Yes, there may be legal issues... But they'll just get a Cease and Desist just like our project unless they try to do something stupid like sell it.

10. I read on your message board that the team has an original project in the works. Care to share any details?

All that I can say is that we are thinking up of ideas and we have a current idea that has the potential to be very fresh and maybe even revolutionary if executed correctly.

By the end of this year, we hope to release some more information to the public.

Source:http://www.chronocompendium.com/Stories/28
 
Eternal Myst said:
Yes I wanted to play Chrono Trigger Resurrection so bad.
I am guessing it will one day be dumped on the internet.
Here is a amazing video if you are unfamiliar with it.
I never played this game before on a snes, but i'm now playing this with
SNEmulDS I'ts great !!!
 
well I guess with so many things on Square-Enix's plate, E3, FFIV, DQ remakes, Xbox 360 RPG's (SO4, Last Remant, Infinite Undiscovery), etc.. They didn't have enough time or personnel to devote to a CT remake since most of them who made CT if not all are gone from the company, so they just grabbed the SNES version optimized it for the DS, and slapped on a few new bells and whistles that incorporate the DS' features, and well....you know the rest
 
It was never a favorite of mine but I'm willing to give it another shot. I won't buy it right away though because I have a bad feeling Square is going to milk and abuse the over deserved fanboy love this title gets (it's the SNES's ff7 basically) justifying charging probably $40 for it, a lightly updated port. I already can barely stomach $40 for a DS game and it grates me knowing FF4 will be that much, but at least it was entirely upgraded. I'll grab it when I can nab it for $30.
 

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