Game review
Cris Tales
5.5 / 10
- Developer
- Dreams Uncorporated, SYCK
- Publisher
- Maximum Entertainment
- Released
- 20 July 2021
- Platforms
- Windows
- Genre
- Turn-Based JRPG
- Monetisation
- Paid, one-time purchase. No in-app purchases.
- Players
- Single-player only.
The short version
Cris Tales lets players simultaneously view a location's past, present, and future on screen at once, using that vision to solve puzzles and manipulate time in combat, and its Mixed reception reflects a genuine split: near-universal praise for its hand-drawn art and voice acting, set against an extremely consistent complaint that its central time mechanic is underused relative to its potential, compounded by sluggish, unevenly balanced combat and a story that a meaningful share of reviewers feel falls apart in its second half.
Biggest strengths
- Genuinely stunning, distinctive hand-drawn art direction that reviewers across this entire sample credit as the game's standout achievement, regardless of their overall verdict.
- Full voice acting and charming character writing, particularly in the opening hours, that consistently draws praise even from reviewers who are otherwise sharply critical.
- A genuinely creative core premise — viewing a location's past, present, and future simultaneously — that stands out as a distinctive idea within the JRPG genre.
Biggest weaknesses
- An extremely consistent complaint describes the central time-manipulation mechanic as underused, with several reviewers noting it factors meaningfully into only the opening hours before combat and puzzles largely stop requiring it.
- A well-corroborated complaint reports sluggish, repetitive combat with an uneven difficulty curve, including specific boss encounters several reviewers describe as poorly balanced relative to available player damage output.
- A widely repeated complaint describes the story and writing quality as noticeably declining in the second half, with rushed pacing and late-game padding contrasted against a genuinely strong opening.
Who it's for: JRPG fans specifically drawn to its distinctive art style and time-manipulation premise who can tolerate real mechanical rough edges from a debut studio; temper expectations around combat depth and back-half pacing.
Our recommendation: A beautiful, ambitious debut with real unrealised potential; worth trying on a discount for the art and premise, but go in aware of its consistent mechanical and pacing shortfalls.
5.5 / 10
Stunning art and a genuinely creative premise
Cris Tales earns remarkably consistent praise across this review base for its presentation, virtually without exception. "The graphic and art style is amazing and have good soundtracks too," reads one review that otherwise details serious combat and pacing complaints, a pattern repeated throughout this entire sample regardless of overall verdict. This review credits that achievement as genuine: the hand-drawn, storybook-style visuals and the central conceit of viewing a location's past, present, and future simultaneously on screen represent real creative ambition from a first-time development studio, and reviewers consistently single out the opening hours, where that vision and its accompanying charm and voice acting land most effectively, as a genuine highlight.
An extremely consistent complaint about an underused core mechanic
What dominates the critical portion of this review base overwhelmingly is a specific complaint about how little the game's signature idea is actually used. "The combat, puzzles and choices you make don't change or improve past what you get chapter, sometimes getting worse. It doesn't utilise its main mechanic well, discouraging it's use in combat," reads one review. Another elaborates on the emotional letdown directly: "This games really good on paper, and hell the beginning is really good with how the volcano sisters make you actually use your time abilities, but after that it feels like those abilities feel like a" footnote rather than a core system. Checking a broad sample of negative reviews, this exact complaint — that the time-viewing and manipulation mechanic which defines the game's identity and marketing is meaningfully engaging only in its earliest hours before becoming increasingly optional — recurs with remarkable consistency, making it by far the single most repeated theme in this review base.
A well-corroborated complaint about sluggish, unbalanced combat
Distinct from the underused mechanic specifically, a separate and consistent complaint concerns the combat system's basic feel and balance. "Combat felt sluggish and repetitive after a short while, with most of the later skills being basically useless. Difficulty is non-existent," reads one review, while another reports the opposite balance problem later in the game: "You don't do enough damage, even with fully upgraded everything, to" beat certain late bosses, describing "some of the worst boss fight design" the reviewer had encountered in decades of playing the genre. This review treats the complaint as fair: reviewers report inconsistent difficulty in both directions, trivially easy for long stretches before spiking sharply, which suggests underlying balance issues distinct from the game's more celebrated art and premise.
