Reviews from

in the past


Crazy to me that this was made largely using royalty free assets, the character models, music, everything. And yet it still has this really nice singular charm to it! If you yearn to play an RPG but are concerned about delving deep into world matters and story, don't worry this has you covered. Story aspects are largely barren but if you are going in looking for something like that this is perfect and real cozy.

One big part of the game is gaining new platforming upgrades, letting you navigate the world more. I love this mechanic. Grind some enemies, upgrade and change classes, search the area for little hidden rooms with treasure.. yeah. Really dig this. I think its pretty cheap too.

Could be better, but as an early-access game, I have hope that this will become one of the best FF-likes on Steam.

Gives a great feeling of Adventure that carried me through this fun title

endless amount of content and a voxel style isometric open world[mostly] battles are tactical turn-based but its obvious by the amount of options/customization that is was the best battle type to get the most out of them. only reason i rated 4/5 is because it starts very with either a long tutorial type sequence or nothing


This is a game that I really honestly wanted to like a lot based on what it tries to accomplish but unfortunately, it ultimately falls flat in al to of ways for me. From reading the other reviews it does seem to be intensely hit-or-miss and so I'll sing my praises and air my grievances and allow one to draw their on conclusions.

First and foremost, the boss fights in this game are a thing of beauty, and honestly, a game designed around these would be beyond fantastic. The game does an exceptional job of showing you the various mechanics and how they interact amongst your party...and then using those boss fights to push that to the limit and make you really think about how to use what you've discovered.

Similarly the combat is generally fairly engaging and difficult, but all the enemies are on-screen so avoiding them can be doable. The stronger you are in comparison the less likely they are to give chase so you needn't really worry about having to fight weaker enemies while traversing through old zones.

However, the weak points in this game, for me, is exploration. If I were 15 or 16 again, back in high school, with an entire summer off to just immerse myself in this game I would absolutely love it, I cannot deny that in any capacity. But the exploration requires some very precise platforming and shifting of different animal mounts which do different types of movement and when you reach points without maps and you have no idea where to go, all you can really do is guess and see if you're right or wrong.

Beyond that, the game prides itself on its open world and to be fair, when I first started it was quite impressive to journey and to be able to find out where I was going and just learn piece-by-piece where everything was located, and getting to explore. But as time goes on, it becomes less and less apparent of -where- you need to go and -what- you need to do. You end up feeling kind of aimless, and that doesn't bode well for wanting to continue.

Lastly, while the classes are interesting, they all feel as if they're derived from the same cloth. They don't really feel distinct enough to warrant an interest in going to hunt all of the different classes out there and that leads to some complacency and lack of interest as well.

There are a lot of really good ideas here, and I'm shelving it for now but I will eventually come back and update the review, but I might be playing with a guide just to avoid the aimless wandering without direction.

I enjoyed what I played, but abandoned it as I found it lacked any forward momentum to drive you to see what's around the next corner.

If you're happy with finding the fun yourself in this large open world then you'll love it. I just expect to feel a bit more progression through story or new wonders to be seen. This offers more game, which a lot of people want.

