What Chrono Cross: The Radical Dreamers Edition Says about the Current State of Game Preservation

Even now, with a growing number of expert texts, themed museum shows, discussions and organizations (both private and independent) centering on preserving games, it’s still disorienting to remember that 2019 interview with Yosuke Matsuda where the CEO and President of Square Enix admitted he did not know where the source code to some of the company’s classic titles were. Considering how much Square has contributed to both game design and culture over the years, it’s hard not to have a knee-jerk reaction to Matsuda’s comment. But a lot of us forget that games have only very recently been re-evaluated as objects that are worthy of preservation.
Whether you believe games are interactive art (a la The Smithsonian) or interaction design (a la The MOMA) it doesn’t change the fact that up until now the industry viewed them as merely toys-or, to put it even more simply, commodities. Matsuda’s follow up comment was illustrative of this: “Back in the day you just made them [games] and put them out there and you were done—you didn’t think of how you were going to sell them down the road.” Of course these comments came to light during a discussion with Square about its dedicated project digitizing and making available all of its back catalogue, with future plans of a dedicated streaming channel similar to Bethesda’s Orion.
With all this in mind, the release last month of Chrono Cross: The Radical Dreamers Edition is quite significant. Not only for the inclusion of Radical Dreamers, a rare text adventure game that had previously become that much rarer after Nintendo cracked down on ROM emulators, but for what a digital-only remaster of a classic game means for the ongoing discussion of game preservation. The main game itself, set in the same world as its beloved predecessor, Chrono Trigger, is about a character whose memory is fragmented as he traverses between parallel worlds and histories. Both Chrono Cross and Radical Dreamers are also concerned with a paradoxical and mysterious artifact called the Frozen Flame which many characters seek to possess. Although I don’t think it was intentional on Square’s part, digitizing these two games in particular makes me think about how slippery and complex the journey towards standardizing game archival continues to be at the AAA level.
Although it’s not an ideal remaster, Chrono Cross: The Radical Dreamers Edition has become an artifact similar in nature to the Frozen Flame—something that’s both a valuable gem and emblematic of the instability and constant flux affecting the process and systems of stakeholders in game preservation. Emulation, as Frank Cifaldi points out in a 2019 GDC talk that is in some ways a reprise of an argument he had previously made in 2016, is still demonized in the game industry with few exceptions. And Square Enix’s current fixation on digital-only products, and threats of moving towards blockchain, AI and the Cloud, don’t necessarily bode well for their strategy to make their back catalogue accessible by both future players and stakeholders in game preservation.