Time travel has long been a concept that JRPGs have loved playing with. Titles like Chrono Trigger and Radiant Historia oriented their stories around time-hopping misadventures, while games like Bravely Default and Grandia have found fresh and interesting ways to involve time manipulation in the flow of combat. Cris Tales—the newest release from Colombian developers Dream Uncorporated and SYCK—is the latest JRPG to place time travel at the center of its design, and while it sometimes stumbles in its execution, this remains a memorable and enjoyable entry in the genre.
Cris Tales follows the adventure of a young orphan girl named Crisbell, whose world is turned upside down when an adorable little frog with a top hat steals a rose from her. One thing leads to another, and Crisbell learns that she’s a prophesied Time Mage, one who has the power to perceive the past and future in parallel with the present. Using her newfound powers, Crisbell thus embarks on a journey to save the world from the nefarious Time Empress, aided by a band of odd acquaintances and fellow Time Mages. And a cute frog.
Though the plot isn’t always satisfying, the storytelling in Cris Tales manages to consistently find interesting ways to play with the time-hopping mechanic. Often, there are points in the story where Crisbell is given the opportunity to change the future for the better, but she can’t do so for everyone. For example, one opportunity early on allows you to prevent rot from eventually destroying a couple of the storefronts in your hometown, but you only have the means to prevent it for one store. Which one you choose is ultimately irrelevant to the main plot, but the moral dilemma nonetheless creates an interesting space to pause and think. Your frog friend, Matias, reassures you that there are never any ‘right’ answers when making such decisions, yet it’s hard to not think how such a responsibility would weigh on a person with that kind of influence over the timeline.
When you’re out and about in the field, gameplay plays out as you’d expect in a typical JRPG. Roaming small dungeons is sure to net you some goodies, and there’s usually a few puzzles that require you to exploit your time-shifting powers to clear the way. Maybe you need to plant a seed in the past so you can grow a tree to get a special fruit. Maybe you need to push a safe under some acid, so it can erode in the future and give you access to its contents. The applications of your time powers are rarely surprising, but there are enough unique instances of puzzles and obstacles that things seldom get stale over the thirty-or-so hours it takes to see Cris Tales through.
Combat has a typical turn-based structure to it, but time once again plays a big factor here. Poison an enemy in the present, and you can either let it chip at them each turn or push them into the future and have all the damage proc at once. If you’re having a tough time handling the ‘adult’ variant of an enemy, maybe try pushing them into the past and fighting their younger version instead. This time manipulation adds some fascinating wrinkles to combat, and it’s fun to see how encounters gradually become complex puzzles as the story progresses and Crisbell adds new time powers to her arsenal.
In addition to this, there’s a timing-based element to both giving and taking damage that pulls a bit from the Paper Mario combat system. A well-timed tap of a button can see you doing more damage or negating an incoming strike, although the windows for this aspect of combat feel a little bit off. Wind-up animations are often way too short or outright nonexistent, and while the screen temporarily darkens to tip you off when your window shows up, it’s often a blink-and-you-miss it opportunity. Things are made worse by the fact that some later boss encounters all but require you to be right on the ball with your timing, or party members can be wiped in one or two hits. It gets a little easier to nail the timing as you play and better understand different animations, but this is one fragment of combat that feels like it could’ve used another pass in development.
We feel it’s also important to highlight that Cris Tales can occasionally feel like it’s not properly respecting the time commitment of the player. Combat encounters are triggered randomly—and, frustratingly, quite often—which can lead to irritation when you’re just trying to pass through a given area for a sidequest and have to stop every seven seconds for another run in with the local troublemakers. Things are worsened by the fact that there’s semi-lengthy loading screen before every encounter, and those extra five or six seconds before every single fight really add up over time.
Cris Tales can be notably unforgiving with its save structure, too. You can only save on the overworld map or at certain save points in environments, and a party wipe in combat means that you lose all progress since the last time you saved. At one point, we lost a little over a half hour of progress when an unexpectedly tough enemy encounter wiped our team, necessitating a complete reset of our trip through a dungeon. The extent to which issues such as these will bother you ultimately are a matter of personal taste, but just bear in mind that there are some elements of Cris Tales that feel needlessly archaic.
On the other hand, Cris Tales feels remarkably fresh in its overall presentation, which is nothing short of astounding. The art style resembles something of a cross between a Genndy Tartakovsky cartoon and a children’s book, characterized by sharp geometric shapes and hyper-stylized character designs. Combine this with some well-executed voice acting and you have a fascinating world that absolutely pulls the player in. It’s abundantly clear that the developers put a lot of time and attention into getting the presentation just right and it pays off, as this is one of the most memorable art styles we’ve seen in a JRPG in quite some time.
