Chrono Trigger and the freshness of combo techs
I was listening to a couple friends yesterday talking about the replay value in Chrono Trigger stemming from taking different party members through story sequences in order to see what dialogue they added to the proceedings, and I couldn’t help but furrow my brow. One of the reasons that Chrono Trigger has such high replay value, I suggested, has nothing to do with the multiple endings or the various dialogue possibilities–or anything to do with the story at all.
Because Chrono Trigger has such a limited playable cast (seven characters is relatively small when stacked up against, say, Final Fantasy VI, with its fourteen playable characters), it can get away with a detailed and intricate combo system. In fact, probably 80% of the actions you’re going to take in any given battle are techs, unless you (like me) have a perverse insistence on just hammering away at bad guys with physical attacks.
Because every different party combination has its own unique set of combo attacks, and because each of these sets of attacks is functionally different (that is, some of them are area-of-effect, some of them attack on a line, some do massive damage to a single enemy, etc.), every party you take through a given dungeon will have a slightly different way of dealing with the baddies.
It’s like playing Mass Effect as a different class–replay value stemming from evaluating gameplay options with a different skillset in each playthrough.
Abandoning this template for a more Suikoden-like approach to playable characters was one of the big mistakes that Chrono Cross made, in my opinion, and is one reason that the game is weaker than its predecessor. Without combination techs, the characters become much more interchangeable.