Perhaps you know Astonishia Story. A RPG Korean appeared into 2006 in the United States and Europe, then in Japan. It had made the beautiful days of world PC and, hold you well, of the GP32. What is this thus? It is a Korean portable console, not easily findable nowadays. The play did not certainly profit from a French localization but the gesture of Ubisoft to leave it entirely in English was a good start. Astonishia Story did not mark the spirits but it made it possible to populate the catalogue of the PSP in Europe. Ntreev software decided to offer one following this “little game without much claim”.
- More than one barrier…
How can I allow myself to speak about Astonishia Story 2? Eh well, I launched out in the demonstration of the play, put on line last March. It is entirely in Korean, thus do not hope there to include/understand large-thing if you do not practise the language. Dialogues and names are thus incomprehensible with a great majority of the population, contrary to the menus. Those are translated into English. The large headings are completely obvious and once in their centre, you are guided by the icons. The equipment is shown on the body of a misadventure, in order to be able to locate them, and arrows (rising or downward) inform you effect of each object on your heroes.
The mitres are those to which all the roleplays accustomed us: Statute, Equipment, Object, Techniques, Formation, Search and Data. Very practical, the Quête section makes it possible to point out the objectives in progress. She is too often forgotten not to announce it when a play has it. The statute presents pretty artworks of your heroes, with the still unknown names unfortunately. Moreover, let us speak in these characters and introduce the system of combat.
- The boxes leave their place
Astonishia Story had all the traditional roleplay except for its combat which were held the made-to-order of Tactical-RPG that we know. Understand by there that the characters moved on boxes and that it was necessary well to think of the placement of its troops not to see the screen of Over range too quickly. This second shutter adopts a style much more traditional with a very close representation, not to say identical, with that of Valkyrie Profiles Lenneth. The combat are thus completely traditional with the long string of icons representing the possible actions: To attack, Object, Technique, to escape and defend themselves. I do not think of having to perpetuate me very a long time on those. The techniques mix as well the special attacks as the magics; all consume a certain quantity of MP (Points of Magic). Only the escape underwent a notable preferential treatment since it can be carried out also easily only the other actions.
When you wish to eclipse of a combat, a wheel with six holes appears, a part is gilded, the other empties. It then will start to turn at any speed and you must stop it on one of the holes gilded to make a success of your blow.
But for thinking of fleeing of a combat, it is necessary to think of good of beginning it. The enemies are visible on the playing field. No the random combat in Final Fantasy thus. If they locate you, a point of exclamation appears with the top of their head and they put at you courser. Great attention should be paid not to be made catch up with by behind because the enemy would have the initiative then and would cause an extremely powerful attack, sufficiently to put at evil all your team. You will be thus likings to take your adversaries with reverse as far as possible.
- First aprioris and pleasures
The demonstration of Astonishia Story 2 is of a surprisingly raised difficulty. With accepting the specialized press of it the exit of the play, the first was far from being simple. Its continuation seems well left to go on its steps. The enemies of the only keep available are able to send AD shepherds in one to you nothing time. It is to better be patient kind not to throw its console of anger, especially if one cumulates impatience and impulsiveness… On the other hand, the boss seems much simpler to negotiate and imposes some much less than envisaged.
At the time of the meeting with this last, opens a verbal tournament during which no voice is made hear. Unless it is not exclusive with the demonstration but it is legitimate to think that the final version will not be doubled.
Two negative points counterbalanced by two positive points: the graphic realization and the band sound. Graphics are not superb and do not post a 3D to wet its breeches of it but the design of the characters is excellent. A true personality emerges from each one of them. One feels one there lived and a certain desire for going from the front one. Animation during the engagements is really good, pointing out some large titles of fire Playstation.
If the music during the keep is rather unspecified, even if it corresponds to him well, those accompanying the meetings and in particular that vis-a-vis the boss are epic. They correspond completely so that one waits. Let us hope that those of the play will follow the same model.
- All that, all that…
Clearly simpler of access than its predecessor, Astonishia Story 2 will certainly not form part of RPG most innovative of the year. The new was barred on holiday at other developers; however, which it does, it does it well. Its gallery of characters could reserve some good surprise well to us, just like its band sound. Its isometric sight pointing out Tales off Eternia will like set on plays “old school” as one likes to say it in official circles. Attention however with this difficulty somewhat rejecting and its Korean language. An exit apart from Asia would be a blessing.