All I'm saying, guys, is if after 40 hours or whatever a game has to sit you down before you enter what is more or less the final dungeon of the game, and say to you, "Okay, here's how everything you've been doing makes sense"...
It's not doing its job properly. There is a breaking point for "mystery" for most people. A lot of people stopped watching LOST because it kept answering questions with more questions - mystery on top of mystery, and cryptic dialog that never seems to go anywhere.
Chrono Cross only makes sense if you stick it out until the end of the game; otherwise all you're doing is wandering around completing tasks and events are happening as a result of those tasks and very rarely is it ever said why. Just about every question the game raises is left unanswered until the last possible moment, when it dumps everything on you all at once.
That is, I would say, a sign of a bad writer. Complex does not always necessarily mean "good". If you are so preoccupied with your twisted mystery that you forget to keep the reader interested (and I definitely stopped being interested in Chrono Cross after a certain point), you are failing as a writer.
Cross was not the continuation I wanted of Trigger, and, save for the music, it openly defecated on everything I enjoyed about Trigger. Call that "daring" if you want, I just call that "obnoxious".