A widely repeated complaint about second-half pacing and writing
A further, consistent complaint concerns the story's structure across a full playthrough. "The story starts off pretty good, I was invested in the beginning but it gets kind of sloppy towards the end... like really bad writing for dialogue and narrative," reads one review, and another frames the same pattern more broadly: "poor game design, and late game padding. The game starts strong, with the first few hours showing you all the seeds of a good" experience that doesn't fully pay off. Checking this review base broadly, this specific pacing pattern — a strong opening giving way to padding, sloppier writing, and diminishing mechanical engagement in the back half — recurs often enough across otherwise varied individual complaints that this review treats it as a genuine, well-corroborated structural weakness rather than a matter of individual taste.
Slow movement and backtracking fatigue
A smaller but consistently noted complaint concerns basic traversal. "Not being able to walk faster was definitively one of the main factors" in making the game feel slow and often annoying, reads one review, and a separate reviewer specifically calls out "an insanely high random encounter rate" that compounds the problem during exploration. This review treats the complaint as fair: given how consistently reviewers already flag pacing and content padding as issues, the absence of a basic sprint option makes an already lengthy playtime feel longer than necessary.
Genuine post-launch support, then quiet
This review checked the developer's own update history directly and found real, verifiable evidence of responsiveness in the months following launch: a patch in August 2021 specifically addressing bugs and graphical settings, followed by a further update in December 2021 adding a new playable character. That context is worth crediting given how many reviewers describe the launch state as unfinished-feeling. However, no further gameplay updates followed after December 2021, meaning core complaints about combat balance and mechanic underuse that persisted past that point went unaddressed.
A visible gap between the launch demo and the finished game
A specific, recurring complaint worth noting on its own concerns a widely played public demo that preceded launch. "The demo was really cool because the first boss fight you had to combine spells with your time shift skills in order to even hurt the boss. This" mechanical depth, one review explains, felt noticeably reduced in the shipped game relative to what the demo had promised. Several other reviewers in this sample independently reference having played and enjoyed the demo specifically, only to find the final release less mechanically demanding or polished than that earlier build suggested. This review treats that specific pattern — a demo that showcased the time mechanic more prominently than the finished game ultimately does — as a fair, corroborating data point for the broader complaint that the core system is underused, rather than an isolated case of shifted expectations.
Final verdict
Cris Tales is a genuinely beautiful, creatively ambitious debut that this review credits honestly for its art direction, voice acting, and central time-viewing premise. What keeps the score moderate is an extremely consistent complaint that its signature mechanic goes underused past the opening hours, a well-corroborated pattern of sluggish and unevenly balanced combat, and a widely repeated sense that the story and writing quality decline noticeably in the second half. This is worth trying on a discount for players specifically drawn to its distinctive presentation, tempered by realistic expectations about how much of its early promise the rest of the game actually delivers on.
Pros and cons
Pros
- Genuinely stunning, distinctive hand-drawn art direction that reviewers across this entire sample credit as the game's standout achievement, regardless of their overall verdict.
- Full voice acting and charming character writing, particularly in the opening hours, that consistently draws praise even from reviewers who are otherwise sharply critical.
- A genuinely creative core premise — viewing a location's past, present, and future simultaneously — that stands out as a distinctive idea within the JRPG genre.
- Verified, genuine post-launch support in the months after release, including an August 2021 patch addressing bugs and graphical settings and a December 2021 update adding a new playable character.
Cons
- An extremely consistent complaint describes the central time-manipulation mechanic as underused, with several reviewers noting it factors meaningfully into only the opening hours before combat and puzzles largely stop requiring it.
- A well-corroborated complaint reports sluggish, repetitive combat with an uneven difficulty curve, including specific boss encounters several reviewers describe as poorly balanced relative to available player damage output.
- A widely repeated complaint describes the story and writing quality as noticeably declining in the second half, with rushed pacing and late-game padding contrasted against a genuinely strong opening.
- A consistent complaint notes slow player movement with no sprint option across large maps, compounding backtracking fatigue already introduced by the pacing issues above.