Conclusion
Cris Tales offers up a satisfying take on classic JRPG tropes while sprinkling in some interesting new gameplay ideas and an incredible art style. Though some aspects of combat can be frustrating and the pacing can occasionally feel like it’s wasting your time, we’d still give this one a recommendation to anyone looking for a cool new RPG for their Switch. Cris Tales does just enough to stick out from the pack and assert itself as a title worth adding to your library; JRPG aficionados should definitely give this one a shot.
Comments 51
The game has a great art style and looks like a pretty good game but things like the long load times make me hesitant to pick it up, especially when this month is already so full of JRPGs. If I found it for a tempting price I'd likely give it a chance though.
I tried the demo and found it a bit dull and with very slow pace. Altough 90% of the games I play are RPGs I Will give it a pass
The section that covers the loading times between random encounter battles, and the save structure, are complete turn-offs for me and renders the rest of the game virtually irrelevant. Too many better designed games to bother wasting my time on this one.
Despite it's flaws I'm still getting this, hopefully it will get a bit more polish in future updates.
Got this one in the mail yesterday with Skyward Sword. There are a lot of other games that month that I want to play first, but I'll get to this one eventually, and hopefully by then there are a few balance updates. It seems like the game has a really solid foundation and just a few tweaks would make it so much better.
Played the demo and the art style bothers me so much. No idea why. Not for me.
Will be getting this in physical format.
Oof, hate to see this about the encounter rate. If you are going to make your game this way, you should always give the player a method of lowering or full on avoiding encounter rates.
I don't want to play a game where I feel like I'm in Mt. Moon the entire time.
EDIT: grammar changes
I was really interested in this game and I really enjoyed the demo. Honestly though, that type of save structure really gets on my nerves. I remember one time in FF X I was pretty low on health but I saw a save point nearby so I didn't bother to heal my party...lol. I ended up getting one of those random encounters that ambush you right before I reached the save point so they went first and wiped my party. I might still pick the game up but I'll wait for a sale.
@Cynas
Yes, hopefully developers will take feedback and work on improving some of these probs.
I will wait for a sale as there is plenty to play in the meantime.
It's certainly a cute game, but I won't probably invest until a price drop.
It also feels like the kind of game that could be adapted into an animated miniseries, too. I wonder if that may happen down the line?
Ah man, seemed so promising but random encounters, difficult 2 hit boss battles and a poor saving system relegates this one to the 3 strikes and you're out pile.😢
I could have dealt with 1 or maybe even 2 of those but it sounds like a horrible slog when you put all 3 together.
The only thing keeping me from replaying 1 of my favorite JRPG Skies of Arcadia are random battles at sea that occur way too frequently. It's still 1 of my favorites even w/ the random battles, but 20 years ago they were the norm, hard to go back. I could, but I'd need a save anywhere system.
I've been looking forward to this for a while.
Fired it up day one on my Xbox (thanks Gamepass), played for a few hours and deleted it.
The game is good, it really is, but I just didn't enjoy it at all. Shame.
I liked the demo, but now that I think about it, I have played too many modern RPGs (like Trails of Cold Steel III/IV) to deal with things like long load times, frequent random encounters and restrictive saves. The art seems to be the only thing this game has going for it...maybe they can patch things. The great thing about this day and age is that games can start out archaic but patch things up to modern standards, at least to some extent.
@BenAV I'd say if you're interested in this to simply save up and get it, even if slightly later, at the full price if you ever can.
Unlike big publishers, a lot of indie titles' games are often close to underpriced at base price so when they're at sales they're often close to losing money unless the amount of copies sold is absurdly massive(which is usually out of the reach of most indie developers in term of visibility).
There's a reasons(if I recall well when I saw this discussed) folks like Shovel Knight eventually stopped putting the game on sales because though they were "selling" more copies, ultimately the "revenues" of selling the game at discounted price was leading them to barely break even until they just began to sell at regular price where they indeed sold "less" copies but eventually made up their development costs if I recall.
And that's saying something knowing the phenomenon that Shovel Knight was.
I'm going to go against the grain here and disagree with the claim that random battles and fewer save points are "archaic." I think when handled properly, these design choices can make an RPG satisfyingly challenging, and in turn, get players to make decisions with more care and higher stakes.