If I made a game, and I say this with zero game dev experience, it'd probably be something like this. Not necessarily my "dream game", but this has so, SO much stuff I'd put into a game.
A class system with that allows for a lot of creative synergy? Check. A huge world that has tons of hidden bosses and secrets? Yep. Challenging turn based gameplay where even the non-boss encounter requires you to give it your all? Got that. A story that... actually the story really isn't there. If a normal RPG is about 45% story and 55% gameplay, Crystal Project is closer to... 2% story, 98% gameplay. For context, my final game time on Steam was just under 40 hours, and there were several optional areas and superbosses that I haven't seen yet, plus a chocobo-like breeding game.
If you want to know if you'll like this game, then you'll have to love turned-based battles and exploration.
Let me stress this point, exploration is a huge component. Nearly as important as the the battle system. It starts fairly simple, but then you start to get mounts that allow you to reach areas previously unreachable. Still sounds standard... until you realize the game's world is all interconnected. It's an entire open world game made by one dev. Its kinda crazy. Not one area takes place in some separate dimension, such as entering a world map in other RPGs. You can fall off a giant cliff and plummet all the way into the ocean. And if you can swim by that point in the game, you can seamlessly go underwater and find treasure and dangerous foes in the ocean's depths.
Speaking of foes, this game is fairly tough all things consider. While it is possible in some parts of the game, most of the time grinding levels isn't an immediate "I win" tactic for the more difficult encounters. It certainly helps, but if you do a lot of side content then you'll reach max level quickly, and will still be struggling if you made your party poorly. The game does have your back in many ways. Your stat-increases are dependent on the class your character was when they level up, but you can rollback and redistribute them if you aren't satisfy with your build. The game is very transparent about its mechanics, like the exact calculations it uses when calculating damage, what party member an enemy will attack next turn; even the exact damage values, crit chance & crit damage, and accuracy percentage for every attack you do is clear as day.
I played on my new Steam Deck and it was the one game that didn't drain my Deck in 30 minutes, which was nice to say the least. Have had some notable graphical hiccups, namely with the world taking a bit too long to load after fast traveling or moving at high speeds. I had no issues with this personally, but a lot of music and game assets are used from many royalty-free dev sites. I felt it was done well enough that I didn't notice during my playtime, plus it does rightfully credit where they came from so it by no means tries to hide it. Only big issue I had was that I would've like a little nudge towards some of the more interesting discoveries in this game. This game world is massive and it can be exciting but also very overwhelming. I had to look at a guide (which there are so few of) more then once to get at least a vague direction for points of interest, some of which are very easy to miss.

If world building and story is what you love about RPGs, then this is ain't for you sadly. Me though, this was just sweet dopamine in my brain the whole way through.
Did I mention this game also has an in-depth randomizer? Like random bosses, enemies, class locations, items, and more? This'll keep me busy that's for sure.

Wow, yeah, this is pretty good!

What I Liked

-The exploration
Big honkin' ol' voxel world, and you can platform two (2) boxes high and three (3) boxes wide, which means that each time you get a new method of traversal it feels like a huge increase to your explorative capabilities. If you like exploring off in random corners and seeing what weird shit's there, this has a lot of that. The warp point limit (and I used the additional home points assist option) feels incredibly restrictive at first in a way that makes you appreciative of the world design later when it's no longer an issue.

Like, remember how in Dark Souls, you couldn't warp for the first half of the game, and that added a huge amount of texture to simply traversing to your next destination, and more importantly, back home after a major trip? Like, finding the bonfire in the bottom of Blighttown is a blessing because it's finally a bonfire and then a curse because now you're stuck in Blighttown? It's a little like that.

-The class system, most of the time
FF-style job system, right? If it ain't broke don't fix it. You get a main class with an active ability and passive bonuses and a sub-class's active ability. Support abilities are lumped into one big pool and each has a point cost, so there's some decent configuring to be had. I stuck with a tanky physical boy, a dex/agility DPS, an offensive spellcaster, and a healing/support caster, and it worked out most of the time.

-The battle system
Yum yum, give me that transparent turn order and damage numbers. I didn't get up to the kind of shenanigans I did in Bravely Default (Hasten World + Jump) but I had a few boss fights that came right down to the wire in a really satisfying way. I am always a fiend for Damage Over Time abilities and there are like three different kinds in this game fuck yeah.

-Assist options
No missable items is a nice one; there's a Lost 'n' Found vendor in the main city who sells all of the boss steal items and anything that was in a chest that wouldn't fit in your inventory. You can talk to an NPC and respec your level growths at any time, which is great for the kinds of people who would step on that one trap space in Final Fantasy Tactics that lowered your level, but you would do it with a crappy job with bad stat growths, so that you could level up again later with a higher tier job with better stat growths, thus achieving a net gain in stats. But I'm sure nobody would do this.

I turned on the multiple home points thing immediately, but in retrospect I might not have needed to. There are ways to configure the battle difficulty and to win minigames instantly and such (I will never race another Quintar again as long as I live). I also fiddled with the ones that let me configure EXP/Gold/Job Points rewards, which sort of leads me into...


