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


Reviews View More

It can be more or less easy if you know what you are doing. The last 2 bosses, though, are insane. The final boss is pretty hard, specially its last form but the true last boss is straight up crazy. The rest is excellent, wish there was more like it in the snes.

Demon's Crest was a bit of a mixed bag as a sequel. Visually it was a fantastic upgrade from the previous games with some really nice sprite work. As a platformer, it swung too far in the other direction and was too easy relative to the older games. The level design was also mediocre in the sense that you could fly over chunks of the platforming rendering it somewhat pointless.

Definitely not a bad game or anything but I never exactly felt like I was having a lot of fun either...? The game's difficulty is also relatively average, no idea why people insist it's actually hard when i'd say only a handful of bosses actually come to the level of being above average difficulty (not a knock on the game just an observation).

I can't really pinpoint why this game is the definition of 'mid' to me but i'd definitely say the biggest issue is just how simple and boring the level design can be. A lot of things can be ignored by flying and there's never any actually interesting platforming required out of your moveset and i feel like this is largely due to the game being non-linear.

However, unlike a mega man game (which this game more closely resembles X series with its collectible upgrades) the difficulty and level mechanics all seem to be set at a much lower skill floor with hardly any varied mechanics or mechanics that seek to really challenge what you have/can get so that the player can have a 'fair' chance is what i'm assuming.

None of the crest forms ever feel like they try and cover different bases in any meaningful way either. The crest of water is purely meant for water segments (which will pretty much only matter for one level that isn't very good imo). The crest of earth you're never going to want to use outside of mandatory block breaking and maybe for bosses for the increased damage output. The crest of air is pretty much just a better crest of fire and the same goes for the crest of time.

The open map structure of this game doesn't feel justified to me when the level design is all so incredibly barebones so revisiting areas for upgrades (which you seriously do not need many of) isn't exactly very appealing, especially when there's no sort of "escape" option like in MMX without wasting time and game-overing upon backtracking to an already played stage.

I really do think the game could have benefitted a lot from just having a linear stage structure considering how the upgrades aren't very necessary or fun to obtain and the forms all basically used for one purpose or overwrite one another.

Everyone should 100% this game someday.

Demon's Crest is one of those games that's nut-crunchingly hard without feeling unfair. I get my ass kicked in the boss fights, but I feel like it's because my slow ass can't keep up...well, maybe they do have a bit too much health. At least the game has infinite lives, meaning infinite tries without taking away your checkpoints, which is almost unheard of for an old platformer. The atmosphere, Mode 7 overworld map, background effects, and minor adventure/RPG elements are all quite impeccable. This game's graphics and sound are definitely high-end for SNES, befitting the Capcom brand.

I would probably love this game if it didn't kick my ass so hard, but I'm sure a lot of other people love it just for that.

Esse jogo é aquela bebida que só os mais velhos conhecem e cada vez que você a bebe fica melhor.