“Azure Striker Gunvolt” (“ASG”) is a two-dimensial side scrolling action game spiritually following the legacy of the Megaman Zero games. It is evident in the visuals and gameplay of “ASG” that it was intended to recreate the experience that players once had with their past titles while introducing a new cast of characters and implementing fresh game mechanics that liven the tired formula of 2-D platformers.
The announcement of “ASG” was followed by mixed feelings. First, the affirmation that main series Megaman games may really be a thing of the past, but secondly the hope that this game would be able to live up to the legacy of said franchise arose. Inti Creates, with the announcement of this game created huge expectations, not only to craft a game that is as good or better than their past titles, but at the same time, taking risks to bring innovation to their genre.
“ASG” does a whole lot right in being the spiritual successor to the Megaman Zero series; however, it falls short in a lot of unexpected places. Visually, the game is a step up from its predecessor, sporting high-resolution sprites that could only be supported by the 3DS platform. Beyond that, is the distinct anime-styled art. Looking at the art, it is clear that the designers of the game put a lot of care into this universe and its inhabitants. The high-resolution sprites allow a more accurate presentation of the art, which further enhances the player’s emersion.
Even with the visual upgrades being a factor of the improvements in hardware, there seems to be a lack of other technical improvements. The strength of 2-D platformers lay within the fact that they don’t require exceedingly powerful hardware to run quickly. Looking at Inti Creates’ past works almost all running at a smooth 60fps on older hardware (such as the original DS) it seems odd that “ASG” only runs at the standard 30fps. While not a game breaking issue it seems inconsistent.
The game, if anything, deserves recognition for the departures it takes in game design. The way combat happens is really unique. Most games have a straightforward method of inflicting damage on your opponents; in this game it is a two-part system. The game implements a system where the gun isn’t the primary source of damage. It acts as a tagging system, where any enemy hit by the tags become extra susceptible to your secondary weapon, the electric field. Here we see that they depart from the typical formula in an interesting and non-artificial way.
Overall, there are a lot of small issues with this game, issues that were only recognized because they were a part of a complete and substantial package. Some hiccups with balancing here and there, the breaking of game pace because of certain design choices, and a challenge curve that isn’t gradual enough for the casual player. These complaints are all overshadowed in the end by the solidity of the game engine, and the creativity behind the art and design.
“ASG” is a strong representation of Inti Creates’ ability to craft a 2-D action game and while the game’s shortcomings keep this game from being a must buy for everyone, it is to be strongly considered by anyone who has enjoyed 2-D platformers in the past. If this game is to be a permanent fixture in the industry and an actual replacement for Megaman, then the next installment will have to be more than the proof of concept that “ASG” ultimately is.