Demon's Crest

Demon's Crest

released on Oct 21, 1994

Demon's Crest

released on Oct 21, 1994

This is the third game featuring Firebrand from the Gargoyle's Quest series. It is side scrolling platformer.


Also in series

Gargoyle's Quest II
Gargoyle's Quest II
Gargoyle's Quest
Gargoyle's Quest

Released on

Genres


More Info on IGDB


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Remember when UMvC3 introduced FIrebrand as a playable character and everyone went "WHY TF THEY ADDED THE GHOSTS & GOBLINS GOOMBA INSTEAD OF X????"

Well turns out that Firebrand is the protagonists of some more obscure titles in Capcom's library. I didn't know at the time about that, so I decided to check out one of them out of curiosity. And I wasn't expecting it to be this solid.

Demon crest was a surprise: a title where you play as an actual imp witht ehability to fly, as you explore some hellish levels and grim environments is a metroidvania-like style, with lots of explorations and abilities.
The enemies are terrifying, tbosses are challenging, the levels are tense and the soundtrack fits the mood perfectly.

Overall it is a great time, though I don't deny it has some issues. Primarily I feel that, while Firebrand himself is a cool character with a lot of combat and movement options, it can move a bit too slow, and the often forced backtracking of the different levels can make the experience a bit too annoying sometimes.

Regardless, a neat surprise, for sure one of the biggest surprised in Capcom's catalogue.

A grande parte do brilho desse jogo para as outras pessoas é o que faz ele perder uma boa parte da graça pra mim. A cultura do SNES de utilizar "segredos" como forma de aumentar o fator replay simplesmente não casam bem com o que eu gosto. Apesar de tudo, ótima ideia e muito bem executada.

Played on Super Nintendo Entertainment System - Nintendo Switch Online, but didn't make it very far. It's not that I think it's a bad or a boring game, but it's just not for me, so I will not be returning to it.

This is one on the Switch Online SNES service that I've had a mind to play for a while but finally got down to actually doing when I was helping a friend with their fundraising Twitch stream last weekend. I had night crew duty, so once the other night crew went to sleep and I didn't have friends to play Kirby with anymore, I cracked open this to play on stream. I ended up beating it juuust as the person hosting the stream woke back up, but then I put a few more hours into it to get the best ending (or at least to try to XP). It's not the hardest SNES game I've played, but it's up there for sure. It took me around 6 or so hours to beat the SNES version of the game on the Switch Online service with limited save state use.

Demon's Crest is the third and final game starring Firebrand, the red demon from Ghosts 'n' Goblins. 1000 years ago, a demon named Phalanx defeated Firebrand and threw him in the underworld's arena, and that's where the game starts. However, at the end of this match, the force of defeating your foe makes a shockwave powerful enough to break a hole in the wall to freedom! After once again dispatching your previously-not-actually-dead dragony enemy, Firebrand sets off to set the underworld free from under the foot of the demon king Phalanx and his foul machinations. Firebrand himself is a silent protagonist, and there ultimately isn't that much story in the game save from talking with the one demon NPC in the city and then with Phalanx himself.

There are several endings to the game, depending on how much of the collecting you've done: If you go to fight Phalanx immediately, if you collect all 6 power crests, and if you collect EVERY item (very much like how Mega Man X hides its super weapon), and Phalanx gets harder for each better ending you want, gaining first an actual dungeon (it's not finished yet if you go too early XD) and a second form, and then a much more powerful third form. Beating the game even nets you a secret password for a new game+ with a new powerful gargoyle form and you can fight a much MUCH MUCH harder true final boss. Phalanx, like the rest of the bosses in the game, is a pretty good fight (though his third form is a bit too tricky to be much fun, I found), but the true final boss (some "out of nowhere" actual strongest demon simply named Dark Demon) is an absolutely awful test of luck and endurance and I didn't have the patience to actually kill him for his ending (I gave it an hour and a half of my life and I won't give it any more XP).

The gameplay itself is a bit different from the other Gargoyle's Quest games, playing a bit more like the weird Metroidy cousin to a Mega Man game than the sort of weird cousin to Zelda 2 the other GQ games play like. There's a Mode 7 map to fly around in, and from there you go to locations (some of which are pretty well hidden, but those are optional) and those locations are your levels. Even the game's one town is actually a level. This is functionally your level select screen, much like a Mega Man game. However, each level has multiple paths leading to different bosses (not to mention oodles of hidden power ups and secrets), so the game's 6 levels feel more like 10-ish. Of those goodies are pieces of vellum you can get spells put onto (which I never actually used since they're not that useful), bottles to put potions into (which can do everything from teleport you out of a level to giving you a full heal), or even give you new modes of fire. Finding all of the variations on Firebrand's normal fire breath actually nets you one of the crests you need for the best ending, although these breaths themselves tend to be either used for progression (breaking breakable blocks) or just slight power upgrades.

