Emotions are powerful in reality; brimming with happiness produces laughter that can be contagious. Crystar takes less positive feelings like sadness and grief, and turns them into something simply not seen before in a JRPG, or any other game genre, making tears the focus of the entire adventure in multiple ways. Rei and her younger sister Mirai find themselves in a world full of grotesque beings and are forcibly separated. Rei’s mission focuses on saving Mirai and learning how to harness her emotions while popping in and out of purgatory.
The catchy theme song with lots of skeleton details shifting from the graphics of the sisters one hundred percent hints at how dark Crystar gets. It isn’t Resident Evil level horror, but it doesn’t shy away from tough subjects that aren’t family friendly unless all members are over eighteen. When thinking of ages, Rei has it rough as a teenager dealing with demons and beings who want her dead. The way she switches between the real world and purgatory uses a unique mark on her wrist. Somehow seeing the same sequence never grows old, with the last time as exciting as the first.
Once the introduction is over, which brings into play several key characters who Rei encounters multiple times throughout the adventure, the focus shifts to finding three future teammates by working her way through dungeon levels. There is always an optional area, which is shorter than the main levels, but has useful items, plus helps to gain experience, so skipping them is ill advised.
The levels have different base themes but all have quirky environments. It is exciting to see what a new area holds; this could be giant swords in the sky, while another has houses and gates in less than ordinary positions. The range of dungeon designs keeps the levels from feeling dull. Unfortunately there isn’t an extensive range of enemies, and they have several colour variations.
Late game this lack of variety becomes an issue because certain parts have to be repeated for the sake of the story. Playing certain areas over and over with what feels like little noticeable differences makes that section of the plot drag. Those who hate groundhog-day scenarios will struggle to endure that section, but the desire to see Rei united with Mirai is motivation enough to persevere through the mandatory repetition.
Thankfully most of Crystar isn’t dull and repetitive. Fights in the creepy afterlife require constantly keeping an eye on the large tear meter on screen. This is filled up any time Rei attacks or is wounded by the enemy. Most of the time Rei isn’t alone. There are three other members who can be switched with, although there are set times only certain characters can be used due to plot points, and they are only all on screen during plot points.
Each of these are very specific character types and back stories that intertwine; they are not the only extras in battle. Each one including Rei has a guardian. This ghostlike being can appear randomly to protect the current playable character during the action-oriented fight. Once the tear meter is full the guardian can be unleashed for stronger attacks until the tears are used up.
This isn’t the only way tears are used. When back in her room with her trusty dog Thelma beside her bed, Rei has several options for what isn’t relaxation, but it is her downtime from battling for her life. Emotions, known as ideas, gathered up in dungeons are turned into usable equipment called sentiments whenever she has a crying session. These can be upgraded by using emotion elements, Ideas, and then equipped to Rei and her team to provide various stat boosts. The names of the sentiments are emotion based – for example, Eternity Agape – and appropriate for Crystar’s core theme.
While it is possible to get good enough upgrades without replaying dungeons frequently, a few need going back to just to get materials for specific sentiments. After being explored, a dungeon select menu displays which ideas can be found in each area. Health items and debuffs are also scattered about, and can be bought from the well-travelled merchant at the start of the areas. Weapons themselves can’t be bought, but by late game Rei’s sword and her friend’s weapons all change in colour and design.
In addition to crying her heart out to create stat boosts, when in her room Rei can change clothes. This allows her and her teammates to sport different outfits. Sadly there isn’t an in-game store to visit for extra outfits. Worse, it is impossible to have even a preview of the clothes in the wardrobe choice. There is simply the name of the outfit, which can’t be seen until in a dungeon. The preview absence doesn’t make sense, as usually the point of dressing up includes seeing what the character looks like on the screen immediately. Clothes are purely for aesthetic reasons, and favourites will be found and known what they are, but seeing what they look like before battle should have been an option.
This may discourage some, but a significant part of the tale involves plentiful narration scenes with dialogue between Rei, the two comedic demons who seem in charge of Purgatory, and her friends and enemies. If it is dealing with past instance, the style becomes brown and white with pencil sketches of those involved and a limited colour style. This is offset by the full colour present day scenes between Rei, her teammates and other characters. Little is held back in terms of content, and some scenarios may cause angst to the player.
Another way she converses with the main characters are through her phone. Rei curls up on her bed and can chat to a few characters by dialing their name on her device. This only works if they want to talk to her, otherwise no dialogue appears. This realistic habit cements the strength of immersion into Crystar‘s world, and provides a short break from constant battles. There is a lot of wandering around, and the areas become larger as the game progresses. This is slightly problematic because saving mostly only happens once Rei has completed a dungeon.
Repetition of enemy design and dungeon levels at a certain plot point make Crystar tough to endure. However, the way tears are used in terms of story and equipment is highly inventive. The macabre narration is sensitively handled, with the depiction of depression expressed exceptionally well. Desiring the sisters to be reunited is a constant theme, but even that has several twists, and finishing Rei's journey causes its own bittersweet feelings. Post-game content includes fighting previous bosses again, but replay value is high as the tale is so engaging.