While Astonisha Story has all the
hallmarks of a standard RPG it fails to
drum up any feeling towards it. The battles
are over-long and while the game is pretty
short, you’d be hard-pushed to
see it through to the end.
SCORE
23/JUN/06
68%
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It’s odd. Astonisha Story is odd. On the
surface it seems to be an ordinary RPG
with all the usual stuff you’d expect:
leveling up, turn-based battles and
dragons; it’s also got its own little nuances
that set it apart and slightly down from every
other RPG.
The story isn’t all that different from
anything you’ve played before: a young knight
called Lloyd (the most popular name in RPGs
today) is escorting a magic staff when his
party is attacked and slaughtered, and the
staff is stolen. And so begins his adventure in
getting the staff back. Of course, this unfolds
into even more familiar ground when it turns
out that the staff is one of six magical items
in the world which are being collected by an
evil queen in order to keep herself young and
youthful. Rather predictably, this comes at
a price and the whole world has been put in
terrible danger!
Not that that matters too much as the
world is very small and the game can be
completed in around 15 hours. Well, it is after
all a basic port of a PC game released in 1994.
The battles are pretty limited and set out in
a similar fashion to a Fire Emblem or Final
Fantasy Tactics game, so you have to move
your character then select your attack or
spell and hope that the enemies’ energy goes
down far enough so they don’t get a chance
to attack. Unfortunately,
they usually do get the
opportunity to stick a
knife in your ribs and as
such the battles can go on
for a very long time, especially later on when
there are up to eight enemies on the battlefield.
The characters themselves are a familiar mix
of mages, weapons guys and of course a karate
guy. But as you guide them round moving from
town to town, after you’ve activated the next
plot line (which only happens when you speak
to the correct person in the correct order) you
never really begin to feel attached to them.
Well, that’s true until you get to the bit where
everyone is literally calling each other ‘bastards’
for about 15 minutes. We’re not sure if this was
intentionally funny, but the bits that try to be
intentionally funny… aren’t. It can get too postgenre
and self-referential, for example when
Lloyd admonishes a character for suggesting
the game should use a password system to
stop videogame piracy. Consequently, we
didn’t find this very astonisha or interesta. See
what we did there?
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson