Crystal Rift features some interesting puzzles and may be simple and easy to grasp, but the poor visuals, easily manipulated enemies, limited field of view in standard play, and difficult virtual reality movement means it pales in comparison to the dungeon crawlers of old.
I think this game is better than it's been given credit for. While it's not a top of the line AAA title, it is fun and does have it's charm.
Crystal Rift takes a hit in reviews because of the simplistic nature of the combat. But this isn't really a combat game. It's more of a puzzle/exploration game that has some basic combat for variety. The heart of the game is exploring the dungeon and finding the keys needed to progress. Yes, combat is simple, but it's there to provide a little extra challenge when finding the objects needed to progress, not to challenge your fighting skills.
I'm a long time D&D player, so for me, just having an opportunity to explore a dungeon in VR was worth the price of the game. It also has the benefit of being on of the longer VR games currently available on the market.
Crystal Rift on PSVR is about as basic as it gets. The low fidelity visuals, questionable soundtrack and asset choices tarnish what could have been a decent dungeon crawler. Without the VR headset it is even less enjoyable due to poor viewing angles and stiff movement. This just makes Crystal Rift very hard to recommend, even at its lower price point.
Crystal Rift is far from an enjoyable experience, with cumbersome controls, lacklustre visuals, and poor enemy AI. The entire experience gets very tiresome very quickly, and with the ever increasing expectations for great quality games, this just doesn't cut it. This rift would be better left unexplored, unless you think you'd enjoy its torturously repetitive depths.
Crystal Rift possesses all the potential in the world, and I certainly hope the game performs well enough that the development team is able to go back to the drawing board and come up with a more comprehensive and nuanced structure for another crack at the VR dungeon crawler.
At this point gamers are simply looking for more sophisticated experiences with their expensive headsets. Crystal Rift might keep players exploring for a while, but it feels like a prototype for a better game which doesn’t yet exist.
I love Crystal Rift in VR, it's like literally stepping into the dungeon crawler games of my youth in the nineties, but without the cumbersome inventory and combat systems they had. Crystal Rift is easy, not much variation, not scary. No inventory, combat is super simplistic, puzzles are laughable. There's a mystery told through notes you encounter, and these notes are sometimes very funny, but there is no other storytelling, no voices or anything. The comfort settings are good so I could adjust movement so I don't get motion sickness. I play the game for the atmosphere, that's pretty much all it has, but it's totally enough for me. I get to feel childhood wonder every time I step into these dungeons.
Crystal Rift is a game that pays homage to old-school dungeon crawlers, and it shows in its gameplay mechanics, dungeon layouts and puzzles. It’s a fun diversion on PS4 that has a few wrinkles here and there that keep it from being a more solid release. Trophy hunters will love the relatively straight forward trophy list with no missables, as well as its budget price. PS VR support is definitely a plus and something that does add extra value to this release.
Crystal Rift is a solid addition to a VR library. If you aren't planning to play in VR, it's certainly nothing new (in fact, it's very old). It feels good to be immersed into the dungeon, have some suspense going forward and to solve puzzles (though they are all fairly easy). The combat is pretty basic, just sidestep or backstep as an enemy attacks and then move back in for a quick hit. Crystal Rift did always make me want to keep moving forward to the next puzzle, past the next trap, and onto the next weapon upgrade. It does have some length with 20 something levels that is otherwise missing in a lot of VR games and for the price, it could be worth it if it sounds like your kind of game. The developers could have really taken this to the next level with Move support, varied environments, and more engaging puzzles and combat. Even still, it's a fun time to me.
Crystal Rift is a game that attempts to do one of my favorite things, but comes up unfortunately short. Simplicity is under-rated in game development. Game developers are pressured to throw everything and the kitchen sink into their game designs, but it's incredibly difficult to make something great with all those moving parts. Any master chef will tell you that they would be more impressed with an expertly done dish that was simplistic than an elaborate, exotic dish that was done poorly. Crytal Rift attempts to go back to the roots of first person RPG adventures and capture the essence of dungeon crawling experiences like Eye Of The Beholder and Zork. The game fails, though, in it's inability to create a quality design out of it's simplistic ingredients. It tries to capture the humor and storyline of Zork (with a few direct references) and the dungeon crawling action of EOTB. But where those games aspired to be more and tried to punch above their weight class, Crystal Rift feels like it's a mediocre effort that could be more spirited and clever in nearly all aspects. Traps need to be more dangerous. Puzzles need to be more clever. Writing needs to be sharper. Etc.
In the end, Rift fails no bigger than most AAA games on the shelf, and it's just as fun to play. But it's low budget, low inspiration feel will fail to provide the usual excuse of AAA games in that they provide a premium experience to make up for the lacking gameplay.
SummaryA grid-based dungeon-crawler in classic first person perspective. Crystal Rift is inspired by classic dungeon games such as Dungeon Master and Eye of the Beholder with grid-based movement. It has been developed primarily for VR, but is also an experience for those without headsets.