With random battles and finite save points, there's a risk/reward element to pushing yourself further in dungeons and long stretches, and that can add a thrilling element to the proceedings. It ultimately comes down to execution, but I don't think it's entirely fair to write them off as flawed concepts at their core.
I enjoyed this game's demo well enough. Cool concept and lovely visual style.
"the newest release from Colombian developers Dream Uncorporated and SYCK—is the latest JRPG"
I think the writer of this review doesn't know what the J in JRPG stands for.
Also random encounters and few save points are downsides? Really? You want to play a game, or watch a movie?
I played this game on XBOX GamePass (PC) and have the Switch version physical. It's really a great RPG.
@Ludovsky I have the money to spend if I felt like the game warranted it but I'm not interested enough to pay that price for it given its issues. It's a physical release that's just slightly under standard retail price so it's not exactly cheap (plus there don't even appear to be any launch sales here which is pretty unusual) and a bit of a hard sell when it's not something I'm dying to play.
I haven't tried the demo for this yet, but with all of the competition on Switch, an RPG really needs to stand out for me to pick it up. I still haven't started DQXI, Ys VIII, Xenoblade 2, or Vesperia (and I'm sure I'm forgetting others), and I'm still working through Octopath. Death by options!
I loved the art style from the screenshots, so I gave the demo a go. Unfortunately I lost all my interest in the game after playing the demo because the animations and pacing didn't do the illustrations and art style any justice. Everything felt slow and tedious and the characters felt very stiff. I'm surprised it got such a good review score, but it's still a hard pass for me.
That art style is enough to overcome any reported gameplay shortcomings IMO.
Playing it on GamePass, not sure I like it that much.
Around how long is the run time for this game? Picked it up on Game Pass so curious how long I should set aside
“High random encounter rate” is all I had to see to know that this game isn’t for me. Nothing frustrates me more. Too bad, looks pretty cool other than that. Hope people who can deal with the encounters enjoy it!
@sanderev JRPG is the genre of the game, it’s just a type of RPG, you don’t necessarily need to be a Japanese developer to make a JRPG
@Kilamanjaro The article says it’s about 30 or so hours long
A jrpg without nothing of Japanese....no thanks. I love jrpg and how jrpg looks like
I’m interested. If they can do something about the encounter rate and loading screens I’ll bite.
@SorridoSnake Just like with JPop, JRock, etc, in this case I think it comes down to where it's made. The creators themselves seem to say it's a tribute to JRPGs and don't label it as such.
@sanderev I know it’s petty, but I feel the same way. Should be described as a Japanese-style RPG or, better yet, a linear, story-driven RPG, since that’s what they really mean. Or you could just call it an RPG.
I also see Advance Wars frequently being called an SRPG here, which is just as maddening. It’s a strategy game, not an RPG.
Anyways - Game Pass has slightly sapped my interest in Cris Tales for Switch, even though I’d rather play it there. If the review had been more enthusiastic, I’d ignore it on Game Pass.
Looks good but hoping to see a deep sale. 40 bones seems a bit high.
Definitely on my to buy list, can't wait to play this on the OLED.
@SorridoSnake It's literally called "Japanese RPG". It's like calling western Animation movies / shows "anime".
It should be called an RPG, because that what it is. Or an JRPG styled RPG, which is what most websites call it.
Was keen to acquire a physical copy until I found out there's a 2.6GB day one patch. Kind of seems pointless for preservation's sake if almost half the game is patched.
I must say the demo put me off a bit as a full price purchase.but I am still tempted for a low price discount purchase
@SorridoSnake thank you! Now I feel like a dumb dumb. I was scanning for a numerical figure, just found it at the end of a paragraph, good looking out, thank you!!
The demo was sick. I’ll be checking this out eventually, maybe once I get through Persona 5 Royal.
@sanderev
JRPG is it's own genre now. Any RPG that has the features of an RPG made in Japan is called a JRPG.
I'll either sub to GP to play it at some point or else wait for a sale. $39.99 is pretty ambitious pricing for an indie RPG like this.
LOVE the art-style, and I do think it's promising, but the demo didn't scream: "Buy me now!"
@GoldenSunRM That's the problem: RPG game design in Japan is wildly diverse. You have traditional turn-based RPGs (older Final Fantasy games, DQ), tactical RPGs (Disgaea, Fire Emblem), action-RPGs (Dark Souls, Ys), monster-collecting RPGs (Pokemon, SMT), etc. And then stuff that's difficult to even categorize, like, say, Final Fantasy XII, or Xenoblade Chronicles.
@Ralizah
It's really easy to understand when an RPG is made with the intention of being like a japanese one.
