I picked up Chrono Trigger because the main character looked like Goku. That was the whole reason. Dragon Ball Z was a phenomenon in Brazil in a way that is difficult to overstate — it was not merely popular, it was the shared language of an entire generation of children, the thing everyone watched and everyone talked about and everyone recognised immediately. When I saw a cartridge with a spiky-haired boy drawn by Akira Toriyama, I did not need to know anything else. The art was a guarantee. The rest could figure itself out.
The rest turned out to be Chrono Trigger. Which had nothing to do with Dragon Ball, and everything to do with the best reason a wrong door can lead you somewhere.
Chrono Trigger was released in 1995, developed by what Square called the Dream Team — Hironobu Sakaguchi, creator of Final Fantasy; Yuji Horii, creator of Dragon Quest; and Akira Toriyama, artist of Dragon Ball. The collaboration produced something that felt like none of its parents and entirely like itself — a JRPG about time travel with a cast that moved with Toriyama's kinetic energy and a story with the emotional depth of the best Final Fantasy entries and the accessible warmth of Dragon Quest's best moments.
For Brazilian children of that era, Toriyama's art was not just recognisable — it was beloved in a specific, personal way that comes from watching something grow up alongside you. Dragon Ball Z had aired on Brazilian television with the kind of cultural penetration that made it feel less like a foreign cartoon and more like something that had always been there. When that same artist's hand appeared on a JRPG cartridge, it felt like an invitation from someone you already trusted.
The invitation was honest. Toriyama's characters in Chrono Trigger moved the way his characters always moved — with exaggerated expressiveness, with the specific body language of people who feel things physically, with humour in their posture and drama in their silhouettes. The combat animations had the same energy as his manga panels. The world had his visual vocabulary. And underneath all of that was a story that used his characters to do things Dragon Ball had never attempted — quiet things, measured things, the kind of things that required the player to sit still for a moment and feel something small and true.
Chrono Trigger begins simply. A boy named Crono attends a Millennial Fair with his inventor friend Lucca. He meets a girl named Marle. They get separated through an accident involving a teleporter, and chasing her leads them accidentally through time — to 600 AD, to a kingdom under threat, to the first glimpse of a threat that existed long before the story began and will persist long after it ends.
On a first playthrough, before the structure of the timeline becomes clear, the story feels like it is moving faster than you can follow. New eras arrive before the previous ones have fully settled. Characters join the party from across centuries. A threat that exists in 65,000,000 BC turns out to be the same threat that destroys the world in 1999 AD. The connections between timelines are not explained so much as revealed — gradually, through the accumulation of evidence that the player assembles across multiple visits to multiple eras.
What carries you through the confusion of a first playthrough is the characters. Not because they are complicated — most of them are not — but because they are warm in a way that makes you want to stay close to them. Frog's formal speech and knightly honour. Lucca's guilt and intelligence. Robo's careful kindness. Ayla's absolute fearlessness. And at the centre of all of it, Crono and Marle — two people whose relationship the game builds almost entirely without dialogue, through shared experience and proximity and the specific ease of two people who understood each other from the first moment.
Crono is a silent protagonist, which in most RPGs means a blank vessel for player projection. In Chrono Trigger it means something different — a character whose personality is communicated entirely through action and animation and the reactions of the people around him. He is brave without announcing it. He is kind without stating it. He is the kind of person who runs toward trouble because someone needs help, and the game shows this rather than telling it, which is why it works.
Marle meets him at a fair and follows him into an adventure that neither of them understood they were entering. The early hours of Chrono Trigger have a specific lightness — the Millennial Fair, the accidental time slip, the wonder of arriving in a medieval kingdom that should not exist — that the game uses to build the relationship between them without the player noticing it is being built. By the time the story asks something of you emotionally, you have already been invested for hours in people whose connection was established in a carnival and a teleporter accident and a run through a forest that neither of them expected to survive.
The lightness is not naïve. The game knows what it is setting up. The warmth it builds between these two people is the exact measure of what the story will eventually cost — and when it costs it, the payment is felt precisely because the warmth was real. Chrono Trigger understood, twenty years before most games caught up, that the heaviest moments only land if the lighter ones were genuine.
The Active Time Battle system in Chrono Trigger added something most RPG combat systems of the era lacked — a sense of choreography. Dual and triple techs, where two or three party members combined their abilities into a single spectacular attack, were not merely mechanically useful. They were visually expressive in the specific way of Toriyama's art made kinetic. Crono and Lucca combining a sword slash with a lightning bolt. Frog leaping into a spinning arc that carried the weight of his specific character even in its animation.
The combat never felt like a pause in the story. It felt like the story continuing by other means — the same characters, the same relationships, expressed through the specific grammar of battle. Each party combination told you something about who these people were to each other. The game did not have to explain that Crono and Marle worked well together. It showed you, every time you used their combined tech, what their partnership looked like in motion.
Most JRPGs end when they end. You see the credits, you feel whatever the ending made you feel, and the game is finished. Chrono Trigger was among the first to understand that an ending is not always the right place to stop — that some stories benefit from a second telling, seen from the perspective of someone who already knows how it goes.
New Game Plus in Chrono Trigger let you carry your levelled party back to the beginning and experience the story again with full knowledge of what everything meant. The dialogue that seemed incidental on a first playthrough became loaded with meaning. The choices that seemed minor revealed their consequences. The multiple endings — over a dozen of them, accessible through different paths and decisions — became explorable in a way that the first playthrough's urgency had prevented.
What the second playthrough gave was understanding — the specific pleasure of a story revisited by someone who now knew what to look for. Connections between eras that had been missed became visible. Character moments that had washed past in the forward momentum of the narrative could be savoured. And the endings — some quiet, some devastating, some absurd, some genuinely surprising — revealed that the game had always been asking what you valued and was finally showing you what different answers cost.
The ending where everyone goes home is the one the game earns most completely — understated, warm, the specific quietness of people who have been through something enormous and are ready to be ordinary again. But the multiple endings are not alternatives to that one. They are the game acknowledging that the same story can mean different things depending on the choices that shaped it, and that all of those meanings are worth exploring.
I picked it up for the art. I kept playing for the characters. I replayed it for the choices. I think about it now because of what it understood about how games tell stories — that time is not just a setting but a subject, that silence can communicate as much as dialogue, that the lightness of the early hours is not the game being unserious but the game being careful about what it is building.
Akira Toriyama drew a boy who looked like Goku. What Chrono Trigger made of that boy had nothing to do with power levels or transformation sequences or the specific mythology of Dragon Ball. It made of him someone who ran toward trouble because someone needed help, who said nothing and communicated everything, who stood at the centre of one of the most carefully designed games ever made and carried it without effort.
The wrong door led somewhere extraordinary. It usually does, if you are willing to go through it. The art was the reason I went through it. What was on the other side is the reason I have never regretted it.
Get the Game
Chrono Trigger
PC (Steam) · Nintendo DS · Mobile
The Humble Bundle link is an affiliate link — if you buy through it, RPG Dream earns a small commission at no extra cost to you. The PC version on Steam is the recommended way to play today, featuring the DS version's additional content and high-resolution support. The Nintendo DS version is also excellent if you prefer handheld play.
✦ You Might Also Enjoy
Final Fantasy IX
The Alexandria I Fell Into at Age Nine
Another game that built warmth in the early hours and used it as the measure of what the story would eventually cost — and another cast that felt like friends by the end.
Read →Radiata Stories
The World That Kept Moving Without You
Another game about a choice that splits everything in two — and another story that trusted the player to care about its world before asking them to make the hard decisions.
Read →