10 - Crystal Warriors (GameGear)https://vgcollect.com/item/8547First thing I did when I started collecting GameGear cartridges was to look up all rpgs, and
Crystal Warriors was one of the first GameGear-titles of that genre I ended up finding and purchasing. Playing it the first time in 2018, it kinda impressed me with it's graphics and Gameplay, but I didn't got to beat round 3, so … yea, I abbandoned it - up until now. One of the first actual pile-of-shame titles I can present to this challenge this year, thanks to many guides and walkthroughs I studied before this re-try.
As for all the games I play and review in here, I can only focus on the systems and games I personally own, which limits me on PAL-region releases only.
As I already mentioned,
Crystal Warriors - or Arliel: Crystal Densetsu in it's original japanese naming - is a strategic rpg developed by Sega's Consumer Research and Development Dept. #2 (CS2) and was released in Japan in late 1991 and later in 1992 inside europe and the US.
The game shows a lot of resemblance with the first Shining Force title released on the Sega MegaDrive by that time and is also set in a fantasy world full of monsters and mages and castles and war.
This time the world itself isn't explicitly named, but according to the games introduction, the story takes places on a continent called Tyramus. Peace lasted a 1000 years, assured by the four elemental crystals of earth, wind, fire and water kept at their places within the just kingdom of Arliel, which the japanese original is named after. But this peace that seemed to last for eternity fell apart as the evil Emperor Grym of the neighbouring Jyn Empire decided to invade and conquer Arliel to claim it's powerful crystals for himself and his deeds. One fortress fell after another under the constant assaults from Jyn's fearsome forces consisting of all types of swordsmen, halberd-swinging lords and even mages, wizards and bloodthirsty werewolves led by Grym's loyal generals, all bearers if unique power and malice. Leaving land and peasants in agony and despair, the invasion also brought with it the occurance of grimy monstrous creatures all over the conquered territories, further threatening the lives of all of Arliel's innocent citizens. King Frederick of Arliel and his royal guard fell while bravely defending one of the crystals and soon all but one of the powerful relics were in Grym's clutches. That last crystal mysteriously disappeared along with King Frederick's daughter Princess Iris … the female pink-wearing, turban-rocking blue-eyed blond protagonist of this game, making her dead Daddy proud by massacring through Jyn's armies in order to regain all four crystals for Arliel to bring back peace again and so on...
Frankly, the four-crystal-plot ain't that creative at all even by the time Crystal Warriors was developed or released, and the crystals themselves don't really matter within the game in any markable way. The only aspect standing out so far is playing a heroine istead of a hero. The evil Empire invading a peaceful nation on the other hand seems suitable for a strategic fantasy rpg, though also not very innovative.
So the goal in this game is to overcome the Jyn Empire's armies in 16 different battles (rounds) either by defeating every single enemy unit on the map or entering the enemy's castle when it's unoccupied. Guess what: the enemy can take your castle too, to make it a little harder for you. Princess Iris herself acts as your own unit on the map, accompanied by up to 8 other playable units of various classes such as ranger, lord, mage or healer, essentially the same types of fighters the Jyn Empire pulls out it's sleeve. To add up to the threat the Jyn-forces mean to you, the dangers for your humble troups are further increased by different types of ferocious monsters, roaming especially earlier rounds. The two parties take turns in moving units and attacking their enemies across the map dividing the gameplay in offensive and defensive phases. The Maps themselves consist of numerous different terrain type tiles, some decreasing the amount of tiles a unit can travel within it's moving-phase, so traversing desert, narrow water or forests will slow down your units. When attacking or being attacked by a Jyn-fighter or monster, the perspective changes from the top view grid-like map into a sideview perspective of the actual encounter. Within this encounter, starting with the attacking unit, up to two rounds of ye good ol' round-based choice-menu-driven combat are exchanged. Everytime you defeat a enemy unit or monster, the unit delivering the deathblow gains 4 experience points and an amount of money differing according to the slain opponent. Every unit can level up to level 9 this way, which happens faster than you might suggest, leaving you mostly wondering about an equal experience distribution within your army than strategic usage of your troops. Besides the different fighter classes, the most strategically important aspect and key to master this game is the elemental system embedded into the battle: Every unit, even monster belongs to one of the four elements. Earth is neutral, water beats fire, fire beats wind, wind beats water ... the basic rock/paper/scissors stuff. You might rightfully suggest this to force you to give a good elemental mix to your fighting force. A feature I consider highly intriguing in
Crystal Warriors is some of the classes ability to tame monsters when defeating them, being able to collect up to four different monsters to letting them fight for them during encounters. Again, those creatures also each belong to one of the four elemental groups, giving the tamer the opportunity to harm even units his own element is weak against. Eitherway, using the elements to your advantage is the core strategy to beat this game. Besides that, there are just a few cases in which the map itself dictates your movements. Anyways, almost every little "mistake" made by the player can easily end up in one or even more of you units being defeated ... meaning actually dead, never to return back, because once defeated, a unit is gone for good in this game. Summed up, all those aspects make a real good strategic rpg handheld title for many hours of gameplay. Being released in 91/92, this game is actually technically quite impressive for a GameGear cartridge.
Adding to the technical and gameplay aspects, the games' graphics are simply magnificent. Battle maps and towns are all drawn in colourful textures, even a bit detailed, albeit the limited capacities of the system. The visuals of fighters and monsters really shine in this game with every character having an own detailed colourful picture shown when the player selects them on the screen. The designs of the armor and fighters themselves is very cool and everything just looks amazing. The battle scenes, despite lacking any background graphics or pictures, are also presented with detailed animations and graphics, really showing of some of GameGear's colour palette indeed.
Music of the game is composed by MACKY, according to the credits. MACKY is an artist-name for a Dude called Yukifumi Makino, soundproducer for Sega CS and later head member of Sega Digital Media, which transformed into Wave Master. He is credited with the sound programming and production of many Sega games, including many Sonic the Hedgehog titles.
Crystal Warriors is a title he actually composed the score for.
Most of the pieces in this game deliver a lively, almost to-happy-for-a-war-game vibe, but all pieces are somewhat nice to listen to and not to boring despite all being loops of limited lenght. The only memorable piece of music I found is the battlefield theme 4, which plays in rounds 15 and 16. I actually posted it into the classic games -> retro games music thread here on VGC-forums, so feel free to take a listen. It kinda kept stuck in my ears.
Owning this cartridge for about 7 years now, I'm glad to have finally finished this game. At first it frustrated me with it's relentless difficulty, but once I got into it I found it to be highly enjoyable. Actually Shining Force for GameGear

if you're into strategic rpg's like this, this is one your for commanding pleasure.
the 10th game finished this year ... better, than anticipated.
