NEStalgia

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NES box art for Crystalis, the cover of NEStalgia episode 338

338 · Crystalis

▶ Game info
VerdictEssential
GenreRPG
ReleasedJuly 1990
SeasonSeason 6
DeveloperSNK
PublisherSNK
August 16, 2024 · 1 hr 11 min · transcript available

October 1st, 1997 is known as END DAY. A great war encircles the globe and brings about an end to civilization. The surviving humans concluded that they could never repeat their mistakes and build a great tower in the sky to watch over the world and act accordingly to combat "evil". One hundred years have passed since then and a hidden cryogenic chamber in the mountains springs to life...

Our verdict: Essential

SNK's Crystalis wakes you from cryogenic sleep in a world wrecked by a 1997 nuclear war, with no memory and a code name instead of a name. Four sages hand out elemental swords to take down the Draygonian empire, and Mike, Sean and Joe all came to it for the first time. We expected another Zelda clone. We got our first Essential game in 20 episodes.

What makes it essential

  • It plays like a modern game. You walk into town, get what you need and go. We kept expecting JRPG menus for talking or searching, and they never came. Joe called it the best version yet of the overhead stab-and-fire-sword-energy feel. We barely needed a guide, because people and bosses nudge you toward the next place, and the overworld has enough landmarks to find your way.
  • Power you can feel. Charge your attack and you fire a projectile, charge twice and something bigger happens, and the later swords turn the third charge into a tornado. We liked that spells are mostly utility: recover, barrier, shape-changing, teleport, and a strange one that lets you question the elders.
  • Towns that react. The dwarf town in the swamp won't talk to you until you rescue a trapped kid, who runs slower than you so you keep doubling back. Then you kill the giant bugging the town, and you go from cold shoulder to hero.
  • A twist. The emperor turns into a dragon, which we expected. Then a robotic alien thing in a sky tower shows up as a surprise last fight, played from behind, and the opening makes it clear this is our Earth, hundreds of years on.

Where it falters

  • Grinding. Enemies take no damage at all if you're underleveled, and some areas just refuse you. A training-house fight early on left us convinced we'd lose three times before it let us win.
  • Swapping swords means menus on a console with too few buttons. Different enemies in one spot are immune to different elements, so you stop and cycle.
  • Accidental charges. Hold the button a hair too long and you spend MP on a third charge you didn't want.
  • The caves. They look the same apart from color, they wind in right angles, and the answer to a bad one seems to be a longer one. The statue you need is a square you simply stumble onto.

Beyond the game

We spent a while on the 2000 Game Boy Color version, which reorders the last bosses, makes enemies hurt by every element, and turns the tower into a dragon weapon with a prophesied hero. We all mocked the chosen-one change. There is also a hidden debug-style trick: plug in a second controller, press B to pause, or hold A and tap A and B on controller one to warp around the map.

The bottom line

Essential. Mike voted yes, partly because it beats Willow, which is already on the list. Sean called it polished and deeper than usual, and Joe loved it. All three voted yes, a unanimous call that broke a 20-episode drought. Don't play the Game Boy Color version.

Written from our conversation in this episode.

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