Download chrono resurrection demo




















Mo comes from the film industry and brings his cinematic and artistic modeling talents to the project. This fluid and inspirational animations already bring life to our project and we are deeply satisfied with his work.

In commemoration of this event, we are releasing a screenshot of someone who we've wanted to show for a long time -- Magus! This screenshot, in addition with 5 other new screenshots, will be shown in the August edition of the Swedish gaming magazine, SuperPLAY.

Click here to see what Magus looks like! As promised although a bit late , we have some high-resolution screenshots from the E3 build available here. The primary reason for releasing these are the requests for desktop backgrounds. We're back online after a much deliberated void, thanks to our previous Web host. There were tons of new games that have made everyone on the team go back to the drawing board, in some respects.

There are plenty of other games that we really enjoyed, but those were the top of the top. Square's booth was also very well designed. We are preparing high-resolution, in-game screenshots which will be available within a week in the Media section. Some of the team will be away at E3 for the next week.

We would like to take this time to thank everyone who has visited the Web site and supported us. Lazur has given several reasons to explain his willingness to restart the project, including his experience coding for the Dreamcast Visual Memory Unit, programming for game developer DC Studios, and playing Chrono Cross. Unlike CT64, the second version would be a short demo developed in a cross-platform engine with a single 3D playing mode. 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, Canada. The team included up to nine members, most of whom had about two-and-a-half years of experience in the industry. Lazur has admitted that he began to seriously focus on the quality of the demo only after art director Luis Martins joined the project.

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. It was to feature ten short interactive scenes from Chrono Trigger. Despite receiving requests from fans, the development team did not intend to create a complete remake of the original game since they would not have the necessary resources, and because they thought the result would not have been on par with Square Enix-developed titles.

The story of the game was altered slightly to allow for the ten scenes to better flow from one to the other. The demo was meant to be played using a "default party" of characters, with other party members unlockable for additional replay value.

While the team tried to capture the feel of the original game with updated graphics and sounds, the artists and animators faced difficulty in reproducing the characters due to the differences of style between the sprites, artwork, and PlayStation version anime sequences.

They noted, however, that they overcame the issues and managed to add a bit of their own art style into the game. Chrono Resurrection was originally set for a Christmas release. However, Square Enix issued a cease and desist letter to Resurrection Games before the release for trademark and copyright infringement. Faced with a threat of legal action, the project was publicly closed on September 6, According to the development team, the website of the project had received significant hits from Square Enix Japanese IP addresses for a period of three months before the letter issue.

They assumed these visits were mostly from employees rather than top executives, and hoped the company would see the demo as to how the team sees it, a tribute to Chrono Trigger rather than a replacement. Gaming websites 1UP and GameSpot called the project's second version "ambitious" and praised its graphics, noting that the art style is mostly faithful to that of the original game's character designer Akira Toriyama. Website Nintendo World Report praised the game's graphics and music, and called the quality of the artwork "professional".

GameSpot also expressed their disappointment in Square Enix's decision to shut down the "furthest along" of Chrono Trigger fan remakes, pointing at the fact that with no news of another official sequel , fans of the Chrono series "have been left in the cold". Several Internet petitions were created by fans to pressure Square Enix into green-lighting Chrono Resurrection ; none has had any effect, however. Nathan Lazur, though disappointed, holds no ill will towards Square Enix for protecting its intellectual property, and he has stated that he "felt honored to even be recognized" by the company.

He added that to avoid legal issues, developers of fan-made games should present their polished demos directly to the original publishers so that the products can be handled in a "more traditional business procedure". Before the closure of Chrono Resurrection , Lazur had stated that his team had no plans to remake other games after the project's completion and would have liked to develop an original concept based in feudal Japan.

Chrono Wiki Explore. Chrono Series. Explore Wikis Community Central. Register Don't have an account?



0コメント

  • 1000 / 1000