In Give This Game a Shot, we give a fair shake to games that have been overlooked due to commercial failure, more popular siblings, or straight-up non-release.
Hey look, I finally gave this occasional feature a description. I've been all about features and descriptions these past one days.
SNES fans are born with a full working knowledge of Enix/Quintet classic ActRaiser, but for those still catching on, it's a weird combination of platformer, simulation game, and top-down shooter. The player starts in control of a "sky city" floating over a giant continent peppered with Tiny Towns (TM). Zooming in on one of these city-states switches the player to control of an angel equipped with 4-way bow. The angel is tasked with combating respawning foes while directing the progress of the city's technological and geographic growth. When the player has ushered the budding society into prosperity, he will be asked to (literally) conquer its demons, shifting the game to a standard '90s platformer. Contrived as it may be, I love ActRaiser; it has that special Quintet touch - the beautiful music, the haunting atmosphere, the grace switching between micro- and macro-stories, the abundance of Mode 7. The premise of playing as a heavenly entity freeing the world from demonic bondage is carried over to the second game, but the only gameplay mechanic that remains is the over-world map.
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Observe ActRaiser's world map, sim/shooter, and platforming modes of gameplay |
I'm tempted at this point to go on a long tangent about Quintet and their six SNES games. Temptation averted!
ActRaiser 2 is often dismissed for eliminating the god-sim elements that made the original stand out against the sea of platformers drowning the SNES. On paper, it sounds like a disappointing betrayal. In practice, ActRaiser 2 is as unique a game as its precursor, though for reasons less immediately obvious. Where ActRaiser relied on novelty to distinguish itself, 2 reaches for thematic depth and dense gameplay. It isn't a game about developing civilization and cultivating faith; rather it addresses the vices of society (in the form of the seven deadly sins) and the plights of developing cultures. The game spans multiple continents, from which the variously characterized people beseech God to rescue them from their downfall.
The Master (aka God aka the player) travels the over-world in his floating castle (Heaven) and descends upon troubled cities to hear of their suffering. The citizens will point to the most immediate threat to their happiness, which will lead to a preliminary action stage. After the people are thus liberated, they will plead the Master to destroy the manifested source of their oppression. For instance, when the Master visits Leon, he learns that its people are being heavily taxed, with offenders thrown into a cavernous jail. The Master sets out to free the prisoners, then returns to the city to find the townsfolk still suffering under the crushing taxation. He climbs to the golden palace east of the city and topples the mad king, who has been transfigured into a dragon by the demon Greed. In luxurious Temponia, the Master discovers that the demon Gluttony has consumed all the food and the people are dying of starvation and infighting. A trip to the nearby desert of Modero reveals that the souls of the deceased are being accumulated into a Legion-like beast with innumerable mouths. The Master frees these souls and then tracks the food-stealing ants to their nest, where he must defeat Gluttony's ant-queen to save the Temponians.
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ActRaiser 2 eliminates the sim, skipping straight from world map to completely redesigned action stages |
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If you don't think ol' Angry Cloud with Death would fit in on your local medieval tapestry, you've been looking at different local medieval tapestries than I have. |
This Master is a tank - his lethargic pace is necessary to keep the player focused on eliminating enemies rather than evading them. He makes up for this lack of mobility with new offensive and defensive skills - his shield is impervious to almost any projectile when standing still or ducking, his sword can be swung high, low, or in between, and from the air he can perform powerful plunging and diving attacks. The previous Master (ActRaiser) had a few screen-clearing magic spells (only one of which could be brought into each stage), but this one has six specialized moves, each deployed by charging/releasing a basic sword attack. The spell unleashed is determined by the Master's movement state: if he's standing still, he unleashes a forward flamethrower; if he's diving, he transforms into a fiery pheonix; if he's aiming upward, he lobs a tripartite grenade, so on. Magic points come sparingly, but a careful player should have at least five or six saved up for each boss battle, giving plenty of room for magical improvisation.
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This idea certainly wasn't invented here, and goes back at least as far as Super Mario Bros., which pulled similar tricks by putting Hammer Bros. on flat ground, stairs, and elevated platforms. What ActRaiser 2 does well is combine it with a complex avatar who has multiple avenues of resolution to each conflict, with varying degrees of functionality and challenge to execution. Knowing how to survive isn't the same as surviving, and player state is determined on a continuous spectrum (life bar), reflecting their ongoing performance. Perfect execution can allow room for later mistakes, and early mistakes can be redeemed by later skill.
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And hey, unless you've got the original cartridge, there's no way to play that WON'T allow you to use save states. I highly recommend it - beyond a gorgeous audio/visual journey and engaging narrative, ActRaiser 2 provides a unique action-heavy precursor to latter-day swords and sorcery action.
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