What I Didn't Like

-The game is somewhat judgemental about you using the assist options
Once you turn them on, you can't turn them off, and each puts a permanent mark of shame on your save file. This is ridiculous. Just let me have the sliders set to 100% normally and let me move them up or down as I see fit, alright? Have a little trust.

-Long term progression is unreasonably tedious on Normal mode without using assist options (IMO)
Okay, so like, with this kind of JRPG, non-boss encounters are all about resource attrition, right? You don't want to use up all your healing items before you get to a boss, because you want to be as close to full power as you can. But you also need to fight them to get strong enough to fight the boss, so you can't just skip them all. It's the push and pull.

Encounters in this game will fuck you up. I assume I was pretty much on level curve, and I would often end bog-standard encounters with one or more party members downed or at low health. This is not bad in itself, but the game also has restrictive limits on how many restorative items you can carry, gold is fairly scarce, and equipment is expensive. By the time I was halfway-ish through the game, I was starting to dread reaching big new areas because I knew it would be a huge uphill climb.

Then I turned gold earned up to like, 150%? of normal. Enough to actually afford potions and at least one piece of the next equipment tier for the whole party. Suddenly everything got way more manageable, while staying tough.

-The map system
Specifically, the way it won't even show you where you are in the void if you don't have the map for that location. Look, fine, don't give me the minimap, but I deserve to know my relative location on the world map.


What I'm Ambivalent About

-The lack of story
It's not that there isn't a story, or that what's there doesn't do a decent job, but I could go for a little more meat here. For what it is, it's perfectly adequate, I guess. Just like, in Breath of the Wild or Souls/Elden Ring, the big-name "explore off in weird corners and see what shit's there" games, you often find things that tie back into the main plot and backstory and such or add flavor. In Crystal Project you might also find a sick sword, but it won't have a cool, evocative description that deepens your understanding of the world and its inhabitants. And that's fine, but I sorta wish wish it did, you know?

The only real exceptions to this I think are the final boss area and the secret boss questline. Except, because of how most of the game is, I feel like there's little point in thinking about it because nothing else seems to really have much going on narrative wise. I dunno.

-Long term class balance
There was never a moment where I felt like I learned a real game-changer of an ability. There's not really a Rapid Fire or Doublecast equivalent where you feel in your bones you need to beeline directly towards it (even though Doublecast is totally in the game, it has a bunch of caveats that make its usefulness limited to specific situations). The closest was probably the Red Mage Warlock passive that lets you regenerate 6 MP a turn for six turns every time you enter battle; never took that off my casters once I got it. Instead I got these moments more from finding or buying fancy equipment, which is neat but not something I felt like I had control over.

This isn't a bad thing per se, I think it's definitely by design to keep the classes balanced, but it does flatten the curve a bit. I didn't feel like my party had crystallized into true shitwreckers until, when I reached the level cap towards the end of the game, I decided I was done trying to fill out jobs, stripped my entire party naked, and respecced them all into what I felt were the best versions of themselves. Did pretty well after that.

In conclusion, Crystal Project is pretty good (IMO).

I've spent the last decade scrawling the trenches of Steam and Itch for a JRPG like this: the true gem in the rough, the solo indie project from someone who "gets it" on every level. Visually it looks like ass and there's minimal story or dialogue. The mechanics, though, are perfectly tuned and the world design is rich, expansive, and clever.

The combat feels strategic and fair because the numbers and outcomes are transparent, including the enemy's skills and upcoming action. It takes some time to learn its rules for timing and execution, but it's all deterministic and allows you to plan several moves ahead. The job system has the best parts of FFT, distilled down to unique skillsets with fascinating synergies and equipment-based builds. There are incentives to keep you experimenting, with gimmick bosses and enemies that will push you to review your builds. I spent most of the game feeling challenged, with many bosses demanding 3 or 4 attempts to defeat, yet rarely feeling impossible at my current gear or character level. Impressive, given the non-linear open world.