Speaking of progression, Firebrand's main mode of travel is jumping, clinging to walls, and then a hover he can do indefinitely until he gets hit. That hover kinda compromises how levels can be designed, and so they tend to be pretty dangerous and narrow so you can't just fly over everything. Additionally, as you find the actual crests (all rewards for beating bosses, Mega Man-style, although not every boss drops a crest, and most actually drop health upgrades, Zelda-style), you also get rewarded with new gargoyle forms! These forms let you charge through barriers, not just hover but fly, and even swim in water. Unfortunately, you can't have the previously mentioned Firebrand breaths at the same time as a crest form, and especially once you get later forms that are literally just super-powered up Firebrand, the extra breath forms kinda become either extremely situational or outright useless (I basically never used them at all). The level design isn't Capcom's best, but it's still really solid and generally fun and fair feeling. Really, Firebrand's kinda slow movement and the general difficulty of the game hurt the flow of the level design more than anything.

Talking about the difficulty, it's kinda a weird one. Because the game has a level select (although more levels are opened up later as you get more gargoyle forms, so you can't go genuinely anywhere at the start), the difficulty at the start is one of those cases where there's an intended path, but you can do it in many potential orders. What order you take will determine what order you fight bosses in, and some like Flier SUCK as far as how maneuverable they are compared to you and just how much health they have. The game has a real "inverse difficulty curve" problem, where it starts out hard and gets easier as you go on, but largely because you're just more survivable, as well as just getting better at the game. The more moderately difficult parts of the game are good fun, but the more punishing stuff (particularly those hardest bosses) feel more clumsily designed than a genuinely fun challenge. Thankfully, the game is pretty ahead of its time in that it doesn't have any life or continue system. It uses passwords to save progress, unfortunately, but you can have as many attempts at a boss as you want because you effectively have infinite lives. It's not an easy game, and it's definitely one of the harder Capcom games I've played, but overall the difficulty is pretty nice once you get past the bumpier beginning parts.

The presentation is pretty nice, and about what you'd expect for a late-life SNES title. The music is pretty darn good. Nothing particularly MP3 player-worthy, but all good tracks that fit their environments well, as you'd expect from Capcom. It's also a very pretty game, making beautiful enemies and landscapes of the demon realm, though the animations are often limited. Later levels can hit a bit of slowdown, but it's nowhere near as bad as I'd heard it was, and overall the game ran really well. Even the slowdown that was there never impacted my ability to play it, which was nice.

Verdict: Recommended. It's got some rough aspects to it, and the difficulty problems will definitely turn some people off, but this is a really solid game! The physical cart is hideously expensive, but the Switch Online service is a really great way to experience this game. If you want some Mega Man-ish, Metroidvania-y fun in a SNES-era style, this is a great way to spend a weekend~

Just 100%ed this and holy moly this game rules. Challenging at times but never too hard and goddamn the atmosphere and art is amazing. Huge fan of this series. I’m now in my gargoyle era.

The most likely scenario for a sub-series like this is that, after one attempt, it would just fade away while the main series would take over, and yet, this was not the case with Gargoyle’s Quest. These titles wouldn’t go onto being as widely talked about as the main Ghosts ‘n Goblins series, but they would still hold up in terms of quality quite a bit, with each game being very fun, simple platformers with interesting gimmicks that made them interesting to check out, despite their faults. But naturally, every demon has to die at some point, and thus, the series would be concluded after only a four year run, while the main GNG series would continue to go on for… not long at all initially, but hey, that would also come back eventually too. However, before the series could die off, there was one more title that would release for the series: one that doesn’t bear the Gargoyle’s Quest name, but one that would continue the same gameplay, while innovating on it beyond anything it had resembled before. This game would be known as Demon’s Crest.

Just like with the other two Gargoyle’s Quest games, I had never played Demon’s Crest until not too long ago, even though I had seen it in action before. Unsurprisingly, the game is the best looking and most impressive of the bunch, which definitely left an impression on me when I first saw it, as I love this type of gothic-horror shit, especially from this era of gaming. Seriously, how can you not at least be impressed by some of the sprites in the game, like the dragon corpse you fight at the beginning of the game? But anyway, I decided to give it a shot, and yeah, I’d have to agree with most when they say that this is the best game in the series, and one of the hidden gems of the franchise as a whole. It does have its faults, ones that I haven’t seen many others touch upon, but it still stands as one of the best titles in this series as a whole.

The story is typical enough for this series, where the Demon Realm is in a war over who will claim ownership of the Crests, six magical artifacts that, when combined, can give you the powers of a god, and after plenty of fighting, Firebrand manages to gain all of them, only to have them then stolen by the evil Phalanx to use to take over the realm, so it is up to Firebrand to gather all of the crests once again and take him down for good. It is a simple enough scenario, but one that is presented in a, for lack of a better word, epic way, and it does make you more curious then before to give the game a shot. The graphics are fantastic, having that gothic style that I mentioned earlier, while also having fantastic sprites for Firebrand and his forms, the enemies you find, and especially the bosses, the music is pretty great, having that gothic, organ-y tone throughout most of the entire game, making the tracks great to listen to as you trek forward, and the control/gameplay is very similar to that of the previous game, but changed up plenty in terms of how you approach playing the game.

