Reviews from

in the past


Fazer o final ruim é muito fácil e pode ser desestimulante. O jogo possui um design antigo que tem uma orientação e direcionamento um pouco ruim pros dias de hoje, mas é notável que o design era um dos melhores na época.

waaaaay too short but i love everything else, especially the aesthetic and music.

Derrotei o final boss depois de 3 fases e não sei como pegar o resto das coisas, então foda-se.

Demon's Crest is a very unique game for the SNES era. In it, you play as the demon Firebrand, who's on a quest for revenge and ultimate power, which is a stark contrast from what most other games of that era were doing. Also unique is the game's atmosphere, featuring a haunting art style and macabre music.

Gameplay is pretty fun, with the ability to swap between different forms and abilities. However, the game can be extremely frustrating due to its pretty high difficulty so it's a little hard to recommend for those who don't like tough games. Otherwise though, go for it!

I liked the exploration but found the level design to be lackluster.


Underrated Game of the SNES era.
It looks a bit shallow on the first view but damn, there is actually a good bunch in this. Most levels have an alternate way with an alternate boss, rewarding you with diverse items that will either boss you a bit or a gem that changes what ype of demon you are which you use depenig on the situation.
100% this game for the first time is hard, there are enough bosses that do not joke around. The levels are mostly also neatly done but there are a few annoying places.
The presentation of how everything looks and to that the Music makes it really an unique game and is also fun to speedrun for fun.
Please give this game a chance somehow. It really deserves it.

God I loved this. It was so cool and well made. Your abilities are fun and interesting and I loved how they worked for traversal and exploration. I'd love to see this come back.

Bonito e com gameplay divertida do jeito que o diabo gosta

Tried this at a few people's suggestion and yeah, this is quite a gem. This one doesn't seem to be too well known compared to other SNES highlights, which is a shame. It's very hard, but tons of fun, especially as you get more abilities and learn to curb the difficulty a little with them. You'll be able to go back to previous sections and reach areas you couldn't before, all that kinda jazz. It's very satisfying and very well put together, and I would definitely recommend it.

Un juego muy original (y que esta vez a diferencia de Ghost and goblins puedo jugar como un ser humano) y divertido que propone jugar como un enemigo de otra saga. El único problema gordo que le veo, es que varios desafíos se pueden pasar fácilmente con ciertas habilidades y que bueno, el enemigo vuela indefinidamente, y que los enemigos alados tienen patrones muy parecidos. Pero aún así, la propuesta pseudo metroidvania, me pareció bastante amena.

Another SNES masterpiece!
Hard as hell, amazing graphic style, and with some Metroidvania elements, even before Metroidvanias were a thing.
Be ready for some heavy, slow character mobility, similar to the classic Castlevanias.

After a second playthrough, I view this one a little more favorably. I'm still not a fan of where and how some of the items are hidden and at least half the bosses are a little lame, but it's generally a pretty polished game with a great soundtrack.

The collectibles don't take too much time to collect thankfully but goddamn the 2 last bosses are way too fucking frustrating,

This game is pretty rad. The presentation is great all around, with some of the best sprites on the SNES, with a solid soundtrack to boot. The nonlinearity of progression is satisfying and fun, and backtracking never gets obnoxious. The variety of forms are fun to use, but I found myself never using the earth form much at all. The pacing is buttery smooth, and keeps things fresh and fun the entire (pretty short) runtime. This took me about two and a half hours, and was a very enjoyable ride. Some stage obstacles and levels are kinda tedious, and the difficulty curve is all over the place. Some early bosses can be damage sponges until the game's difficulty is kinda broken by finding the legendary crest. It's still quite fun, and is strongly bolstered by it's presentation and solid level design. I'd recommend it.

A little confusing at first to figure out where to go. But the graphics are great with appropiate music. The slowdown can be crazy at times. The combat is fun and the different forms can be neat to experiment with. The secret final boss is a nice addition. Not a must play snes game, but definitely one that you cant go wrong with.

Mf`s be named after McDonald`s dipping sauces.

MUITO BOM, tem uma estética muito legal. A mecânica de mudar de forma conforme o poder era demais. Nunca tive a fita desse jogo, só joguei em emulador.

Honestly I didn't play this much but what I did play was pretty fun. I like it much better than any ghouls and ghost game. Being a bad guy like Firebrand is cool. I need to play this for real soon and give it a better review.