The world is huge and dense, leveraging voxels for verticality and depth in every zone. It even has some clever technical tricks up its sleeve in how it manages camera angles and cutaways when you're underground. The forced camera perspective takes some getting used to, but once I saw how many secrets and puzzles leverage this perspective, I began to appreciate it. This world simply wouldn't work if you could rotate the camera. There are secrets hidden everywhere you go, which speaks to another fundamental of good JRPGs: hunting for treasure. There are so many chests to find, and the rewards are worth the effort.

The constant platforming is easily the most controversial design choice. There are tight platforming segments packed throughout the game and many of them are not optional. Personally, I love jumping puzzles, but this may be more punishing than it needs to be. The placement of water and spikes is a concession to the need for a reset mechanism, but it feels silly. I found myself intentionally diving into spikes in order to respawn at my launch point. Still, I love the sweaty palms anxiety of these puzzles.

Otherwise, it's a world of subtle design, full of clever paths and shortcuts and sequence breaks to discover everywhere you go. As soon you've developed an understanding for what's possible, you'll get a new tool that causes you to reconsider everywhere you've been. But you rarely find yourself looking at an arbitrarily blocked path thinking "oh, I'll need a new item for that".

The artwork, music and aesthetics vary between acceptable and unpleasant because it's largely stock / CC / marketplace work. The choices are at least consistent, and there's an emphasis on simplicity (e.g. many animations are simple squash and stretch). My only technical complaint would be that, given the amount of 3D platforming, I wish the main character weren't a 2D sprite or there were more cues for depth.

The UI is better than it has any right to be. An under-appreciated fact of JRPGs is that half of the game is spent in menus, reviewing stats and equipment. Most indie games fall flat in this regard, but it's clear the author understood the importance of fluid, fast navigation through the interface. The biggest nuisance has to be switching between movement modes, but this is mostly an endgame frustration. I strongly recommend going into the assist menu and enabling the enhanced home point!

This is an incredible achievement. I'm grateful for the experience and I feel like I can finally leave this genre behind, knowing that someone finally did it right.

Some really strange RPG design, and some really interesting RPG design, but it's all really good RPG design.

everything i said in my prior review was wrong. i will write a new review after i finish this playthrough.

Great indie game. Fantastic sense of exploration and adventure. Jrpg mechanic heavy with a bunch of wonderful customization. Story isn't really there, but sense of adventure is. Really enjoyed this!

I got a bit annoyed with the awkward jump puzzles leading to frustrating extra encounters. It's been a couple of years and there are quite a few updates along with mod support nowadays. I really wanted to like the game, so maybe I'll give it another whirl at some point and see if I can find a combination of mods that works for me.

As a big fan of FFV, I've long been aware of more modern job system games like this and recently felt a pull to give the demo a try. Unfortunately it just didn't really grab me? The job system didn't open up into interesting abilities and combinations fast enough and the barebones world and characters didn't do much to pull me in.

Some minor quibbles which are not nearly such sweeping statements and yet I feel still warrant comment: The platforming is really unnecessarily finicky, so many jumps take the absolute limit of your range. Yet I imagine if they were a full block shorter you'd probably frequently overshoot. I guess the voxel world design is something of a limitation here, if jumps could be maybe half a block narrower they'd feel a lot smoother. Also, managing aggro in the early game is a pain in the neck - your mages are slower than your tanks and liable to do more damage, so they'll just attract attention and get gibbed. It's a bit frustrating.

It's an interesting take on a JRPG that's for sure. I haven't actually got around to finishing the game however the game really allows a shit ton of customization which is really fun

Crystal Project feels like a proof of concept in a lot of areas. The OST is almost entirely royalty free music, the game's graphics and pixel art have been bought from asset packs, and the story is barebones to practically non-existent.

However, the gameplay is where Crystal Project shines, I think. The job system from Final Fantasy is used to its fullest potential here, with a surprising amount of classes available to level and mess around with, each one feeling unique in some way. The subclass and passive skill systems highly encourage experimentation and the leveling of multiple classes. In addition, the threat/hate/aggro system translates really well to a turn-based combat setup. I had so much fun finding a new boss, figuring out their attack patterns or whatever gimmicky attack they had, and constructing a setup to deal with it.