The game is a 2D action platformer, where you take control of Firebrand one more time, go through plenty of different gothic locations all across the realm, defeat plenty of enemies using your various gargoyle abilities while taking on plenty of tricky platforming segments, gather plenty of different items to help you get other items from shops, as well as plenty of upgrades throughout the land that can boost your abilities in plenty of ways, and take on plenty of large, grotesque creatures that will give you quite a challenge if you aren’t up to the task. When taking into account several different aspects of the game, it is very similar to that of the previous games, but then there are all the new elements brought into this game, as well as all of the elements that were changed around, and it almost feels like it came from a completely different series.

When you first start the game, it feels like your typical Gargoyle’s Quest affair, going through a linear level, defeating enemies, getting items and fighting several different bosses: nothing you haven’t seen from this set of games before. But then, when you defeat the final boss of that opening stage, you are then given a new powerup that allows you to transform into a different form, which catches your interest immediately. This is then followed by you being thrown into the overworld, and from there on out, almost the entire game opens up for you. You can now fly to plenty of other different locations throughout the map, take on plenty of new stages, fight bigger and badder foes, and find shops to buy more items or to get more money. These elements aren’t anything particularly new for video games, but to see the series being evolved from what it was before, a game trying to be an RPG, to this, is something to behold.

Another thing to appreciate about this approach is that, upon beating that first level, you now have this sense of freedom that not too many other games at that time had. Yeah, some of the levels are closed off until you complete certain objectives, but that can’t stop you from going to plenty of other levels, taking different routes, seeing what else is available to do, or even beating the whole game immediately. Seriously, you can just go straight to Phalanx to take him out if you want to, without playing through any other level, which may seem pretty anti-climatic, but the fact that the game gives you this option at all is something you don’t see every day, and is something I really appreciate. But even then, if you do decide to go beat the game already, you would then miss out on where this game truly shines: the upgrades.

Throughout the game, you can find many different items throughout the stages, each one either helping you carry something to use on your journey, or ones that will make you stronger as you keep going. These items can range from simple health upgrades, potion bottles, or scraps of paper for spells, but then there are the talisman that you can find, each one giving you a new ability to use, such as being able to break blocks, climb up walls, and take less damage. None of these compare to the crests though, for when you get them, you are able to turn into different gargoyle forms, such as one that allows you to break heavy objects on the ground, one that will let you fly high to the skies, and one that lets you swim underwater. Each one of these forms can be very helpful in plenty of situations, not only for defeating your foes, but also for exploring around the stages more to find new items, as well as new paths to take which can lead to extra pathways, bosses, and rewards. There may not be that many stages in the game, but they make up for it by making these stages meaty, and you will wanna see every corner of them before your journey is all over.

All of that is well and good, but there are some elements that do hold it back, such as the fact that this is still Ghosts ‘n Goblins, which means it will not be afraid to jam that fleshy head of yours straight into a vat of spikes. It is easy enough at the beginning, but it can get hard pretty quickly, and you will need to bring your A-game to take on some of these challenges. Although, even that may not be enough at some points, as I swear, there are just some parts in this game where it seems impossible to get through without getting hit, even though I tried plenty of times to make that the case. It’s not that big of a deal, I’ll take the hit like a man and move on, but still, that does kinda suck. And speaking of things that kinda suck (stop thinking that), this may be a personal peeve that I have with this game, but it is a peeve nonetheless: why can’t you crouch? There are plenty of moments in the game where you will have these pots or enemies that you can’t normally hit on the ground, all because you are too goddamn tall, so your fire goes over them, and you have to position yourself to where you can actually hit these things. Sure, you do have different forms and tools to take care of that for you, but then that requires going into the menu, going to select the form, leaving the menu, and uggggggggggggh……… it could’ve gone by so much faster.

Overall, despite some gripes that I have with the game, personal or otherwise, this is definitely one of the best ways that this sub-series of games could’ve ended out, managing to retain the same basic gameplay that fans have come to know and love from this series, while also expanding on it tremendously to where it could never go back to what it did before… at least, if it had the chance to. I would definitely recommend it for those who were fans of the previous Gargoyle’s Quest titles, as well as those who are a fan of more open-ended platformers like this, because this game will give you plenty of what you want and love out of these types of games, and you will feel satisfied by the end of it. Unless, you know, you do end up going to fight Phalanx right away, in which case you end up throwing the Demon Realm into chaos anyway… so, way to go there, ya demonic dickhead.

Game #520