Astral Chain Review: ACAB Includes Neuron HQ
Astral Chain kicks ass. There really is no other way to say it. All the differing elements of combat flow together in such a way that it makes the player feel like they’re kicking ass, and that’s such an important thing for an action game like this.
First, you have the Legions, the creatures at the end of
the eponymous chain which work at your command. You are slowly given access to
new and varied Legions over the course of the game, each of which operates in
completely different ways and change the approaches you can take towards each
new battle. The initial Sword Legion you’re given access to plays wildly
different from the later Beast Legion and Arm Legion, and switching between
them as need arises becomes a core part of the gameplay.
The Astral Chain is another tool in your kit, as well. As
skills are unlocked via your Legion, you gain the ability to wrap the chain
around enemies and bind them in place, to jump through enemies and deal damage
as you do, and even to electrify the chain to deal damage with mere contact.
Positioning the Legion therefore becomes a thoughtful process not only of how
it can inflict maximum damage, but of how much utility you can get out of the
chain in the process.
It's really a shame about the rest of the game, then.
I entered into this knowing I would be playing a cop. I
fucking hate cops. But it’s cops fighting at the end of the world against
sci-fi enemies from another dimension, I told myself; surely I won’t be doing
cop shit. Then as a part of a mission (near as I can tell, a mandatory
part of a mission), I was tasked with arresting a graffiti artist. Were they a
terrorist using the graffiti as a part of their plot, or a murderer who just
happened to also be a graffiti artist? No, their crime was graffiti, and it
ends there. All Cops Are Bastards, even at the sci-fi end of the world.
Astral Chain
also suffers heavily in the narrative department, largely due to the strange
choice of making the protagonist silent. I hate silent protagonists generally,
but the trope truly is just intensely ineffectual here. Two major characters
are your father figure and your sibling (brother in my case, as I always choose
to play as a woman when possible), people whom you have known for your entire
life, but even as your father sacrifices himself so you can escape, your
character has no words of sadness, love, regret, or any other emotion. They
have expressions of determination, hesitation, fear, but without vocalizing
these emotions it comes off strange. Your brother taunts you through the bars
of your jail cell, or lies comatose on a hospital bed before you, and your
character will stand there passively, silent, allowing him or a doctor or some
other character to exposit towards you in preparation for your next mission.
The silence of the protagonist strips scenes of their emotion.
The other characters fare little better, often relegated
to the background or as interactable NPCs in the police station between
missions, usually one-note or even one-joke (such as Marie, a low-level officer
who dons a dog mascot costume and believes no one knows it’s her under there).
If you speak with them, there are relations between these characters, but
little if any evolution happens for them over the course of the game. The
villains are over-the-top and obvious on sight, even the one who’s supposed to
be a twist for later. There’s nothing to really sink your teeth into in this
game aside from the (admittedly brilliant) combat.
Which brings me to when I quit the game. Shortly after
what I presume to be the midpoint of the game, you will enter Chapter Eight,
which can only be called the minigame chapter. You arrest a second graffiti
artist, you walk around taking pictures of buildings, carry stacks of boxes
from one location to another while slamming your controller through the screen
due to how poorly designed and overly sensitive the controls are, and solve
inane car sliding puzzles. I hated this, truly despised it, and this was the
point where I turned the game off. My interest was already waning, as it became
clear that the only thing the game had to offer me was a solid combat
experience and the disgusting taste of being a cop, and Chapter Eight sealed
the deal.
So is Astral Chain worth playing? Obviously I
think it’s worth giving a shot. Maybe you can stomach playing at cop, aren’t
overly interested in narrative, and won’t laugh as your character sits quietly
while their sibling gloats about finally one-upping them. It was too much for
me, but I don’t regret spending as much time with the game as I did. So go for
it. Just don’t expect any more than a good combat system.
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