You are in a tower and after arriving on the top floor, Serge suddenly has a vision: he sees himself stabbing Kid … At that moment he wakes up at home, was all this just a dream? Her childhood friend, Leena, then asks her to go hunting komodo to bring back her scales. After having accomplished this difficult task and not necessarily exciting … , they meet on the beach to discuss.
But, a strange thing happens, and when everything is back to normal, Leena is no longer there. Serge thus returns to his village, and there, amazement, nobody seems to recognize him!
Even more disturbing, on a cliff nearby is his grave, where he can read that he has been dead for several years. Excellent, intriguing opening minutes, some of the most captivating ever in an RPG. Thus begins the adventure which will bring you to juggle between two parallel worlds.
It is likely that you may not like this game is you were a fan of the previous game. Lazur's motivation for the project came in when playing Chrono Trigger and Super Mario The game was intended to have two playing modes and the same battle system as the original.
The first mode would feature 2D and pre-rendered graphics enhanced with 3D spell and battle effects. Some of the effects created by Lazur would rely on software programming rather than the Nintendo 64 hardware, as the latter would not be capable of rendering them directly. Both modes would be in a top-down perspective, although more cinematic camera angles, similar to those from The Legend of Zelda: Ocarina of Time , were also considered for the 3D mode.
A gallery feature was also planned and would allow players to unlock bonus material depending on their progression in the game.
Fan artwork and music would be unlockable through this feature, as well as minigames, including a card game similar to Triple Triad from Final Fantasy VIII. The second version of the project, tentatively called Chrono Trigger: Brink of Time [4] then Chrono Resurrection , started development in April The Windows version was planned for a free Internet release, while Nintendo GameCube and Xbox ports would be reserved for official developers with access to development kits of either of the two consoles.
The new development team was mostly recruited on the game developers website Gamasutra and worked in a small studio in Lazur's apartment, in Montreal, Quebec, Canada. The team included up to nine members, most of which had about two-and-a-half years of experiences in the industry. Difficulties were encountered in the game engine development as Lazur was the unique programmer and worked from scratch.
The score for the demo was composed by Mathew Valente, who had been with the project since its Nintendo 64 version. The team tried to capture the feel of the original game with updated graphics and sounds in the demo.
0コメント