When Less is More: The Problem with Too Many Party Members

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Roughly a year ago, I managed to finish playing Chrono Cross, the interesting but messy sequel to Chrono Trigger. While I have plenty of issues with CC, one of the more glaring problems I noted with the game was its bloated cast. Yet, looking back on my criticisms of CC made me question why I had this specific problem, compared to other games with many characters, such as Suikoden or Fire Emblem. It turns out that this problem is more multifaceted than it initially seems.

I want to discuss Chrono Cross’s cast specifically. The various party members you can recruit in Chrono Cross fall under three specific categories: a) are heavily involved in the story (Harle, Viper, Karsh, Zoah, Marcy), b) are involved in the story only during specific points (Guile, Nikki, Korcha, Irenes, Sneff), and finally have little to no direct involvement with the story at all (Poshul, Draggy, Starky, Skelly). To give specific examples, you encounter gruff guy Karsh and his band of goons early on as an antagonistic force, but they end up teaming up with protagonist Serge later when story points shift. Meanwhile, German mermaid Irenes is only directly involved in a specific story point involving the help of a certain pirate, while the undead clown Skelly is linked to an optional sidequest. Chrono Cross has an interesting plot conceit by way of jumping between two different versions of the same world, but the bloated cast (and some of the game’s bizarrely confusing/cryptic writing) takes focus off the more relevant characters.

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You wouldn’t expect a skeleton dressed like this to have one of the most heartbreaking sidequests, hmm?

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