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Video Game Vintage Title: Asura's Wrath

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Asura's Wrath

Asura's Wrath

"Asura's Wrath is an action video game collaboration between CyberConnect2 and Capcom that was first announced at the Tokyo Game Show in 2010. It was developed to be released in Japan, North America, and Europe for the Xbox 360 and PlayStation 3. It was released on February 21, 2012 in North America and February 24, 2012 in Europe.

The game follows the titular character, the demigod Asura as he seeks revenge on the other pantheon of demigods who betrayed him. The story is presented in the style and format of an episodic series of cinematic shorts, including opening and closing credits, with the gameplay being integrated into the cinematic where players switch between third-person combat and interactive sequences with player input in the form of quick-time event button prompts. Because of its unique style, the game has been described in the media as an "interactive anime". According to the game's producer Kazuhiro Tsuchiya, Asura's Wrath takes elements from Hinduism and Buddhism and blends them with science fiction, with the main character based on the ever combative and superiority-seeking beings of the same name that are part of the Hindu and Buddhist cosmology."

Asura's Wrath Gameplay

"The gameplay of Asura's Wrath is a combination of multiple genres, while overall is presented in the style of an episodic anime series. The gameplay throughout shifts between a third person action and a rail shooter game. The game also requires the player's direct input during cinematic events in the form of interactive cutscenes with various quick-time event and context sensitive button prompts. In all forms of gameplay however, player progress is determined by two gauges represented at the top of the screen, the life and burst gauge. The life gauge determines the current health and damage taken by the character that if depleted results in a game over/restart screen for that current section. The burst gauge however starts empty at the start of every encounter that needs to be charged fully. In order to do this players must successfully defeat enemies, inflict large amounts of damage and press the current quick-time prompt correctly and in time. Once filled to maximum, players can unleash a powerful burst attack, which in the majority of cases is required in order to finish off strong opponents and advance the plot/gameplay, even commencing another cutscene. In addition to these two gauges, an additional one known as the "Unlimited gauge" fills up in a similar way to the burst gauge but instead can be activated to temporally increase damage that can be inflicted on opponents.

The third person action sequences resemble "beat 'em up" style gameplay where the player must defeat enemies in close combat, utilizing light and heavy attacks, counters, dashes and projectiles. While regular light attacks are fast, heavier attacks inflict more damage and can throw back multiple enemies yet can overheat requiring a cool down period between uses. Players can also perform counter moves if they input the current prompt during an enemy's attack. When an enemy is knocked down, special moves can be performed that further help fill the burst gauge. If however the player character is knocked back, they have a chance to quickly recover by landng on their feet and saving additional health. The rail shooter portion of the gameplay involves the player character moving yet on a fixed axis, being only able to move to dodge and maneuver against incoming attack and obstacles, all the while locking on and firing upon enemies.

The interactive cutscene element is integrated with the gameplay however. Correct inputs when prompted will advance the story while failure can cause the restart of a sequences and damage to health in a previous gameplay sequence. While a few sequences may continue regardless, certain quick-time events have degrees of success where the player may attempt to press at an even more specific time than when the prompt immediately and initially appears. For example a press too early or later might register a merely "good" or "great" while the exact correct moment will register as "excellent". The player's performance in this aspect, along with time taken to complete and overall damage inflicted is graded at the end of each episode, with the highest grade being an "S Rank". A certain number of S Ranks unlock the final hidden "true ending" of the game."


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