The overworld exploration (another big selling point for the game) is not as unique or polished as the game's combat systems are, I think, but there's still a surprising amount of care put into it regardless. There are a lot of mounts to unlock that give you overworld abilities, such as jumping higher or gliding through the air. There's secret bosses and treasure chests and even some small side quests hidden in pretty much every corner of the map (which is quite large too!)

I had a lot of fun with Crystal Project. Great game and an easy recommend.

Crystal Project is an unfortunate one for me because on one hand I love what it's going for but on the other hand holy HELL it's bogged down by so much tedium and annoying design choices that feel very intentional and because of that becomes such a SLOGGGGGGG to play

I'll just get what I like out of the way first so I can get into the actual nitty gritty BULLSHIT I wanna talk about. I think the bosses are fucking awesome. They use the mechanics of the game to create fun boss fights that all feel unique, they're fun to build around and very seldom feel like they actually rely on RNG. I've had a ton of bosses that came down to my last character being put in a clutch or kick situation and that's badass. BASICALLY, I LIKE COUNTERBUILDING BOSSES. THIS GAME DOES THAT WELL.

Ok now time for the booboo ass shit i HATE abt this game. I THINK THE EXPLORATION FUCKING BLOWWWSSSSSSS. At the beginning I was down with it but progressing a bit more I was like damn, this shit stinks! Why's that? Well it's for a LOT of reasons. For one, I think the platforming kinda sucks most of the time and isn't fun. This may be considered quite controversial as most people I've talked to like the platforming aspect of the game a good bit. My biggest problem with the platforming is you'll often be put into situations where if you fuck up one instance of platforming you'll have to redo the entire thing due to how respawning works, that sucks. Another issue to go alongside this is a lot of the time I feel like the perspective is kinda fucked, so I'll often have to work around that which just adds to the tedium of platforming, not fun stuff. I also think the amount of encounters in areas can be super annoying especially when I don't like the normal encounters that much in the first place (we'll go over that later). Lastly, and this is probably my biggest issue with exploration, is that for some god forsaken reason they decided to make maps things you have to unlock??? Normally in super roundabout ways???? Like I get that's part of the exploration but exploring a game like this without having a map fucking blows and makes finding out where you're supposed to go next EXTREMELY tedious. Btw it's kinda up to you to find out where to go next, which I get that's part of the fun for some people but for me personally I just found it added to the tedium. This isn't a problem depending on who you are I just found that aspect of it to be annoying.

Anyways with that out of the way time to get to the actual combat. Combat is weird for me because on paper I like it and it does a lot of things right. You always know how much damage you'll do, how much delay you'll have so on and so forth. Very little is left to the imagination and nothing feels random and that's cool, I wish more jrpgs would follow suit with this. My problem mostly stems from the teambuilding options not feeling very satisfying to play around with. What I mean by this is that most jobs really don't have much fun options and it feels like the creators tried VERY hard to create something impossible to break the game with. Which is fair and I get that but at the same time this mindset restricts the classes so much to the point where I wasn't really excited to see what tools a class would give me. Most of the time upon seeing a classes skills I'd just be like "yeah ok" or "this class seems kinda bad". For a game BASED AROUND PLAYING WITH CLASSES this is NOT GOOD. If I don't shit my pants upon getting a new class literally what are you doing. I get this game is trying to create a balanced experience but it feels like I am being offered breadcrumbs instead of fun and unique classes to play with. Even the Bravely Games, which I am very lukewarm on, did this well. Yeah those games were easy to break but it's up to the player to break them, and I'm 100% fine with that because each class felt extremely unique, fun to play with and almost always felt worth using, as opposed to here where they do not.
Aside from the teambuilding options kinda sucking I found normal encounters to be tedious as all hell. Yeah bosses are sick but most of the time you'll be fighting the same encounters with an oddly high amount of HP and can do a pretty big number to you. I get wanting to make normal encounters difficult but I feel as if this misses the mark HARD and just turns them into an absolute slog. Even worse is that areas have a LOT of encounters and more often than not in dungeons they're very difficult to actually avoid meaning you'll have to go through a LOT of them which SUCKS when encounters take as long as they do. Overall not a good time.

Tldr: I like the bosses and game has some cool ideas but most of the ideas are kinda executed like shit which made this super tedious to play and made me decide to drop it.

