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>> No.5119742 [View]
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5119742

>cool and energetic cast
>replace it with a bunch of whiny dragon ball reject faggots

>> No.3573060 [View]
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>>3573058

>> No.2712479 [View]
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2712479

>>2712475

>> No.2557249 [View]
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>>2557239

>> No.2133074 [View]
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2133074

>>2132869
The sage ends up as Gaspar in the final game, actually.

I agree with >>2132863, I like Masato Kato's initial designs a lot more. I don't care much for Frog (not even his theme) so I don't think two Bulmas and Vegetas are worth it.

I also like how the sketches prove that this was Kato's story from the start, Cross haters get btfo.

>> No.1820267 [View]
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>>1816271
What a shame they went with Toriyama's generic shit instead.

>> No.1669635 [View]
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>>1669606
"Better" is subjective. If you mean "more lighthearted", I very much agree. Originally Kato, for instance, wanted Crono to actually die for good. The party would look for a way to recover a Crono from an earlier point in time, but their Crono would remain dead. One of the producers supported this idea, while the rest rejected it. Maybe this is why in both sequels he's written (Radical Dreamers and CC) the premise starts with Crono dead. In RD that's actually, in a way, the catalyst for the whole story.

If you also meant that CT is much tighter and simpler storywise, I agree, too. CC is complex, which is good, but also convoluted, which is not. I don't think this is just Kato's fault; Radical Dreamers had the same story but it was far simpler and much more personal and in my opinion satisfying. I think the fault lies in the zeitgeist of the time (Evangelion, Xenogears et al) taking over the project.

It is also worth nothing that many members of the CT development team worked in CC too, this is evident if you remember the names in the dev ending in both games. So I think Kato's penchant for darker stories + the 5deep10me mindset of the time resulted in the needlessly convoluted aspects that CC boasts.

>>1669607
Because Toriyama sells.

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