Chrono Trigger is one of those games that you can easily recommend to both newcomers and veterans alike. I’ll talk about the battle system in a moment, but let’s look at how utterly beautiful this game is. The Honne background art is so colourful and detailed. The Toriyama art, is essentially an excuse for—and this is truly the case, actually—Sakaguchi and co. to play with the whimsical nature of Toriyama’s universe, with characters that stand out, and still look rather unique in terms of the colour palettes used for them, the designs, and the characters’ identities (ex: humans, robots, animals, etc). The spritework is detailed, the animations are wonderful to watch, and it’s just a joy to watch. The Mitsuda/Uematsu/Matsueda soundtrack demonstrates so much compositional synergy, catchiness and beauty throughout. And the story is just utterly delightful and tragic at the same time. Everyone who worked on this game should be proud.
But the battle system is truly what shines in this game. Dubbed “ATB 2.0”, Hiroyuki Ito & co. amped up the familiar ATB system found in previous Final Fantasy games (starting with FFIV) and developed it into a system that takes into account party synergy, combo attacks, timing (helping make the speed stat being one of the most important stats in the game rather than sheer power), the importance of healing, both difficulty and ease, and enemy positioning for linear, group or single attacks. It’s a beautiful system. There is never any “right” or “wrong” party because each party member brings their own special abilities (everyone but Magus has a healing spell, for instance), and players can customize their parties for efficiency, favouritism, etc.
The beauty of Chrono Trigger truly lies in its accessibility to newcomers and veterans alike. People can play through it without any problems to get through the story, but veterans can play through it to amp up the difficulty to test themselves.