This game takes the best things about exploration and job systems in RPGs and puts them together in a way that feels so, so right. The game has a lot of heart, has a wide, charming world and feels good to experiment in. Making up a good party with the many character customization options available (job combinations, unlocked passive effects from jobs, modifiable stat growths, equipment) feels really rewarding, too.

It can be a bit unbalanced at times, but jobs all have their chance in the spotlight in a well-composed party. Unfortunately, the story is pretty lacking, as the emphasis of the game is very much on gameplay and exploration; still, Crystal Project executes those so well. Highly recommend :)

honestly one of the best open world games i've ever played, the ff5 inspired job system is incredibly fun to mess around with too

I really want to like this game, but when 80% of it is dedicated to exploration and exploring is a tedious slog….it makes the game kinda unbearable.

Absolute gem of a game. Modern take on old school JRPGs of the SNES era full of charm and heart. Give it a go if you like exploration, class-based team building and turn-based battles.

This review contains spoilers

Crystal Project is a game that could have been beautiful, but has been allowed to grow bloated, ugly, and inelegant.

Sending the player out to explore a vast world with little guidance and only a vague idea of what to look for is a tried and true concept that has persisted since the earliest days of computer RPGs for good reason -- it's fun to go on an adventure of your own devising. Crystal Project has clearly exerted stupendous effort in hopes of eliciting this classic sense of adventure, but while the game does have its moments of brilliance, so much of this effort simply feels misplaced. It is onerous to explore Crystal Project's world; the geography itself is purposelessly brobdingnagian, composed of towering landmasses that lack justification for their sheer scale, and a gaggle of frustrating design decisions produce friction every step of the way.

Lack of a robust fast travel feature is probably the game's most egregious issue, but the developer is taking steps to address this in recent patches, so I won't dwell on it. Suffice to say that the sparsity of fast travel in the game at release accomplished little but padding the play time. I frequently found that the most direct way of reaching any given location was to simply warp to a high point and glide down to it, which is really just fast travel with a commute.

The approach to mapping will seemingly remain an issue for the foreseeable future, however. Crystal Project is incredibly stingy with both the mapping feature and the maps you need to use it to begin with. By the time you've jumped through enough hoops to acquire a given map, you may not even need it anymore, and the actual process of mapping out terrain is incredibly tedious due to the fact that the mapping radius does not extend above the player. It's a lot of work to fill out your maps, and there simply aren't enough points of interest to make it worth your while. Recent Ys games automatically fill out the remainder of a map once you've explored a certain percentage; a system like that would help a great deal in developing an understanding of the terrain. (Personally, I would take Elden Ring's approach of simply feeding you map chunks that come filled out, as there is no actual reward or acknowledgement for filling out maps in this game.)

Ultimately, though, what I found the most abrasive was simply the act of traversing the game world on a basic mechanical level, in large part due to the mount system. Crystal Project gates large swaths of the world behind movement upgrades, which in and of itself isn't a bad idea -- it provides a loose progression to follow before exploration opens up completely. But in practice I can only describe the way this concept was implemented as asinine. Rather than simply upgrading the player character's own capabilities, Crystal Project forces you to swap between no less than four types of mount in order to effect various forms of mobility. Want to go fast? Switch to the Quintar. That jump is three blocks instead of two? Gotta go with the goat. And so forth. While it's cute at first, the mount system results in the player needing to constantly open a menu and swap mounts as the situation demands; forget assigning hotkeys, a quick menu (that you've likely populated with other items in addition to the instruments that summon the mounts) is all you get. As the mounts do not supersede one another, you are forced to perform this inane song and dance for the entire game. But you know what the funny part is? That isn't even my biggest complaint with this system. To be blunt, the goat feels extremely unpleasant to use. Every time you want to jump up three blocks, you need to swap to the goat and slowly charge up its full jump height, a process which completely breaks the flow of controlling the character. And believe me, you're going to need to jump up three blocks a whole lot. I am not exaggerating when I say that the goat is so utterly miserable to interact with that I would rate the game 2.5 stars instead of 2 if this single element were improved.

