The Crystal Key
By: Kirk
Hiner
- Genre: Adventure
- Format: 2 CDs
- Developer: Earthlight
- Publisher:
DreamCatcher
Interactive
- Minimum Requirements: 120 MHz PowerPC, System
7.5, 70MB hard disk space, 32MB RAM, 8X CD-ROM, 13"
monitor capable of supporting 256 colors
- Network Feature: No
- 3Dfx Support: No
- Retail Price: $19.99
- Availability: Out Now
Know what I'm tired of? Musicians with ridiculous last
names. I can remember a time when artists with dorky names
like Mellancamp would change them to supercool rock 'n' roll
conducive names such as Cougar. I mean, even the immortal
Farookh Bulsara knew, to achieve immortality, he'd have to
change his name to Freddie Mercury. Yet these days we've got
Christina Aguluralairaiar going by Christina
Aguluralairaiar. Come on, sweetheart. What a girl
wants...no, what a girl needs is a name
that at least 10% of the population can pronounce.
Know what I'm not tired of? Adventure games. To my last
breath I will crusade to bring the adventure game back to
its rightful status at the top of the computer gaming
industry. Well, unless another sequel to Myst comes
out. I can't suffer through another game as horrendously
dull as Riven. I'd just as soon go to a Christina
Agarliraiuurau concert.
And this is why I wasn't really looking forward to
playing DreamCatcher Interactive's The Crystal Key.
After all, it's just Myst, isn't it? It's just one
character walking around abandoned worlds trying to find
clues as to what happened there while also searching for the
way back home. That's certainly how The Crystal Key
starts out, and that's certainly how it ends. But in
between...in between it gives us a little something
different.
The Crystal Key begins with the interception of
a coded message from space. Although not meant for Earthling
ears, we were able to decipher its warning. Seems that the
Arkonians defeated the evil Ozgar, but not in time to
prevent his escape, and not in time to save Suralon. A few
days later, a giant spaceship appeared over the Earth,
launching satellites that disrupted our weather patterns and
shifted our gravitational forces. In a desperate attempt to
save the Earth, a lone pilot is launched to the source of
the message...Arkonia. If they defeated Ozgar once, they can
do it again. Why these missions always involve just one
person, I'll never know. Guess that's just easier to code.
Next thing you know, your ship has crash landed on
Arkonia and the quest is underway. Finding the Crystal Key
is actually one of the first things you do, as it's with
this key that you're able to travel to the other worlds.
Sound familiar? Well hold on, because the game gets a little
more interesting.
You see,
as I started to explore the desert world, I wasn't enjoying
myself at all. It was all pretty much, "click, move, look,
click, move, look, use, click, move look." Not my idea of a
good time. But then I got shot. Yep, that's right. Actual
interaction with actual living creatures. It caught me so
completely off guard that I almost restored a saved game for
fear that I'd lost. But no, heaven forbid an adventure game
these days could result in your demise. Instead, the weapon
was apparently set on stun. Upon waking up in a prison cell,
I suddenly cared much more about what was going on around
me. Funny thing, that...when you get shot, you want to know
why.
Don't get me wrong. I'm not saying that violence is a
necessary element in games, but it sure beats simply walking
around and looking at stuff. The element of danger and the
interaction with other characters add an urgency to this
game that's missing from other adventures of the this type.
If you're going to make me solve your puzzles, at least give
me a reason to do so.
But now I'm back to things I don't understand. Why is it
that every adventure game made has to utilize a unique
interface? If only game companies would spend as much time
worrying about what happens on screen as they do the way
users make it happen. A man can dream, can't he? In The
Crystal Key, items that you'll need for later use are
automatically added to your inventory when you click on
them. To use them, you click on the item from your
inventory, causing the lighting around the object to throb
(shades of Aqua...everyone hide). You then click on the
screen where you want to use the item. This is all well and
good, but because the cursor doesn't change, it's easy to
miss which item is selected in the inventory. What's hard is
figuring out what to do with most of the items. It seemed at
points as if the programmers had rock graphics lying around,
so they threw them into the game without knowing where to
use them. But more on that later. For now, let's stick with
the interface and discuss movement.
As with
DreamCatcher's
The
Forgotten: It Begins..., you can scan your
environment with full 360 degree movement. Holding the
button while moving the mouse slightly to the left or right
allows you to spin in that direction rather than to simply
jump 45 degrees or so to a different picture. To a lesser
extent, you can also look up and down and zoom in and out.
This feature is exceptionally well implemented, and helps
pull you into the world...you don't feel so much like you're
just in a museum looking at paintings. A nice touch is that,
even when scanning the environment in this fashion, your
cursor will change to the action icon when you come across
an item that can be manipulated. However, the 360 degree
scanning did cause some jerky animation. If you click on a
hallway to walk down, the screen jumps back to the view from
which the animation is supposed to start, of course, which
was sometimes discombobulating.
What's especially odd about the game is that in most
instances the Quicktime movies actually looked better than
the rendered graphics. This speaks well of the movies, but
not so much of the graphics. I mean, the worlds were
beautifully designed--easily some of the best I've ever seen
in an adventure game--but the implementation of these
designs was blotchy, especially in darker scenes. Is this
the price we must pay for 360 degree movement?
The sound effects and music in The Crystal Key
were...well, I'm not sure what they were. It seemed that the
creators opted against using either, replacing them with a
subtle, yet bizarre combination of the two. I'm big on
music, and I feel that some good themes for the different
worlds would've added more character to each. Luckily, the
graphics handled that job pretty well, so long as you were
standing still or were in a Quicktime movie.
And now
to the puzzles, sorry for keeping you waiting. Although most
kept the story moving along, some seemed completely
arbitrary; puzzles for puzzles' sake. Others made no sense,
almost as if they were designed to be solved by trial and
error. And have you ever played a game where your success in
completing a task depended not only on flipping the right
levers, but also on how quickly you flip them? Who needs
that aggravation?
Apparently, I do. Despite its faults and my
preconceptions, The Crystal Key became one of those
games that kept me up well past my bedtime. The puzzles (the
ones that made sense, anyway) were intriguing enough to keep
me at them, and the worlds were so attractively designed
that before I quit the game I always had to explore just
beyond those trees. Now inside that cave. Now over by that
building.
The Crystal Key may be formulaic on the surface,
but inside it has enough unique elements to help it break
out of the shadow of its predecessors. It may not be enough
to herald the revival of the adventure game, but it's a
solid start. I'll be closely watching DreamCatcher
Interactive to see which of the many games slated for
release this year finally pushes them to the top of genre.
I'm betting on "Christina Gualamaharia: The Quest for A
Name." Say, how about Christina Arkonia, or even Christina
Ozgar? Just some friendly advice from a concerned citizen.
Applelinks Rating
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