Just look at games like Edge of Eternity, Cosmic Star Heroine, Crimson Gem Saga or Magna Carta.
It's just more useful to define how an RPG is this way, instead of using that word just for the country it's made.
What you just said is a good example of what I'm talking about.
Nobody, when asked about what JRPG he should play, would be interested in Dark Souls because, developer aside, it plays and looks nothing like one.
@GoldenSunRM Again, making a game "like a Japanese one" can mean anything.
Cosmic Star Heroine was explicitly inspired by Phantasy Star. Cris Tales seems to take inspiration from certain classic Square games.
That's fine, but that doesn't make them Japanese Role-Playing Games. And just because someone doesn't think of Dark Souls as a Japanese RPG doesn't mean it's not, in fact, a Japanese RPG.
For a genre to exist, you have to be able to define what it is, what sets it apart from other types of games. And you simply cannot define what a JRPG is beyond "a Japanese-developed RPG" without arbitrarily assigning more significance to some games than to others.
If Cris Tales is a JRPG, then so is The Surge. And I think we can both agree that such a classification would be absurd.
Ugh, I hate morality systems! I'll pass on this.
Time travel RPGs like "7th Dragon: Code VFD" and "Radiant Historia: Perfect Chronology" work much better, since you just have to figure out the one correct way to do things.
@Ralizah While the classifications are broader than many sub-genres, there are specific traits that Japanese RPGs and Western RPGs tend to share with the others in their respective regions, such as WRPGs generally having more open worlds than JRPGs, and JRPGs having tighter anime-inspired storytelling. They're arguably even more separately defined than the differences between anime and Western animation.
Technically, though, you're right, and they are generally defined by country of origin. However, leeway should still be given if someone wants suggestions as to what style of RPG he/she wants to play. Perhaps, "JRPG-inspired" and "WRPG-style" would be fitting terms.
@Krull I agree with you about Japanese-style RPG classifications, but SRPGs are clearly a sub-genre of RPGs in their mechanics. Strategy games with little to no RPG mechanics like digital versions of Chess or Risk are a separate genre.
@BulbasaurusRex Um, yes? Exactly. So Fire Emblem is an SRPG. Advance Wars is a strategy game. Do you not see the difference between them?
@Ralizah
Defining a genre by the country of origin of the developers doesn't even make any sense to begin with. Simply because knowing that a game has been made by a Japanese doesn't say anything about the game itself.
Except for RPG. I mean, there's a reason if "JFPS" or "Jplatform" is not a thing. Because Japanese FPS and platform don't have features that would make you immediately think about a game made in Japan.
In the end what you think is right or wrong doesn't matter. The term JRPG is being used that way and it took that meaning.
You can accept that or not, but you refusing to do it is not gonna change the meaning the word took.
I personally think the word "Metroidvania" is really silly, as it means nothing and it was used to refer to the Castlevanias that played like a Metroid.
But my opinion is not gonna change how people are gonna use that word.
In the end everyone already knows what kind of game they are about to play if you call it a JRPG or a Metroidvania. And that is what matters.
You forgot to mention the really long loading times between every single scene/screen.
This can compete for worst videogame title of all time, along with Spanky's Quest, Ninja Baseball Bat Man, and Yes, Your Grace.
@BulbasaurusRex Yeah, I think "JRPG-inspired" is perfectly fine. Cris Tales is JRPG-inspired, technically speaking.
Anyway, I don't disagree that Japanese RPGs often share aesthetic and game design characteristics that make them feel different from Western-developed RPGs in general, but I think that applies to Japanese games more broadly as well. Same goes for a lot of Western-developed games. There's a reason I mostly play Japanese games.
@GoldenSunRM Well, that's the point. It's not a genre. RPGs are the genre.
Like I said above, there are certain game design sensibilities that tend to proliferate in Japanese interactive media that differentiate it from Western interactive media, so I do think you can meaningfully say, for example, that you are a fan of Japanese RPGs.
You are, of course, free to call Colombian-developed games JRPGs, or stuff like Teen Titans/Avatar: The Last Airbender anime, and so on. It's hardly a matter as universally agreed upon as you portray it, though, considering how frequently these arguments about what constitutes a JRPG happen online, so I'm going to continue to (respectfully) disagree with your position and maintain my own so long as your reasoning doesn't resonate with me.
Got this on day 1 because of how much I loved the demo. But gotta wait until I beat NEO TWEWY first (which I just started after beating YS IX).
There's too many games to get around to this summer.
The art work and storyline in this game was fantastic. I would say its a well created JRPG.
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