This would usually be the place to discuss how the voice acting serves these characters, but aside from the opening cutscene, The Legend of Crystal Valley has no voiceovers. Like in older adventures, every description and every line is written on screen for the player to read. This choice was obviously dictated by budget contraints, but while for some players this will undoubtedly be a serious drawback, the freedom from economic considerations ended up allowing the developers to concentrate on the quality of the writing itself, and even expand on the usual quantity (I’ll return to this point soon enough). The musical score is sparse but generally provides a soft, atmospheric background to what is happening on the screen without being intrusive. The occasional more prominent theme stands out, like the sad, melancholic orchestration heard in the Count’s Tower or the powerful, almost electronic tunes of the final segments, and these are well-executed and extremely engaging.
Unfortunately, the game’s graphics didn’t fare nearly as well from the budget restrictions. While the backgrounds can be quite nice to look at – and some locations like the sulphuric swamp and the ominous Ziggurat are pleasantly atmospheric – the character models are blocky, and not only do they seem like lifeless puppets standing still, when they move the animation is so clunky that they resemble odd mechanical robots. This wasn’t a problem for me, since I was so drawn in by the story and setting that I barely noticed it after just a few minutes of play, but gamers who place higher importance on graphical expertise will certainly find The Legend of Crystal Valley to be visually unpolished compared to most adventures on the market today.
Those who aren’t deterred by the limits of its production values, however, will find a very solid gaming experience underneath the clumsy graphics. The adventure plays from a third-person perspective and the interface is a straightforward point-and-click: the cursor changes over interactive hotspots and a left-click brings up a small menu with Look and Use/Take options, while clicking the ground will make Eve walk (you can make her run by pressing and holding the space bar, but not double-clicking, unfortunately) toward the appropriate location. A welcome addition is that Eve will instantly travel between two connected locations she’s already visited with a simple double-click, thus avoiding long, boring runs back and forth between locations. There are also many interactive hotspots that can only be examined, and this is where both the quality and quantity of the writing really shine: clicking multiple times on these objects provides not one, but two and often three separate comments from Eve. This isn’t necessary to proceed in the game, but the optional content furthers the depth of the setting and often gives precious insights into Eve’s background and personality. Games don’t usually include this kind of attention to detail nowadays, and I found myself clicking on everything all the way through.
The inventory is easily accessed in a pop-up bar at the bottom of the screen, displayed by a simple right-click of the mouse. In this bar, you’ll find not only the objects Eve is carrying but also a diary that registers every dialogue, plus a spellbook. During her adventure, Eve can learn three different spells, like Telekinesis, that can be useful for particular puzzles. This addition reminded me of the classic Quest for Glory series, where the magic user could use his peculiar abilities to overcome certain obstacles, and it adds considerably to the depth of the gameplay here. Unfortunately, this aspect is somewhat underused, and aside from a couple of occasions where magic use requires some creative thinking, it’s usually quite clear when a spell is required for a puzzle.
Besides the spell-related puzzles (a few of which even have multiple solutions) and the occasional logic-based and mechanical dilemmas which are usually quite challenging, the obstacles are mostly inventory-based, and always neat and believable in their practical solutions. These puzzles often rely on fetch quests that, for once, have been cleverly integrated into the plot. In fact, since the Crystal Valley rules of hospitality always provide for an exchange of favors, Eve is frequently asked for a barter of services. For example, in an enchanted forest, a nearly blind old witch requests three different herbs for her concoction and in the city, a kind florist asks Eve to retrieve a stolen rare plant. When Eve completes such tasks, after a heartfelt thanks her customer will always be glad to help her to the best of their abilities. Once again, while nothing new to the genre in terms of gameplay, it’s nice to see the writers incorporated these challenges into the larger narrative, always rewarding players with a deeper comprehension of the Valley and its inhabitants. My only complaint with the puzzles is that sometimes the game is unclear on how to operate strange machinery, which left me a bit confused.
I completed my trip through the Crystal Valley in about six hours, and while I largely enjoyed the journey itself, I was a bit disappointed by the ending. The game builds up to a nice climax in its final segments, but the finale itself is quite rushed, leaving some minor plot points (mainly details about the overarching mythology) unexplained. Hopefully this means that we will see a sequel in future, and I for one would be glad to revisit the Valley, meet some old friends and maybe even find some answers to questions I still have. The developers have created such a compelling world that I really want to delve even deeper into it. This imaginary world may not be groundbreaking or shockingly original, but it is captivating and well worth exploring if you can overlook the lower production values of its presentation. And if you are a fan of the old King’s Quest series, or you simply can’t resist the charm of an intriguing fantasy adventure, The Legend of the Crystal Valley is the perfect choice for you.