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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, Quebec, Canada. 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. Unlike CT64, the second version would be a short demo developed in a cross-platform engine with a single 3D playing mode. 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, the official sequel to Chrono Trigger for PlayStation. The second version of the project, tentatively called Chrono Trigger: Brink of Time then Chrono Resurrection, started development in April 2003. Second version Ĭoncept art by Luis Martins, depicting his take on the character Magus originally designed by Akira Toriyama Development Only a semi-working 3D test was actually completed, and the project was discontinued in mid-2000 due to a number of factors, including the accidental loss of Lazur's data and his desire to improve his programming skills.
Chrono trigger 3d characters for free#
The remake was expected to be released on the Internet for free and played on console emulators, since there would be no cartridge version due to financial constraints. Fan artwork and music would be unlockable through this feature, as well as minigames, including a card game similar to Triple Triad from Final Fantasy VIII. Ī gallery feature was also planned and would allow players to unlock bonus material depending on their progression in the game. Both modes would be in a top-down perspective, although more cinematic camera angles, similar to those from The Legend of Zelda: Ocarina of Time, were also considered for the 3D mode.
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The second mode would be a full 3D mode played in either regular or high display resolution, and would feature different level of detail textures depending on camera distances, to maximize clarity and performance.
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Some of the effects created by Lazur would rely on software programming rather than the Nintendo 64 hardware, as the latter would not be capable of rendering them directly. The first mode would feature 2D and pre-rendered graphics enhanced with 3D spell and battle effects. The game was intended to have two playing modes and the same battle system as the original. The remake, developed by a team of four people, was Lazur's first attempt at creating a complete title.
Lazur's motivation for the project came in 1999 when playing Chrono Trigger and Super Mario 64. Nathan Lazur initially planned to create a Chrono Trigger remake for the Nintendo 64, called CT64, using GNU-based homebrew tools. Despite its closure, the project has received critical and popular praise. In 2004, the project was publicly closed after Square-Enix issued a cease-and-desist letter to Resurrection Games for trademark and copyright infringement.
Chrono trigger 3d characters professional#
New team members, including professional artists and designers, were recruited for the demo, which would feature ten scenes from Chrono Trigger and most of its playable characters. The project was initially called CT64 and was meant to be a complete remake of the original game for the Nintendo 64, with both 2D and 3D playing modes.Īfter a first interruption in development, the project was redefined as a short interactive demo for Windows-based personal computers. It is based on the critically acclaimed Super NES role-playing game Chrono Trigger by the Japanese company Square.
The logo of the project's second version, based on Chrono Trigger's own logoĬhrono Resurrection, also known as Chrono Trigger: Resurrection, is an unreleased fangame developed by North American team Resurrection Games under Nathan Lazur's direction.