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Crystal Key 2
Review by Jen
April 2004
The Best Laid Plans of Mice and Men ...
You know how sometimes you'll cook up a scheme inside your head
and it's a beautiful thing? Flawless, totally cohesive, every
part perfectly in synch with every other part? And then you pull
it out of your head and try to put it into action and not only
does it not work how you thought it would, but nobody understands
what the hell you are trying to do because your synapses don't
show? Mm-hmm. That's what we have here with Crystal Key 2.
Confession Time
Though it pains me to admit it, I sort of liked the original
Crystal Key. It'll never rank among my favorites,
but had I been the reviewer I would've probably given it the thumb
up, same as Orb. It was a B game that was fun to play. It was
also, and continues to be, wildly (and unaccountably) successful
in terms of sales. Hoping to birth and capitalize on a shiny new
franchise, Dreamcatcher commissioned a followup. I don't know
wherefrom the developer Kheops arose; most of the personnel in
the closing credits are still listed under "Earthlight,"
developers of the original; I have a sneaking suspicion that Kheops
is the landing place of some of now-defunct Cryo's ex-employees.
The original Crystal Key held together a lot betterall
of its parts were in the right place, there was sufficient clueage
for the puzzles, and the graphics were nice, for their time, anyway.
Not so with the sequel. Mostly it's like trying to swim through
a mudbathyou can't see where you're going.
These Boots Were Made for Walking ...
Maybe the mudbath is not the best analogy. You can see
where you're going ... over and over again. Most of your
gaming time will be spent traveling from location to location.
Probably three-quarters of the game screens have absolutely nothing
to do or see in them. Ever. And the way the game's laid out, you
start out with one hub that serves as the launchpad to three or
four other locations that in turn serve as the jumping-off point
for another set of locations, etc. And getting from one hub to
another involves three or four screens of travel each, plus
one or more traveling cutscenes, long ones, too. One of these
hub areas in particular is extremely dark and confusingly mazelike,
and I rued every time that I had to go back in there again. Luckily,
you can skip the cutscenes with a tap of the spacebar, but unfortunately
you can't bypass any of the repetitive trekking. This could have
been better handled by forcing you to find each location once
but then making it available ever after via a single map-click
(with no attendant cutscene).
You Just Can't See Where the Game Is Going
Where the mudbath analogy does apply is to the puzzles. The designers
did a great job in placing the puzzles within the events and environment
such that they don't seem at all out of context; however, the
solutions to some of these puzzles are as clear as ... mud! For
example, one puzzle requires you to make note of hard-to-spot
symbols in three different, completely unrelated, locations and
then use them appropriately in yet another completely unrelated
location that's twenty-five screens away from any of the three
clues. To be fair, when you see the puzzles to which the symbols
are the clue, you immediately understand what to do. But if you
missed any of the clues the first time around, good luck! At least
one of them is nearly impossible to find unless, at exactly the
right node, you happen to fall out of your chair while holding
the mouse, thereby setting the scenery to spinning wildly, and
then the mouse stops over the hint as you right yourself and say,
"Hey! I might need to know that later!"
And other of the puzzles either have no clues at all or require
the type of logical leaping that's simply not possible unless
you're able to drill a psychic tap into the minds of the designers
and see those synapses at work. You are left with the choice between
revisiting every one of the multitudinous and hard-to-reach locations
in the game and trying every inventory item on every hotspot and
at the same time hoping you already have the item you need so
you don't have to do this all over again in fifteen minutes when
you get a new item and all the while closely inspecting your surroundings
in the hope of uncovering a heretofore overlooked hint (whew!),
or frequent use of a walkthrough. The first option is frustrating;
the second, unsatisfying. Either way, you, the player, are the
loser in the gaming-good-time lottery.
WTF?
I'm not even going to talk about the story here. I'm not sure
what it was. Here's what little I was able to glean: The events
of the sequel take place some 20 years after the end of the original
game; you play in the first-person as a youth named Call, son
of the hero of The Crystal Key. While the interplanetary-megalomaniacal
Ozgar had been defeated in the first game, his war machine lives
on. The Balial, as the bad guys are called, have unleashed some
kind of biological warfare that turns people into worker zombies
who will build and amass weapons to sate the invaders' appetite
for destruction, unless you can find a way to stop them in time.
You are one of a very few left standing, and only you can save
the universe. Creative premise, huh?
Illusory Interactivity
One thing the designers did right in Crystal Key 2 is
ditching the tired ol' conventional conversation tree. Branching
dialogues are typically included in games even when you have to
select every option anyway and your choices have no bearing on
the outcome"illusory interactivity," I like to
call it. Well, I was never tricked, and I have often wished these
types of conversations would play out automatically without my
having to click-propel them. Crystal Key 2 does it that
way, and I appreciate it.
On the Nature of Glass
The graphics are positively crapalicious. There are gigantic
compression artifacts all over the place, and there is some kind
of weird wavy distortion, like watching traffic through a thick
antique window, when mousing around certain areas. Many of the
screens are aesthetically pleasing, if rather run of the mill,
but others are too dark. I can't tell if they're 3D or not; at
times they look prerendered but then every once in a while a 3D-style
incomplete-render seam will pop up, or the painting-on-a-sheet-of-glass
dimensionlessness that sometimes occurs in old-school 3D games
is visible. In any event, movement and panning are inside-a-sphere
node-based, so those aspects at least do not take advantage of
any 3D-ness there might be.
A Question for the Ages: Does Size Matter?
I solved most of the puzzles on my own while making liberal use
of a walkthrough for those continual where-do-I-go-next pickles.
The game lasted about six hours. I am an experienced adventure
game player. I can envision an inexperienced player (or one who
is not willing to cheat) getting 30 or more hours out of the game.
I can also feature that selfsame inexperienced player never buying
another adventure game if she comes away with the idea that this
is representative of the usual quality of the genre.
Things I Want to Say That Don't Warrant a Whole Paragraph
- The voice acting isn't bad, but the music can be summed up
in one word: Cheesy.
- You could die in The Crystal Key; there is none of
that in the sequel.
- There is no Mac version this time around.
- I got super-tired of hunting all those consarn pixels.
- The game is subtitled for the hearing-impaired, but then there's
a music tone puzzle that would be impossible for the deaf.
- There is one really fine puzzle that involves putting together
several clues from disparate locations, in a way that intrinsically
makes sense. If only the whole game had been like that ...
- There are lots and lots of loose ends that never get tied
up, including some puzzles you must solve for no apparent reason
whatsoever.
- The people all stand in the same place for the entire game.
Except one guy who moves to a different place once at the beginning
and then stays there for the rest of the game.
- Save early and save often. Aside from the occasional hard
hang, dump to desktop, or spontaneous restart, there is at least
one reported dead end.
By the Skin of its Teeth ...
I really wanted to give Crystal Key 2 the cornpoop, but
I couldn't quite bring myself to do it. True, it is not at all
fun to play and doesn't have much else to recommend it. But it's
obvious that the designers put a lot of heart into it. I get the
feeling they did their best; unfortunately, their best isn't good
enough. I have to give them some small credit for trying, though. 
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The Verdict
The Lowdown
Developer: Earthlight/Kheops
Publisher: Dreamcatcher
Release Date: March 2004
Available for: 
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System Requirements
Windows 98/ME/2000/XP
600 MHz PIII or equivalent
64 MB RAM
16X CD-ROM drive (24X recommended)
32 MB DirectX compatible video card
DirectX 8 compatible sound card
Keyboard, mouse, speakers
Where to Find It
Amazon.com
19.99

Prices/links current as of 04/19/04
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