You shouldn’t decide a guide by its cowl or a recreation by its sprites, however I’ll admit that I initially neglected Astlibra Revision when it launched in mid-October. The Steam web page for this platformer action-JRPG by a Japanese solo developer boasts over fifteen years of improvement time, however seems like some kind of mad fantasy clipart collage. Even its most fetching screenshots are a complicated conflict of mismatched artwork from totally different sources, poorly cropped photographs and badly tiled terrain.
And but proper now it’s sitting at over 5000 Steam person critiques, virtually all optimistic. 100 extra roll in day-after-day—enormous numbers for an unknown Japanese indie. Between the storefront buzz and some folks I comply with on Twitter singing its praises, I took the plunge. I’ve now performed round forty hours, loved each certainly one of them, and I’m not finished but as a result of it’s a nigh-endless effectively of surprises.
This could be among the finest video games I’ve performed this yr. I feel I’ll even just like the artwork now, too. What’s taking place?
Let’s tackle the oddly parallaxed elephant within the room first—a lot (though not all) of Astlibra’s artwork and music seems to have come from low-cost or free libraries, seemingly thrown collectively with out concern for cohesion. After Astlibra made a robust impression with an early demo launch, Vanillaware artist Shigatake joined to contribute artwork and assist enhance the look of the sport, therefore the ‘revision’ a part of the title. If something, the presence of his and another contributors’ (admittedly spectacular) sprite-work makes the disjointed look all of the extra apparent.
And but I can’t assist however love Astlibra’s beginner look. It grew on me, maybe as a result of you possibly can really feel the intent behind each alternative—even with out artwork to completely match each state of affairs, developer Keizo’s approximations are evocative in the identical manner as an ASCII roguelike. You’ll be able to see what it’s meant to symbolize, and the thoughts fills in the remaining. Plus, it’s not extraordinary for Japanese indies with restricted inventive abilities to supply huge hits; see the all-conquering Touhou undertaking or visible novels like Higurashi.
Worshipping false Adols
Underneath the unusually sourced sprites, Astlibra is a tribute to a largely forgotten breed of platform RPG. Whereas trendy metroidvanias are comparable in some regards, Astlibra feels extra like a throwback to the late ’80s and early ’90s, when the Japanese PC video games business was booming and studios like Falcom dominated with video games like Wanderers From Ys. A hero with sword and defend standing atop a chunky standing bar, exploring a side-scrolling world of peril and journey.
Whereas intuitive sufficient to followers of metroidvanias, it is a subtly totally different expertise, taking equal notes from Falcom and comparable retro classics, but in addition Vanillaware hack n’ slashers like Odin Sphere and Muramasa. Astlibra is damaged up right into a sequence of episodic adventures, each a small self-contained world with a city and its folks with their very own issues and secrets and techniques. When you can backtrack freely to previous areas, every space is easy and memorable sufficient to not want a map. Which is nice, as there may be none.
The soundtrack additionally channels Falcom in one of the best ways. Anybody conversant in the Ys sequence is aware of simply how extremely high-energy their music is, awash with hovering guitar-led themes of excessive journey. Astlibra’s monumental soundtrack attracts on dozens of (absolutely credited) sources, and even when the style and elegance modifications with whiplash-inducing frequency, it all the time matches the tone of the scene from orchestral grandeur to cartoon whimsy. Maybe it speaks to Keizo’s ability as a DJ, however someway a vocal drum n’ bass observe completely matches a excessive stakes bullet hell boss battle. It’s musical alchemy and I adore it, absolutely and earnestly.
Buoyed by the music, the motion hits numerous excessive notes, too. Very like the Ys video games (particularly trendy ones), Astlibra’s motion strikes at breakneck tempo. You’re dashing from one battle to the following, battering swarms of monsters, sustaining damage-boosting triple digit combo chains punctuated with violence-fueled spells carried out with easy combating recreation inputs. It’s quick, and on onerous mode or above, very excessive stakes. Virtually each enemy can tear enormous chunks off your well being bar, forcing reliance on snap blocks, parries and the second of invulnerability after casting a spell. It’s a posh dance.

The handfuls of hours of fight are sustained by a equally complicated, regularly increasing internet of interlocking development techniques. A lot of your energy comes from a sprawling stat improve grid (which does have a minimap) fueled by gems dropped from monsters. Defeating monsters offers crafting elements and recipes, which result in new gear. Use gear sufficient and it good points new powers, or offers magic gems that allow you to take these powers to make use of independently of substances. New spells, skills and gadgets regularly present new motion choices and techniques, and stats gained from conventional leveling will be redistributed at will, letting you fine-tune your construct at any time.
All of it begins easy, however respeccing at will, experimenting and creating new (and saveable) loadouts and builds can turn out to be an obsession. I’ve received a boss-buster loadout constructed across the Berserker ability, which triples injury output on the expense of capping you at 1 well being. Expertise that mechanically block incoming assaults enhance its survivability, and one other ability lets me shrug off one hit per room, including a slim margin for error. Elective bosses with seemingly infinite well being swimming pools soften and all I’ve to do is play completely and by no means get hit. Straightforward! Even when the story fell flat I’d be invested, however that a part of Astlibra Revision’s surprisingly compelling too.
A giant ball of wibbly-wobbly timey-wimey… stuff

Very like the sport’s kitchen sink strategy to aesthetics and techniques, Astlibra’s story initially feels like JRPG madlibs; the excessive fantasy journey of a younger amnesiac swordsman and his sassy speaking crow good friend in a world overrun with demons. After which the time journey begins, all bets are off and conditions develop messier and fewer predictable every time the clock will get wound again on an more and more bizarre world. Every self-contained chapter has its personal emotional arc (together with some very Yoko Taro-esque plunges into despair), however provides sufficient to the overarching plot that I didn’t understand simply how invested I’d turn out to be in its characters and world till it absolutely had its hooks in me.
Cliche, maybe, however Astlibra is greater than the sum of its elements. What appeared like a shambling mess reveals itself to be a quick, centered and deeply compelling RPG with ambition and coronary heart. It’s additionally packed to bursting with surprises. A number of occasions I assumed the sport was wrapping up, solely to escalate the stakes additional. Even deep into what it coyly calls the ‘post-game,’ Astlibra continues to be dropping new twists and gameplay mechanics on me, turning throwaway items of foreshadowing into main plot factors and discovering new and inventive methods to complicate time journey. With out hyperbole: this recreation is virtually its personal sequel.
Most of Astlibra’s optimistic critiques have come from China, the place writer and localizer WhisperGames relies (the English translation is respectable, minus the occasional typo or formatting flaw), however it deserves to be a worldwide success. In case you’re even vaguely , give the surprisingly bizarre demo a strive.