I like how different this game feels from other platformers of the era. It dabbles a bit into the Metroidvania style by requiring you to revisit areas to unlock all the upgrades. Every level has various paths each with their own visual style and bosses. It does a poor job of explaining a lot of this stuff, including the fact that you can beat the game pretty soon after you finish the first level, since the final boss is just kinda right on the world map. I was confused when I beat the game after like, 30 minutes. But all the extra levels and abilities you unlock make the exploration worth it, and the game opens up quite nicely when you have everything under your belt. I will say they kinda botched the platforming by giving you the ability to fly endlessly. Gargoyle's Quest did this a lot better by having you slowly gain better air time, and the moment you actually did gain infinite flight was wonderful. Here, it just exists as a way to disengage from basically every obstacle. But this game is more about the exploration than anything. It's not even all that hard, at least until you get to the ridiculously cheap final boss, which is probably the most egregious difficulty spike I've ever seen. Fuck that thing. Still, great game! 4/6

cool game. neat art.
you never see any of the bosses twice.

Capcom’s no stranger to top of the range action platformers and Demon’s Crest is no exception, which makes it all the more unfortunate that it was so overlooked in its day. I think you could release it today almost totally unaltered and it would gel quite well with the tastes of certain modern audiences, albeit probably at a relatively low price. From its good degree of non-linear exploration, gloomy atmosphere and reasonably tough difficulty level it has a lot of hallmarks of recent hits big and small, and yet it still feels like we have a lot to learn from it.

It’s impressive that Demon’s Crest manages to live up to Ghosts ‘n Goblins’ challenge despite how much more versatile its movement is. Explore a bit to find some crests and Firebrand can fly in any direction, cling to or climb up walls, shoulder bash his way through heavy objects, the works. The reason you can’t just dance around everything all willy nilly is because Capcom employed some sensible restraint. Firebrand has to position himself to push away from a wall before you can jump off of it (think Super Metroid), his shoulder bash has a hefty amount of start up before it kicks in and he can only jump so high before flying, a bit like in Kirby & The Forgotten Land. This is all great because, while Firebrand has enough weird and wonderful abilities to give you some semblance of a devilish power fantasy, you still have to be patient when using them. There’ll be plenty of moments where you have to stop and really analyse your surroundings, lest you subject yourself to repeated clumsy deaths and Firebrand’s “AH!” that seems to become more maddening each time.

Dying itself never becomes annoying thanks to the surprisingly generous double whammy of infinite retries and pretty brief levels. Don’t let the levels’ shortness trick you into thinking that Demon’s Crest doesn’t have some bang for your buck, though. Whether to find hidden levels and bosses by clearing obstacles with upgrades you didn’t have before, collect indispensably useful life upgrades or to unlock the true ending & final boss, there’s plenty of reasons to revisit each area. Action platformers had had branching paths and secret alternate levels before this, Rondo of Blood being my favourite example, but they didn’t let you crisscross between them all in whatever order you please on a quest to become the coolest demon on the block. Progression-wise I suppose the closest thing would probably be Mega Man, but even it’s not quite the same.

What would be truly demonic is if I didn’t draw attention to the soundtrack or the art. Cartoony horror tickles my fancy like you wouldn’t believe, and the only other game I can think of that does it so effectively is the also superb MediEvil. As with MediEvil, you’re in for a lot of moody church organs, and to that end, one of the first tracks you hear in Demon’s Crest is a masterclass in tone setting. Melancholic as befits a world where demons rule the roost and humans are all gone, dilapidated buildings littering the backgrounds of the game’s gorgeous sprite work, but there’s hints of vengefulness in there too, maybe even hope. Definitely piles on the atmosphere something fierce.

As excellent as Demon’s Crest is, I did say ‘almost’ unaltered, and there’s at least one niggle that you’re bound to notice – you can only switch between crests through the pause menu. It’s really quick in the grand scheme of things, but still. If it were ever to get the Ghosts ‘n Goblins Resurrection treatment, it’d be great if you could switch crests in real time, probably with the shoulder buttons considering they go unused. There’s also a more minor issue of the fact that one or two crests are a bit redundant, one in particular being a high damage weapon for Firebrand’s base form which you’ll probably only get after already having obtained his ultimate form that does higher damage anyway.

