GOTG Review: Astria Ascending
This is the next game in my Backlog Roulette series, where each month I spin a wheel to randomly select a game on my massive backlog that I must play (though not necessarily to completion). These wheel spins occur on the monthly preview episodes I co-host with my friends on The Casual Hour podcast.
Thereâs a phenomena about robots youâve probably heard of before. Itâs called the uncanny valley. The idea is the closer a robot looks and acts like a human, the more its inaccuracies are scrutinized and criticized by real humans. The reasons could be myriad â it could be the way it looks or sounds or moves or something else entirely â but the important thing is that itâs notâŠright. Astria Ascending lives in its own uncanny valley. But itâs not one of being human, rather, itâs one of being a JRPG classic. Â
Thereâs another saying famous saying: âIf it looks like a duck, swims like a duck, and quacks like a duck, then it probably is a duck.â Astria Ascending certainly looks like a great JRPG, its Vanillaware-like character design is striking, with a number of unique races from the beastly feline Arktans to the angular and serpent-esque Zeft. The art direction in general is often a sight to behold. The hub area especially has a real electricity about it, with many gorgeous structures.Â
It swims like a great JRPG as well. Opening the menu reveals a wave of systems and mechanics. Each of the eight party members has their own starting class, equipment type, skill tree and abilities. Combat sees you use four of your party members at any one time, though you can swap out members mid-battle for strategic advantages. There are a suite of buffs and debuffs that can be applied to your team or to enemies. Thereâs a summon system. Thereâs even a Bravely Default-style system that lets you spend resources for more powerful attacks in a single turn.Â
And hey, it even quacks like an RPG classic. The premise is undeniably cool: The world is protected by a faction of eight demigods, people from around the world who were drafted into service and given incredible power, but also given just a few short years to live. And the current group â your playable characters â are just three months away from a pretty permanent retirement as they work to protect the world fully knowing they wonât be around to see the fruits of their effort. The writing and voice acting (both in Japanese and English) are well done. And musically, composer Hitoshi Sakimoto, who has contributed to Final Fantasy Tactics, Final Fantasy XII and 13 Sentinels: Aegis Rim does solid work here as well.
But unfortunately, looking, swimming and quacking like a great JRPG is not enough to make you one. And itâs in the details where Astria Ascending falls.
Ulan, seen here waving her arms like some kind of wacky inflatable tube man.
The game looks beautifulâŠin stills. Charactersâ idle animations are so fast and so wild they become distracting. Walking and running animations are awkward too. Thereâs a real âLive 2Dâ look to everything going on here that just is devoid of personality. Battles donât fare much better as animations and effects for spells and attacks are weak and flat. Itâs such a bummer seeing cool characters move in such lifeless ways.Â
Astria Ascending does have a wide array or systems thoughâŠtoo big of an array, in fact. You start the game with your full party of eight, which means you have eight classes, each with their own massive skill tree to attend to. And before you can unlock much of anything on one of these trees, youâre given additional access to a choice of three upgraded job classes per character that open up a second full skill tree. And later youâre given sub jobs and support jobs, which create even more headaches. I love tinkering with character builds, but this is just too much. Oh, and those upgraded job choices are permanent, so you better be happy with your picks.Â
This skill tree is fine, but when every one of the eight characters has two of these each (and most of the things on it are flat stat buffs), it becomes both overwhelming and monotonous.
And all of this mechanics and systems just end up making the gameâs many, many fights long and tedious, often with little reward. It got to the point where I turned the difficulty down to its lowest setting just to mercifully pick up the pace.Â
When youâre not fighting, youâre walking around incredibly simple and bland Metroidvania-like environments. The structure feels a lot like Vanillawareâs Muramasa: The Demon Blade, where dungeons are made up of 2D side-scrolling rooms that can branch off in multiple directions. But each of Muramasaâs screens are visually distinct and built for dynamic platforming and action combat. Astria Ascendingâs rooms all look the same and you mostly just hop around to solve the most basic of puzzles.Â
Every dungeon ends up looking this spartan, with identical room connecting to identical room. It's easy to get lost.
And as for the quacking part, while the premise is cool, half the game is spent going back and forth among everyoneâs hometowns, solving very similar problems before going back to the main hub to report in. It feels less like a grand adventure or unravelling a mystery and more like running errands with no payoff.
The music is also CONSTANT. There are no quiet moments. There is very little up or down. The tracks are fine, but they're implemented so poorly. They're just always there, sometimes drowning out the voice acting. And those voices, while nice performances, sound awfully similar (especially for the female English voices), and since the camera is almost always zoomed out, it can be quite difficult to know whoâs talking.
The speech bubbles are also of little assistance when it comes to knowing who's speaking.
At this point, I suppose itâs clear that I didnât like Astria Ascending, but I do find it to be an interesting case study for what makes a JRPG good or bad. Astria Ascending pretty strictly follows the formula of classic JRPG design, but while it hits the right notes and plays them in the right order, thereâs just no soul to this music. Even if developer Artisan Studios addressed all of the issues I listed above, Iâm still not sure the game would be good. Because it would still be missing a thousand little details that even I canât so easily put my finger on.Â
Astria Ascending is not a bad game, not in a technical sense anyway. Itâs just one that lacks heart and passion. Itâs a photocopy, an amalgamation of good things from other games without the understanding of what those good things mean or how they should interact.
Itâs uncanny. And once you see it, you can't unsee it.










