Saturday, February 23, 2013

Review- Asura's Wrath

Well, I'm the most ardent fan of quality storytelling in video games. The approach that Asura's Wrath takes in the storytelling department is certainly… interesting. Practical, no. But interesting, sure. The game is structured like an 18 episode anime, complete with title cards for commercial breaks, opening credits on every episode, even sneak peaks at the next episode. All of this is perfectly fine and good  if you play through one episode peed day, but if you are posing through, it absolutely murders the pacing. Speaking of which, do you like watching games more than you like playing them? Yeah? Well, then this will be right up your alley. I would say the overall experience is about 40% gameplay and 60% cutscenes with frequent moments of QTE just to keep you engaged. Failing at said QTEs will not affect anything other your score at the end of the episode, so it really doesn't even feel like it matters unless you are a perfect score junkie. The gameplay itself is half beat-em-up ala God of War and half rail shooter ala Star Fox. Both of them feel inferior to their influences by a solid margin. They just aren't very polished or deep. Also, the fact that the game is so easy takes away much of the edge that these games need. I think I only failed once on my entire play through, both times on one particularly annoying boss. The pattern of the game is essentially sit through a long winded cutscene, fight for a couple minutes, watch another long cut scene, press a button when prompted to, fight again. Rinse and repeat.
So that's the negative. The positive is the production values, all around. This game really should have been a launch title for this generation of consoles, where the graphics and presentation are more likely to woo people over actual gameplay. The anime style characters are very expressive in their faces and body language. Music is powerful and varied, while retaining a traditional Asian aura. The art of the world, inspired by Hindu and Buddhist religious iconography is lush and ornate. The concept art stage of this project was literally flawless. It's too bad it got undermined by being transformed into a mediocre game. In the end, Asura's Wrath is a letdown. It ends with little ceremony, employing you to buy the DLC that apparently contains the "real" ending. This is probably the most infuriating attempt to wrangle more cash out of gamers that I have ever seen. It's fine to deny me the fancy gun or the multiplayer map pack, but give me the damn end of the game. Especially when the one you provide with the game is such garbage. Asura's Wrath is already a title where 60 dollars feels way overpriced. Now you want another 10 bucks? Forget it. And shame on you for putting me in the awkward situation of wanting to see the real ending since I already put 8 or so hours into a game, yet not wanting to have to spend more money on a game that wasn't really worth what I paid for it in the first place.
I like where you are trying to do, Cyber Connect 2. I really do. Anime is cool, this game's art and style are awesome. I genuinely wanted to love this. But your execution is all messed up. You are a video game studio, correct? If you want to make anime, then go do that. Just don't neglect gameplay as blatantly and lazily as you have here ever again. And never, ever, give your game a hack ending with the intention of releasing another one for MORE MONEY. Crimes such as these are unforgivable.

6 / 10