Cris Tales, a "beautiful turn-based indie love letter to classic JRPGs", has received a confirmed release date for Nintendo Switch. The news was revealed during the PC Gaming Show, where it was also confirmed that the game will be heading to next-gen systems.
You'll be able to get your hands on the game from 17th November, when it'll launch across all current consoles and Stadia. The date was confirmed in the cinematic trailer you can see above, where protagonist Crisbell can be seen heading out to prevent her homeland’s fiery demise at the hands of a menacing Empress.
Cris Tales is a classically inspired RPG where past, present and future are brought together on one screen. Players can use Crisbell’s amazing ability to slip between eras, aiding citizens across Crystallis’ kingdoms and pushing enemies to points in time for an upper hand in battle. Cris Tales’ hand-drawn, Colombian-inspired world is a charming pairing of fantasy, with tributes to real-world architecture and landmarks, making every step of this enthralling journey a delight to explore.
It's all looking rather lovely, we must say. Check out these screenshots:
Versions for both PS5 and Xbox Series X are also in the works, but naturally, no release date can currently be provided for those just yet.
Will you be adding this one to your Switch wishlist? Let us know what you think with a comment below.
Comments (20)
I find the graphical style a bit chaotic and difficult to process visually. Am not sure why. Maybe just my idiot brain! 😆
Bit of a delay there. I REALLY like what I've seen of it, though, and the art-style. Visually, it's stunning. It's one I'll be paying attention to going into November. Hopefully it reviews well.
The visual interface during combat does seem a bit chaotic, but by playing it should be fine. The art style is really captivating!
I'm not lacking for games to play on Switch, but I'll keep an eye out for this one.
It looks gorgeous. Love a game with a strong style. If it plays well, I may need it.
Nice, Loved the Demo. Been on my list since.
Ooo I love the art style. This is my November game
Absolutely love the art style, does this have any relation to 'Blossom Tales' or just coincidentally featuring a red-haired female hero.
Please dont animate with motion tweens.
Please dont animate with motion tweens.
PLEASE!
Also make gameplay good.
Will be adding this to both my Switch and PC wishlist. Really like what I saw during the PC Gaming Show, and the Steam demo was excellent. If you have Steam and a PC that can play it, go give the demo a try. It really is a nice game.
It's gorgeous!
Good art style, reminds of a those Cartoon Network shorts. Definitely may check this out.
I keep reading "Christ Ales" and thinking it's a Christian version of Tapper. This looks cool too though.
@Ardisan nothing wrong with animating with tweens as long as it's done well and not abuse, but I know where youre coming from =:3
I'm just too hyped for this 😭❤❤ here my hearts lol
@Quix Sorry, I just have a dilemma when it comes to motion tweens overall. Majority of 2D animation i've seen that used them ALWAYS abuses them to the point where its in-between frames are entirely done by machines instead of using motion tween to assist in minor animation or where perfect movement is recommended, such as dense objects or a complement to your animation/art style. When its done on living creatures it always seems so unnatural since its so perfect, there is none of that charming imperfection that makes the animation stand out and feel alive. A show called Motorcity uses motion tweens effectively.
A new thing that's going on is interpolation at 60fps. When used with 2D animation, computed interpolation generates in-between frames by a computer algorithm to fill in the blanks to make a maybe 24fps animation become a 60fps animation in a attempt of smooth animation. I see potential in this tool for a new generation of animation but when this is used improperly it makes an animation completely lose pacing, let me try to give an example in text form: If I were to say a spooky ghost is trying to scare a character, normally there is a small reel back then they would instantly give off a loud expression that would be surprising due it its snappy pacing. If I were to interpolate this animation without bothering to do any modifications to keep the anticipation and snappy pacing intact the ghost will just smoothly do their action with all the suspense in the scare gone. You can see a visual example on youtube on cartoons (usually anime), or even pixel art and make your own judgement on that. Jojo used something like this in Golden Wind for the slow mo scenes and they seem to work pretty well.
TL;DR: I just don't like when people use motion tweens and the like that are used for inbetweening animation because its usually used as a crutch instead of a asset so I unfairly discount it due to the commonality of its miss use.
@Ardisan you should check out games like odin sphere or Muramasa the demon blade great examples of when is done right, at first I was a bit on the fence but really grows on you especially with it's great art direction on both games =:3
@Ardisan also I'm an arts and animation major with a minor on video game art and design, so you don't have to explain much to me I know where you coming from =
@Quix
Oh I was worried I just confused somebody, good thing you already know what I am trying to say, haha!
Yeah I love the Vanillware games (Wish they were on Nintendo systems and PC though so more people know about them...). I'm planning on giving 13 Sentinels a shot when it comes out in the west.
The animation style bugged me, but like you It grew on me. Its also justified since its all beautifully painted, that would take a TON of effort if it wasn't tweened. George Kamitani's artwork is amazing.
@Ardisan lol, no worries. And yes exactly my point, as long as effort is put into it and it works with the end product then is forgivable, since I've seen some game pull it off I know is possible now =
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