So it sucks to move around, sure. The world design itself could have still made up for it, but unfortunately Crystal Project's world is stagnant and barren. While the game certainly makes stabs at world building, in the broad sense, it is weirdly devoid of life, figurative or literal. The player is rarely rewarded for exploring, because there simply isn't very much of interest in the first place. You might come across some equipment that's soon to be vertically outclassed, or a pouch that lets you carry 56 potions instead of 55, but moments of genuine discovery are few and far between. There were times when I was excited to discover a connection between two parts of the map seemingly removed from one another, but for the most part it felt like I could get away with doing the bare minimum, since most of the meaningful rewards were located along the beaten path of the main story progression anyway. This problem is only compounded in the endgame, when any attempt at a story evaporates and there is nothing to do but wander a silent, unchanging world. I honestly found the experience quite eerie, stumbling across so many locales that lacked even the most oblique purpose from a narrative standpoint. Perhaps you could liken the experience to exploring a dying MMO; there is often a sense that there should be more, but there simply isn't.

I do respect the effort that went into crafting a world of this scale, but art that does not resonate with the audience can only be appreciated in the most prosaic sense.

And all of this is without even getting into the combat! The combat is, well, it's fine.

If I can opine for a bit (well, what else is a review for?) -- I consider job systems inherently flawed. They want to have their cake and eat it too, trying to encourage the player to commit to builds while simultaneously presenting a huge range of options and synergies. If you want to get the most out of a job system, you simply have to sit there grinding out levels for each job. It's an unnecessary attempt to stake out a middle ground between fixed character skillsets and full customization, carrying with it the frustrations of each. When a game actually asks you to fully engage with a job/class system, what it's really doing is forcing you to grind so you can spec into a narrow range of optimal builds, thereby ultimately stifling player expression. As someone who likes to commit to builds/strategies in RPGs, it always rubs me the wrong way when games suddenly pull the rug out from under me and force me to play in a strictly optimal way, often by designing bosses that are so powerful and/or RNG heavy that suboptimal playstyles simply aren't viable. I recognize that people find joy in the problem solving elements at play here, but I greatly prefer when I am allowed some agency in my party composition, when a boss I struggled with isn't completely trivialized by some munchkin build that you need a PHD to put together.

Anyway, rant aside, I did find the combat in Crystal Project satisfying for the most part. As objectionable as I find job systems, there is a certain joy in watching your party come together over time, in growing more powerful by virtue of your options expanding. As implied by the paragraph above, however, I have a lot of problems with the actual numerical balance in Crystal Project. Very frequently I would reach the boss of a given area and find myself unable to beat it with my preferred strategy, as my numbers simply weren't high enough. Almost every single boss I encountered required coming back to it later, once I had a few more levels under my belt, and this really detracted from an aspect I consider core to RPGs: the sense that you're growing steadily more powerful over time. The final boss and superbosses are particularly egregious on hard mode, essentially forcing you to use certain jobs -- and at that point why even have a job system? From a strictly mechanical standpoint, the only real issue with the combat is that the RNG for misses and crits meshes poorly with the otherwise mostly deterministic flow of battle, but this is a pretty big issue. I ended up lowering the difficulty to normal for the final boss, because my strategy simply would not work due to the enemies being able to randomly one shot my characters with crits, and I was unwilling to scour the entire game world in order to acquire the summons and blue magic necessary to put together something that could bypass the RNG... and really, the fight itself. (As an aside, blue magic is little more than busywork, as are adjacent systems like capturing monsters. All they accomplish is forcing the player to constantly run a blue mage or micromanage enemy HP -- there's no meaningful decision making or exploration involved.)

Honestly, there is more I could complain about with Crystal Project, like the woefully anemic story that left me wondering what the final boss was even trying to accomplish (and indeed, what I accomplished by defeating her), but I think I've made my point. The game does have sparks of brilliance here and there, but really what kept me going was my love of JRPGs as genre and not anything Crystal Project itself did. If you're wondering why I didn't give it an even lower score after spending so many words raking it over the coals -- well, I love JRPG gameplay, and Crystal Project has a lot of that, at the very least.