Astlibra Revision review

Astlibra Revision took fifteen years to make. Given the RPG-like intricacy underneath the platform-based action, it feels like very little of that time was squandered.

Astlibra Revision
Platform: Switch, previous on PC
Developer: KEIZO
Publisher: WhisperGames
Release date: November 16th, 2023
Price: $24.99 via digital download
Availability: Nintendo eShop

1986’s Castlevania had a profound influence on gaming. Decades after the original release, countless titles still iterate on Hitoshi Akamatsu original as well as Toru Hagihara’s (Rondo of Blood) formulas. Of course, many of these efforts have followed the gothic-action blueprint quite closely, sending weapon-wielding Belmont-wannabees through labyrinthine strongholds. Yet, as much as I love titles that pay tribute to the beloved Konami franchise, I’m also eager to see titles that push the sub-genre in different directions.

If you feel similarly, I’d highly recommend giving Astlibra Revision a try, which evokes not just Castlevania but Falcom’s masterful Ys III: Wanderers From Ys. Crafted by indie developer KEIZO and a modestly-sized team of staff over the course of a decade and a half, Astlibra exhibits a few glaring blemishes. But it also conveys an indulging sense of discovery as you learn about the game’s multitude of components and how the mechanics all fit together. Engaging combat and flexibility toward character progression both enhance the game’s sense of enjoyment.

Dry Localization Diminishes Impact

Astlibra Revision plotline begins with the game’s unnamed protagonist and their lifelong friend enduring a monster attack on their village. Given the overpowering number of adversaries, the pair are knocked unconscious, with the lead character awaking and finding his life-long acquaintance missing. He’s told by a talking crow named Karon that most of humanity has vanished, with a noncompulsory prologue summarizing eight years of the bird and boy living in remote solitude. Across that duration, the protagonist never accepted that his friend was deceased.

A script that feels suspiciously machine-translated means that Astlibra’s dialog consistently feels mundane. Sure, there are a few moments where your interactions with NPCs hint at solid storytelling. But often, exchanges that are intended to strike a chord, whether it’s Karon’s ponderings or a horny bartender trying to score habitually miss their mark. But that’s not to say that Astlibra’s journey is completely joyless. The inclusion of time-traveling within the chapter-based structure injects some intrigue, while KEIZO’s take on gloomy Western fantasy is certainly appealing.

Learning the Scales

But you’ll want to tackle for the action rather than the exposition. Astlibra’s lead can buy, find, and equip a multitude of different weapons. From hard-hitting polearms and hammers, magical staffs, and one-handed blades that allow you to carry a shield, there’s a wealth of mechanical variety. Interestingly, Astlibra is less concerned about hit boxes than about stats, which unexpectedly elevates the single button-combat system. I was drawn to melee weapons with a long reach that could cut right through the environment, given me an edge on encounters where I might be outnumbered or undersized.

Beyond different weapon selections, there’s also a variety of techniques to be learned. From armor slashes that bring a rapid-fire battering of vertical attacks to being able to fling your weapon into a horde of foes, your moveset isn’t far removed from the combos that energize Super Smash Bros. And like much else in the game, combat offers RPG-style depth, with each of the game’s eighty weapons gaining experience and eventually granting a distinctive skill.

Hard-hitting Combat and Lots of Min-Maxing

However, discussing Astlibra is no match for actually experiencing it. Yes, it’s unabashedly button-mashy. But it’s also addictive and flashing, as you effortlessly dish out damage, juggling throngs of adversaries with the speed of Chun Li’s legwork. And as you’re mugging the monsters, money and gems are bouncing around and begging to be collected, recalling the joys of a backyard piñata beating.

Those colored stones fit into Astlibra’s Grow system, which offers a bonus system not unlike Final Fantasy X’s Sphere Grid. Here, you’ll send gems to unlock nodes- each proving a stat boost, skill, or some other perk. Smartly, you’ll rarely reach a standstill, with the game offering to swap gems of different colors- provided you’re willing to be taxed for the transaction.

This is in addition to a traditional leveling system that lets you increase stats directly, as well as Karon’s own skill system. The latter is especially noteworthy, letting players freely reassign green crystals toward a collection of unlockable talents. Need to double jump to reach a treasure chest? Jump into the menu and assign a few gemstones to perform the feat. When there are Karon’s abilities, which can be activated once you’ve performed a string of combos. These do things like turn you into a diminutive dragon that coughs up a deluge of harmful fireballs- which is perfect when confronting the game’s oversized bosses.

Don’t Forget to Talk to Every NPC

And here is one of Astlibra Revision’s few faults: these showdowns aren’t all that innovative. Typically, these are tests of preparation just as much as reflexes or strategy- so just ensure that you have an ample supply of health-rejuvenating and disorder-reversing remedies on hand. Really, the only other fault is the game’s approach to progression. Occasionally, specific tasks must be completed before you can advance. Like an old adventure game, a needed item habitually doesn’t materialize until you’ve spoken to the right NPC.

In execution, that can cause a bit of frustration. But it’s also in line with Astlibra Revision’s ambitions as an adventure game. Periodically, you’ll have to solve puzzles to proceed. This entails moving to a precise location, heading into the menu to use an item, and hoping that your logic isn’t faulty. As engaging as the game’s action is, Astlibra also wants to present the kind of impasses faced by a Dungeons & Dragons character. As such, you can’t put your brain on autopilot as you split slimes into halves.

Conclusion

Aesthetically, Astlibra extends retro sumptuousness, offering richly detailed sprite work and detailed backdrops that might have you thinking your Switch has HDR capabilities. When you’re outdoors, mountaintops glow with snowy luminance and are contrasted against skies drawn with inky richness. The game looks especially good in handheld mode, with its high-def dungeons and forests filled flora that can be cut with your blade. Occasionally, the game’s soundtrack flirts with being a bit too lavish, extending booming orchestral swells as you explore dungeons. However, when adversity increases, you are serenaded by some sizzling electric guitar solos, which helps get the game from being too refined.

Look past Astlibra Revision’s rudimentary localization and you’ll find one of the more sophisticated action-role-playing games around. Beyond learning how to defeat varieties of enemies, you’ll be persistently enriching the protagonist, thanks to a steady flow of dividends. The result is an experience that provides persistent incentive and a hearty sense of discovery. For fans of action and adventure, a playthrough of Astlibra Revision is essential.

Astlibra Revision was played on Switch with review code provided by the publisher.

Review Overview

Gameplay - 85%
Controls - 75%
Aesthetics - 85%
Content - 85%
Accessibility - 80%
Performance - 80%

82%

VERY GOOD!

Astlibra Revision is the antithesis of hurried development cycles and design by committee. Instead, fifteen years of indie effort has produced an action-platformer where stats are just as important as the timing of your sword (or staff) swings. Extending a fantasy world that feels familiar but also invites discovery, it’s a confident title that ranks among the very best adventures found on the Switch.

User Rating: 2.94 ( 6 votes)

Robert Allen

Since being a toddler, Robert Allen has been immersed in video games, anime, and tokusatsu. Currently, his days are spent teaching at two southern California colleges. But his evenings and weekends are filled with STGs, RPGs, and action titles and well at writing for Tech-Gaming since 2007.

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