Neither of those are egregious, though, definitely not enough to be offputting. With Capcom throwing so many well handled franchise revivals our way in the past few years, I’d love to see Demon’s Crest join them sometime (I did buy two copies of DMC5 like the good little pay piggy I am, so y’know, throw me a bone, lads). There’s plenty else to love about it that I haven’t covered, but you should really try it and see for yourself. Just make sure to keep exploring if you get the bad ending in the span of, like, an hour.

Apertar start nunca foi tão divertido


As a fan of the first two Gargoyle's Quest games, I was always left with the feeling that something could be done to take advantage of all the potential that these two games posed. And well, the game that came to fulfill that fantasy has been Demon's Crest, a game that is a masterpiece, one of the best platform adventure games, not only of the Super Nintendo era, but of all time.

Demon's Crest begins with an epic introduction; flames that cover the entire screen revealing little by little a demon in the title, after that if we stay without pressing any button for a while the introduction of the story of this game will begin.

I'll talk about the improvements and changes of how this game improves over the previous two, and wow, its transition from GB/NES to SNES has been more than perfect. The gameplay feels more agile and responsive, although the mobility is still not very fast, as it is reminiscent of classic Castlevania. The graphics and music now create an atmosphere that in my opinion surpasses that of the SNES Castlevanias, but I will talk about these two sections in more depth later. The system of lives was eliminated, so now we can retry the levels as many times as we want, and this change has been made with good reason, because another difference is that the difficulty has increased, but for the better, because the enemies now have more elaborate designs and patterns.

In this game we have Firebrand as the main character again, a demon that has the ability to fly indefinitely, although only being able to move back and forth, you can also stick to the walls similar to Mega Man X, and of course, you can shoot fire projectiles. As we advance in the game and defeat bosses, we will get other types of projectiles, one that can break blocks, one that creates platforms temporarily, and another that when colliding with spikes creates a small barrier to climb it, and finally, a projectile like the first, only much stronger. All these types of shots are the same that we already found in the previous Gargoyle's Quest I and II, being one of my favorite things in this game to have retaken all the basic skills of these games.

And well, let's talk about the new things that this game presents, starting with its map, in which we will move with a pseudo-3D view very characteristic of some SNES games, where we can access different levels in the order that we choose.

There are 6 Crests, whose function is to transform Firebrand into another type of Gargoyle, and these transformations will have unique abilities and qualities. The levels know how to take advantage of each of these forms very well, as each one is useful in its own way, they will help us to advance and explore different paths that were previously inaccessible, which will lead us to have to pass the levels more than once to discover all the secrets. Also now there are bottles that are hidden in the levels, which will help us to buy potions, and there are also some scrolls that help us to buy spells. These two additions make the game never feel too unfair, and can save you on more than one occasion.

With regards to the levels found here, each and every one is great, with good level design. Each one has its own theme and mechanics that made it stand out from the others, not to mention that each of these stages are full of details in the backgrounds. The art and music in this game are truly sublime. In addition, all levels have objects and secret routes that encourage the exploration of these, with secrets like the bottles and scrolls that I mentioned earlier.

Something that also encourages us to explore, is the fact that this game has 3 endings, although I will not talk much in detail about this, but it is worth seeing all three, although the last ending is unlocked through a battle with a secret boss that is very difficult.

Despite everything, the game also has its negative aspects, such as suffering from some slowdowns, the fact that the way to save the game is through passwords, or that to switch between powers and crests we have to access the pause menu constantly. However I think these aspects do not ruin the experience at all.

Conclusion
A very memorable game, albeit short, but one that makes up for it by having great quality. I dare say it's unfairly underrated, and that's the reason I've gone to such length in this review, to try and encourage more people to play it. Maybe right now I'm being too over the top, but I dare say that this has become one of my favorite games.

I recommend it if you like retro Super Nintendo games, like Mega Man and Castlevania.

Nice level design, nice (if rigid), controls, wonderful artstyle, pretty cool bosses, and neat collectables. This game is pretty good, though you practically need to 100% it to get full enjoyment. My main problem with it is probably game being too easy if you know what you're doing but I admittedly haven't tried any self imposed challenge.

minigame da parede é imbecil, chefes são bons, mas demoram demais pra morrerem as vezes

Uno de los juegos más difíciles de la SNES.

Se siente la progresión a través del juego, Firebrand va consiguiendo las crestas y cada una sirve en una situación específica. Te sientes increíblemente poderoso cuando puedes convertirte en la Ultimate Gargoyle.

No logré ganarle al final boss, algún día volveré a intentarlo.