Second version Chrono Resurrection



concept art luis martins, depicting take on character magus designed akira toriyama


development

the second version of project, tentatively called chrono trigger: brink of time chrono resurrection, started development in april 2003. lazur has given several reasons explain willingness restart project, including experience coding dreamcast visual memory unit, programming game developer dc studios, , playing chrono cross, official sequel chrono trigger playstation. unlike ct64, second version short demo developed in cross-platform engine single 3d playing mode. windows version planned free internet release, while nintendo gamecube , xbox ports reserved official developers access development kits of either of 2 consoles.


the new development team recruited on game developers website gamasutra , worked in small studio in lazur s apartment, in montreal, quebec, canada. team included 9 members, of had two-and-a-half years of experiences in industry. lazur has admitted began focus on quality of demo after art director luis martins joined project. other professional designers in team included moise breton, 3d artist had worked on character models commercially successful movie matrix reloaded, , michel cadieux, animator had worked game company microïds. difficulties encountered in game engine development lazur unique programmer , worked scratch.


the score demo composed mathew valente, had been project since nintendo 64 version. score consist in arrangements of official chrono trigger soundtrack written yasunori mitsuda, nobuo uematsu , noriko matsueda. valente s goal retain feeling of original music while enhancing modern platform. of arrangements created in impulse tracker format, converted midi , enhanced number of tools.



the protagonist crono appears in first of ten scenes of demo


content

the team tried capture feel of original game updated graphics , sounds in demo. feature ten short interactive scenes chrono trigger. despite receiving requests fans, development team did not intend create complete remake of original game since not have necessary resources, , because thought result not have been on par square enix-developed titles. story of game altered allow ten scenes better flow 1 other.


the demo meant played using default party of characters, other party members unlockable additional replay value. due time constraints, development team expected 2 of 7 characters of original game, robo , ayla, have 50% chances of not being featured. while team tried capture feel of original game updated graphics , sounds, artists , animators faced difficulty in reproducing characters due differences of style between sprites, artwork , playstation version anime sequences. noted, however, overcame issues , managed add bit of own art style game.








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