The third (and ultimately final) spinoff in the Gargoyle's Quest sub-franchise of the greater Ghosts n' Goblins franchise, the game was a commercial failure for Capcom when it launched, even generating negative sales one week according to Nintendo Power. But is Demon's Crest a hidden gem that was neglected in its time, or does it really deserve its rare and obscure status?
Capcom's Ghosts n' Goblins series was a hit in the '80s and '90s, with a few scattered games and spinoffs coming in later years, but also attained notoriety for its extreme difficulty. Not only does it require precise movement and attacks with a rather sluggish character, but you must complete each game twice in order to win, with the second run often requiring you to use a specific weapon in order to complete it.
Gargoyle's Quest was a short-lived spinoff series comprised of three entries on the Game Boy, NES and SNES, starring Firebrand, one of the famously annoying Red Arremer type enemies that appear throughout the main series. They were mostly side-scrolling action games with a few light elements of RPGs and Metroid style exploration, gradually upgrading your character as the game progressed. Demon's Crest was its final entry and leaned the most heavily into this element, with numerous forms with differing abilities to swap between, spells to cast, potions to purchase and use, and stages laden with many secrets, necessitating later returns to find everything and overcome certain challenging bosses. A bit like Capcom's own Mega Man X series on the SNES.
Case in point, Firebrand now has five forms to switch between, all themed after elements and all sporting different abilities. His base form is fire-themed, can hover in the air indefinitely (but not gain altitude) and gets a variety of different projectiles that can do things like create temporary platforms, light torches or break bricks, as well as a headbutt move that can smash certain background objects. Earth form launches projectiles that travel along the ground and can charge to smash (or move around) large obstacles. Water form can travel beneath water without taking damage, Air can gain altitude while in the air, and Time is simply powerful and takes half damage from enemy attacks. All come in handy at different points in the game and for defeating certain enemies; for example, the Buster power in Fire form can damage armored enemies, whereas other forms simply knock them back or do nothing at all.
Other things that aid the player are pickups that boost maximum health and Talismans that bolster one of Firebrand's attributes when equipped, though only one can be in use at a time. Enemies drop more health or money, or Firebrand can gain a higher rate of fire, damage or defense. Urns can be collected and used to store potions, purchased at shops in the game's town with money. These have varying effects like letting Firebrand instantly exit a stage, reviving after a death or restoring some or all of his health; all quite useful to have, and when things start getting difficult late in the game you'll definitely want as many healing potions as you can carry. Spells are another addition, requiring the player to find Vellums hidden in the stages and then purchase them at a shop; these are considerably less useful though, and do things like stun enemies, summon an imp to fight alongside him (though it requires payment), or do a powerful screen-clearing attack.
While the game does feature progress saving, one slight annoyance is that it's done via a 16-digit password system, which the game only dispenses after you die and choose to end your game. However, you can then choose "continue" on the title screen and it will retain your password, so you don't have to punch it in each time as long as you don't power off the console. If you're playing on an emulator or on the Switch Online service, this isn't a problem owing to the save-state features those possess. There are also three endings in the game depending on how much completion you've achieved. Facing the final boss before collecting all the crests results in the worst ending, collecting all the crests but not the other collectibles (Health boosters, Vellums, urns and talismans) gets a neutral ending, while getting full completion gets the best ending. A secret fourth ending can be found by getting the best ending, punching in the password you get afterwards and facing down a secret superboss, which also gives you access to an otherwise-inaccessible ultimate form for Firebrand to meet the challenge.
Per franchise standards, Demon's Crest is an aesthetically appealing game, with a dark and foreboding, yet charming visual style, Capcom's usual gorgeous animation and equally moody music and sound effects. Even small touches like the elaborate death animations for the enemies (and Firebrand) complement the mood perfectly. While definitely challenging, Demon's Crest is not nearly as frustrating as its parent franchise and is a much more enjoyable experience overall; some areas and boss fights will definitely give you a challenge, but it never feels cheap or unfair, just requiring some practice, pattern memorization and using the right tools for the job (or going to find them if you don't have them yet).
So, all told, Demon's Crest is a well-made game in every respect. A quality open-world 'vania style adventure with a good amount of length, enough depth and challenge to keep you engaged, and some delightfully dark atmosphere and gorgeous aesthetics. It really is the shame it ended up being the last of this particular subseries, but at least it went out on a high note. Definitely one of the Super Nintendo's more overlooked gems.
Developer: Capcom
Publisher: Capcom
Released: 1994
Platform: Super Nintendo (with rereleases on Wii Virtual Console, 3DS Virtual Console and Switch Online)
Recommended Version: N/A