Compare Ginger: Beyond the Crystal prices across 50+ stores and find the best deal. Developed by Drakhar Studio. Published by BadLand Publishing. Released on 10/25/2016. Available on PC, Mac, Xbox. Genres: Adventure, Indie.

A nostalgic collectathon platformer aimed squarely at the PS2-era crowd, though its rougher edges make it a qualified recommendation rather than a confident one.

My honest first impression of Ginger: Beyond the Crystal was warm, then cautiously measured. There is something genuinely pleasant about a small Spanish indie studio building a full 3D collectathon in the tradition of N64 and PS2 platformers, and that affection for the source material is visible in every corner of the game's three hub worlds. The colorful, cartoonish environments have real craft in them, and the soundtrack is one of the game's most consistent strengths: soft, whimsical, paced to keep you exploring rather than rushing. For a game nobody really talks about, the sound design deserves more credit than it gets. The structure will be familiar to anyone who grew up with that era. You control Ginger, a small blue creature sent by a goddess to purify shattered crystals scattered across fifteen main levels, each divided between three hub villages. Those hubs have a gentle town-building loop attached: gather wood, gold, and stone from quests to reconstruct houses, which then draws villagers back who hand you new side missions. It is a more layered setup than a simple stage-select screen, and for a younger audience or a parent playing alongside a child, that rebuilding feedback loop genuinely works. The bonus levels, which unlock after each main stage, strip things back to pure precision platforming on rotating platforms, and those are where the game occasionally finds a sharper edge. Where it stumbles is in the places its genre heroes never got away with either. Combat is weak across the board. There are punches, dashes, uppercuts, and even suit-specific attacks, but reviewers and players agree that one move handles nearly everything. The dragon suit sets obstacles alight and the wizard suit moves objects, but these costumes function more as gate-openers than genuine gameplay expansions. Boss fights are few and forgettable, appearing and disappearing without much ceremony. The camera can betray you on precise jumps, hit detection on the basic punch is unreliable, and there is a persistent friction between the game's ambitions and its polish. An Old School Mode removes checkpoints if you want more tension, but the underlying challenge ceiling is low regardless. Who is this for, then? Genuinely: a younger player, or an adult who simply wants an uncomplicated couple of evenings in a brightly lit world. The Steam user split sits around fifty-fifty, which actually feels honest. This is not a broken game. It is a game that chose sincerity over innovation and paid the price in critical reception without fully deserving the harshest takes. The level variety across fifteen stages is real, the world has atmosphere, and the soundtrack holds up for the whole run. If you come in expecting Banjo-Kazooie, you will feel the gap. If you come in expecting a modest, handmade platformer from a small studio that clearly loved what it was making, the gap closes considerably. Kai, Scout Team

Ginger: Beyond the Crystal
AdventureIndie

Ginger: Beyond the Crystal

Oct 25, 2016Drakhar StudioBadLand Publishing
GamerScout Says

A nostalgic collectathon platformer aimed squarely at the PS2-era crowd, though its rougher edges make it a qualified recommendation rather than a confident one.

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About Ginger: Beyond the Crystal

My honest first impression of Ginger: Beyond the Crystal was warm, then cautiously measured. There is something genuinely pleasant about a small Spanish indie studio building a full 3D collectathon in the tradition of N64 and PS2 platformers, and that affection for the source material is visible in every corner of the game's three hub worlds. The colorful, cartoonish environments have real craft in them, and the soundtrack is one of the game's most consistent strengths: soft, whimsical, paced to keep you exploring rather than rushing. For a game nobody really talks about, the sound design deserves more credit than it gets. The structure will be familiar to anyone who grew up with that era. You control Ginger, a small blue creature sent by a goddess to purify shattered crystals scattered across fifteen main levels, each divided between three hub villages. Those hubs have a gentle town-building loop attached: gather wood, gold, and stone from quests to reconstruct houses, which then draws villagers back who hand you new side missions. It is a more layered setup than a simple stage-select screen, and for a younger audience or a parent playing alongside a child, that rebuilding feedback loop genuinely works. The bonus levels, which unlock after each main stage, strip things back to pure precision platforming on rotating platforms, and those are where the game occasionally finds a sharper edge. Where it stumbles is in the places its genre heroes never got away with either. Combat is weak across the board. There are punches, dashes, uppercuts, and even suit-specific attacks, but reviewers and players agree that one move handles nearly everything. The dragon suit sets obstacles alight and the wizard suit moves objects, but these costumes function more as gate-openers than genuine gameplay expansions. Boss fights are few and forgettable, appearing and disappearing without much ceremony. The camera can betray you on precise jumps, hit detection on the basic punch is unreliable, and there is a persistent friction between the game's ambitions and its polish. An Old School Mode removes checkpoints if you want more tension, but the underlying challenge ceiling is low regardless. Who is this for, then? Genuinely: a younger player, or an adult who simply wants an uncomplicated couple of evenings in a brightly lit world. The Steam user split sits around fifty-fifty, which actually feels honest. This is not a broken game. It is a game that chose sincerity over innovation and paid the price in critical reception without fully deserving the harshest takes. The level variety across fifteen stages is real, the world has atmosphere, and the soundtrack holds up for the whole run. If you come in expecting Banjo-Kazooie, you will feel the gap. If you come in expecting a modest, handmade platformer from a small studio that clearly loved what it was making, the gap closes considerably. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:indieCollectathonVillage RebuildingOld School ModeN64-styleFamily Co-opCostume MechanicsCrystal CollectionLow-difficulty

System Requirements

Minimum

OS
Windows 7
Memory
3 GB RAM
Storage
8 GB available space
Graphics
nVidia 730 or equivalent
Processor
Intel i3

Recommended

OS
Windows 7
Memory
8 GB RAM
Storage
8 GB available space
Graphics
nVidia 750 or better
Processor
Intel i7

Reviews & Ratings

No ratings available

Game Info

Developer
Drakhar Studio
Publisher
BadLand Publishing
Release Date
Oct 25, 2016

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