Astria Ascending : The Honest Review

In, 2021 we see a number of  excellent quality japanese role-playing games already with still more to come

and based on what i've played i believe that astrid ascending should be near the top of your jrpg to-do list for this year 

in an unexpected but welcoming 
collaboration developer artisan studios has partnered with satoshi sakimoto composer

of final fantasy 12 and vagrant story as well as kazushige nojima who has written several notable jrpgs including final 

fantasy 10 and final fantasy vii remake after playing the first four chapters astrid ascending offers a lot to look forward 

to even if it doesn't do anything out of the ordinary in general the environments and animations are drop dead 

gorgeous across the board despite some unnecessary detail but its turn-based combat is where it is at its best with 

each slash and blast oozing with charm where astria ascending defines its unique battle mechanics is with its focused 

system by hitting your enemy's weakness you will gain focus points a party member can also use their turn to focus 

and gain temporary points to help deal massive damage but focus points don't always go in your favor as you can lose 

several at once if you attack an enemy who can absorb resist or nullify the damage type whether it be abilities 


o
melee attack you can use up to four focus points dealing up to 200 strength while there are eight party members 

throughout your journey only four are usable in a battle genre veterans know that this is relatively common when you

have more party members than what is allowed in battle but in austria ascending you can swap out up to your entire 

party if you want to in a single turn and for good reason battles are more often than not a challenge where depending 

on your situation you can see yourself in deep water even before your first turn begins thus encouraging you to 

experiment with different groups of members to see which best finds you success in specific encounters regardless of 

who is in your party or who is on the sidelines everyone gains the same amount of experience as long as they live 

through the fight so there's seemingly little to no need for grinding to keep everyone on the same level this is the first 

of a few quality of life improvements that astrid ascending brings to the table as a fan of the genre it is easy to

forget sometimes that turn-based jrpgs are not for everyone and can take a lot of work to get into so astray ascending

has implemented accessibility features for those who may not be familiar with the genre to ease themselves in for  

instance enemies responding in dungeons can be disabled difficulty can be changed on the fly and there's even 

weakness indicator that can be turned on so you don't have to use an ability or play the guessing game to figure out 

threat's vulnerabilities of course many players will want to experience everything organically but having the options 

for those who are newer or more casual with the genre to enjoy their experience in their own way is a huge win despite 

how much i enjoyed the combat one notable admission was the lack of a turn bar displaying the order in which the 

field would operate it isn't particularly a necessity as it doesn't hurt the gameplay's quality but it has been such a  

useful feature in many modern turn-based jrpgs of the century that it seems odd that it's absent astrid ascending looks 

really promising with based on what i've played so far great combat fantastic visuals and an interesting world to 

explore but the latter is where i have my hesitations with these heroes chosen as demigods they are guaranteed death 

3 years later do any of them take issue with being

chosen as a demigod do any of them fear 
the inevitable death that is coming for 
them these are the type of 

question 
that i hope are explored but how hard 
will the commitment be remains to be seen.

I hope you like my blog.

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