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* AbandonShip: Played word-for-word by one of Ozgar's ships having crash-landed on the forest colony, with "Abandon Ship" in his species' language on a display inside. [[spoiler: Later, at the end of the game, you have to type this same phrase into his mothership's systems, to sound the alarms and force him out of his room.]]

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* AbandonShip: Played word-for-word by one of Ozgar's ships having crash-landed on the forest colony, with "Abandon Ship" shown in his species' language on a display inside. [[spoiler: Later, at the end of the game, you have to type this same phrase into his mothership's systems, to sound the alarms and force him out of his room.]]


* MarketBasedTitle: The game was also released under the title "Evany: Key to a Distant Land".


''The Crystal Key'' is a first-person AdventureGame, developed by Earthlight and published by [=DreamCatcher=] Interactive in 2000. A loose sequel, ''The Crystal Key 2'' was released 4 years later.

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''The Crystal Key'' is a first-person AdventureGame, developed by Earthlight and published by [=DreamCatcher=] Interactive in 2000. A loose sequel, ''The Crystal Key 2'' 2'', was released 4 years later.
later by Creator/TheAdventureCompany.


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* MarketBasedTitle: The game was also released under the title "Evany: Key to a Distant Land".


* CreationSequence: One segment in the desert world involves placing a rock into a machine that results in a loud, dramatic manufacturing sequence...only to end with the production of a single golden coin.



* MundaneMadeAwesome: One segment in the desert world involves placing a rock into a machine that results in a loud, dramatic manufacturing sequence...only to end with the production of a single golden coin.


* CoolGate: Taking a page from Stargate, these simple arches, when activated by the key, provide direct transport between the Arkonian colony planets. They recently perfected the ability to design portable portals as well, from small remote-controlled ones you can carry around - and which go with you when used, to huge rods mounted on spaceships, which they used to temporarily deter Ozgar.

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* CoolGate: Taking a page from Stargate, [[Film/{{Stargate}} Stargate]], these simple arches, when activated by the key, provide direct transport between the Arkonian colony planets. They recently perfected the ability to design portable portals as well, from small remote-controlled ones you can carry around - and which go with you when used, to huge rods mounted on spaceships, which they used to temporarily deter Ozgar.


''The Crystal Key'' is a first-person graphic adventure game, developed by Earthlight and published by [=DreamCatcher=] Interactive in 2000. A loose sequel, ''The Crystal Key 2'' was released 4 years later.

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/the_crystal_key.png]]
''The Crystal Key'' is a first-person graphic adventure game, AdventureGame, developed by Earthlight and published by [=DreamCatcher=] Interactive in 2000. A loose sequel, ''The Crystal Key 2'' was released 4 years later.



* TreeTopTown: The Monolith Trees, home to the Nehli, take this UpToEleven, with the factor that they tower so high that the mushrooms that grow on their branches are big enough to live in, and there are giant, squirrel-like creatures called Yamax that people can ride between the trees. Legends say that Merik's fountain was the cause of this.

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* TreeTopTown: The Monolith Trees, home to the Nehli, take this UpToEleven, with the factor that they tower so high that the mushrooms that grow on their branches are big enough to live in, and there are giant, squirrel-like creatures called Yamax that people can ride between the trees. Legends say that Merik's fountain was the cause of this.this.
----

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* BigElectricSwitch: You have to pull three of these at once to restart an Arkonian power station.

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* BagOfHolding: Your inventory is an astronaut backpack that tips open to show its contents.

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* {{Backtracking}}: This game is steeped in it, especially in the Nehli tree zone, since your jetpack is limited to fixed areas throughout the game.


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* DisconnectedSideArea: The Causeway near the spaceport. Despite being accessible from the beginning, the only way to reach the top of it involves [[spoiler: creating a bioportal]] near the end of the game.


* FishPeople: The Merari, amphibious beings who reside in an undersea palace. They began there, then eventually helped in the creation of Meribah and supported its people in a war against the Balial. Because of this legend, they are your lead to saving Evany, as well.

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* FishPeople: The Merari, amphibious beings who reside in an undersea palace. They began there, then eventually helped in the creation of Meribah and supported its people in a war against the Balial. Because of this legend, they are your lead to saving Evany, as well.


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* PsychoElectricEel: The Tarru Eel, which is also territorial to the point that it attacks another of its kind to protect its territory. Call has to trick one into attacking a reflection of itself so he can recharge a submarine with its electricity.


* TheCallKnowsWhereYouLive: In the first game, the Arkonian distress signal arrives just days before Ozgar attacks your planet; in the second, the Balial find and kidnap Athera on Evany just after she meets you.

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* TheCallKnowsWhereYouLive: In the first game, the Arkonian [[DistressCall distress signal signal]] arrives just days before Ozgar attacks your planet; in the second, the Balial find and kidnap Athera on Evany just after she meets you.

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* RetCon: The first game was set up to imply that Colonel Lifeson came from Earth. The second game explains that it was actually planet Evany.


* ShoutOut: The game is heavily inspired by ''Franchise/StarWars'', with clear examples ranging from Ozgar's very Death Star-inspired ship, to an Arkonian submarine that looks strikingly like the ''Slave I''.

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* ShoutOut: The game is heavily inspired by ''Franchise/StarWars'', with clear examples ranging from Ozgar's very Death Star-inspired ship, mothership, to an Arkonian submarine that looks strikingly like the ''Slave I''.

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* PermanentlyMissableContent: Averted for the most part, but forgetting to grab a multitool before being taken aboard Ozgar's mothership results in a game over, since you need it to escape your prison cell.

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* AbortedArc: Shortly after bringing you to Meribah, Naoo is prevented from leaving due to his ship not being up to safety codes. He bribes the port authority to overlook it later, but then someone steals his side thrusters. Despite that a place to get vehicle parts exists, this side plot is never addressed again.

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