April 2022 - Chrono Cross Radical Dreamers Edition Messages
Taken from these tweets:
Hello to everyone who has been looking forward to the release of Chrono Cross: Radical Dreamers Edition.
Finally, tomorrow (the day after tomorrow for Steam) Chrono Cross: Radical Dreamers Edition will be released. We were originally developing this game for the 20th anniversary of Chrono Cross, but due to various reasons, it ended up being the 23rd anniversary. We apologize for the long wait.
We made adjustments to this title so that both fans who played the original version and newcomers can enjoy both the original and remastered versions of the game. As you know, Mr. Kato, Mr. Mitsuda, and Mr. Yuki, who were key persons in the development of the game at that time, have also greatly assisted us in making this remastering a work of the highest quality. Radical Dreamers - The Unstolen Jewels" has been difficult to play for some time now, and we are pleased to be able to bring it to you.
After you have thoroughly enjoyed "Chrono Cross" and "Radical Dreamers - The Unstolen Jewels", we hope that you will take the time to read through the staff credits of this action game.
We would like to thank all the staff members who spent a lot of time to release this work, and above all, we would like to thank everyone who has continued to support "Chrono Cross" up to this point.
We hope you will enjoy "Chrono Cross: Radical Dreamers Edition" tomorrow!
SQUARE ENIX Development
Congratulations on the release of the Cross remaster. I would also like to thank all the staff for their hard work and dedication. I can't tell you how many years ago I first met Mr. Sato, the project manager of this game, at an Izakaya in Shinjuku. At that meeting, he told me that he wanted to remaster Cross. I thought, "Wow, that must be a lot of work, but please do your best. The company didn't have all the original data, so it was an uphill battle to get started. My main tasks in the remastering were to brush up the text of the scenario and the lyrics of the newly composed songs. The text was quite voluminous and, to be honest, quite tedious, but it was also a lot of fun. I was also fortunate to be able to collaborate with Cross at the right time on Another Eden, which I am currently working on, and to be able to draw the adventures of Kid, Serge, Harle, and the others for the first time in 22 years, along with the beautiful revival of the original Cross. It was a precious and joyful experience. All of this is an expression of the feelings of all the recipients and creators who have always cherished the Cross. Thank you very much. I hope that the new Cross players will enjoy the game as well.
Masato Kato, Original Director, Wright Flyer Studios
I am very happy that Chrono Cross: Radical Dreamers Edition will be released, and I can't wait to play it myself. I am especially looking forward to playing "Radical Dreamers - The Unstolen Jewels", which was created before "Chrono Cross" and whose contents I vaguely remember. The music for "Radical Dreamers -The Unstolen Jewels" was produced in less than a month, which is a very hard schedule, but I personally like it very much.
For "Chrono Cross," we refined the music (removing noise and making the sound a little clearer) from the built-in soundtrack and adjusted it to match the new, cleaner screen. Since the music for "Chrono Cross" was so complete in terms of world view and tone, we dared to refine the music so as not to spoil the image of the player. As a surprise, we wrote one new song (please look forward to where it will be played!). We have also written one new song as a surprise, and included seven arranged versions of songs from Chrono Cross and Radical Dreamers. We hope you will enjoy them as well.
Composer: Yasunori Mitsuda, Procyon Studio
First of all, congratulations on the release of "Chrono Cross: Radical Dreamers Edition"! Nowadays, information is readily available on the Internet, but to see that there are fans who have been waiting so long for a game that is 22 years old, I am truly grateful for my good fortune to have been involved in this game.
At the time, the character illustrations for "Chrono Cross" were divided between Mr. Fujikawa and the development team due to the large number of characters, and I was supposed to supervise the final work. However, some of the illustrations were released without supervision due to the release schedule, so I took this opportunity to refinish all the illustrations. However, I was careful not to change the impression of the original illustrations. Of course, if this were a remake, it could be considered a different work, but it is a remaster, and for the sake of the fans who loved the title "Chrono Cross" from back then, I felt that this part should not be changed. I would be happy if the remastering is new for those who understand the game, as it was back then for those who don't mind, and in HD quality for those who haven't played the game yet.
Character designer: Nobuteru Yuuki
Congratulations on the completion of Chrono Cross: Radical Dreamers Edition. The announced screenshots look like the Justice League: Zack Snyder cut version in aspect ratio, so I really hope you will play it on the big screen with IMAX. I was just joking, but in reality, it was difficult to find all the resources from those days when remastering the game. The problem was that after the development was completed, we had to stop the development. The problem was that after the development was completed, all the project data was saved on magnetic tapes to free up space on the server, but when the company moved several times, I suspect that the stored data was lost. Anyway, I kept all the GUI resources and all the frame data of movie scenes in my personal storage on the server until I left the company about 10 years ago. I don't know what has happened since then, but it has been almost 10 years!
I was in charge of GUI design for most of the titles I worked on in the past, and I personally think that the GUI design for "Chrono Cross" was one of the best in my lifetime. For example, in the battle screen, skill commands in the shape of a metal plate fly while rotating, and this plate was created using 3D ray-tracing software for the Macintosh II (I was not allowed to buy the first iMac, which had just come out at the time). I made the data, rotated it, and rendered it frame by frame. I'm sure current machines can handle real-time rendering without any difficulty... Anyway, it seems that the GUI has been remastered with higher resolution in "Chrono Cross: Radical Dreamers Edition," so I'm looking forward to seeing the changes in that area.
Original Producer Hiromichi Tanaka, Executive Officer and General Manager of Development, Gungho Online Entertainment, Inc.