Asura's Wrath is refreshingly linear

Mikeshadesbitmob0611
Thursday, March 01, 2012
EDITOR'S NOTEfrom Eduardo Moutinho

When I see Asura’s Wrath, I think of those old full-motion-video games. I’m not a huge fan of quick-time events and handholding, but I might give Capcom’s quirky title a chance. Or maybe I’ll dig up a copy of Sewer Shark instead.

A lot can be said when it comes to games that allow players a significant level of control. The ability to shape and change a narrative is the primary strength that video games have going for them over other media, and it’s a strength that many developers have rightly sought to capitalize on. As a generation, we’ve been weaned on open-world games and experiences that allow us to create our own stories within the constructs of virtual worlds.

As engaging as those worlds might be, though, there’s still value in a tightly woven title that removes player freedom for the sake of an extremely focused experience. That’s precisely why Capcom’s Asura’s Wrath, a game that almost completely rips away the aforementioned freedom from the player’s hands, is such a refreshing palette cleanser.

 

No choices are made in Asura’s Wrath. As the single-minded titular deity, you’re driven by an unholy rage that forces you to collide headfirst with any god or demon that stands between you and your revenge. There is no exploration -- and no turning back. Asura’s focus is such that you’re always propelled directly toward your goal figuratively, and in many cases literally as well.

When you encounter enemies in one of the game’s many simplistic brawler segments, your only choice is which enemy to kill first. Similarly, the game’s shooting sequences, which take a page from Panzer Dragoon, offer very little in the way of steering outside of the tunnel that contains the action. With either flavor of action, the ultimate goal is to cause enough destruction to fill up Asura’s rage bar to a point where he can activate Burst. This ends the fight and begins a quick-time-laden cut-scene that drives the action forward, and it’s within these cut-scenes that you’ll spend the majority of your time “playing” Asura’s Wrath.

It sounds completely farcical for a game to largely play itself, only requiring rapid or precise inputs at key moments, but the payoff is actually worth the lack of true control. By removing that control and choice, the developers of Asura’s Wrath are able to tightly focus the action and serve it up on a spear’s tip. Everything about the action sequences, from the camera angles to the sheer ridiculousness of each massive strike, is scripted for maximum visual appeal. You’re not likely to miss something cool because of a camera mishap or simply not being in the right place at the right time. Every player will be able to experience Asura’s Wrath in largely the same way. You’re either going to go on the journey that the developers intended, or you’re not going to play at all.

If you choose to play, you won’t miss a single thing. It’s a little tyrannical, and even oppressive, but given the fact that the plot revolves around the whims of gods and the inability for regular mortals to make a difference, it fits.

Plus, there’s something strangely satisfying about pressing down on both analog sticks to plant Asura’s feet, then throwing them out to the sides to spread his arms in a “come at me bro” posture as the finger of a planet-sized boss descends to crush him. Big moments like these just wouldn’t be as epic without carefully planned camera movements and animations. And when the time comes to hammer on the attack button to punch the living crap out of that massive digit, the amount of effort required to complete the sequence leaves a satisfying arm ache that actually helps connect a player with the action.

It’s a style of gameplay that definitely won’t appeal to everyone. Some people play for the challenge while others play for the experience. Even among the latter, the niche audience that might be interested in a quick-time-driven brawler/shooter loosely inspired by techno-infused Hindu mythology is likely to be very small. That said, if you’re burned out on games that include fast travel or are sick of dialogue wheels and alignment points, consider tagging along on Asura’s headlong rush. It’ll definitely knock the taste of empty open fields out of your mouth with one of the fiercest uppercuts you’re likely to see in a game this year.

 
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Comments (6)
Mindjack
February 28, 2012

I only played the demo and thought the game at least deserves a rental. I'm not a fan of active time events, but I loved the insanity surrounding this title and Asura's impossible attacks/counter attacks.

Mikeshadesbitmob0611
February 28, 2012

I think you'll really like it. It visually cribs Naruto at one point in a really dumb way, but if you love fighting games, you'll dig the action.

Plus, the Street Fighter DLC is coming. Face off against Ryu in a 2d environment, plus other unannounced fighters. I guess this is an apology for not putting Asura in UMVC3.

37893_1338936035999_1309080061_30825631_6290042_n
February 29, 2012

Asura's Wrath is something I would consider to be akin to video game junk food, which isn't necessarily a bad thing. Though not moving the medium forward in the slightest, its goal was to be fun to play: a noble goal and one I think it generally succeeds at from my limited experience with it.

Critics will bash it for being more or less an interactve movie (something a game like Heavy Rain avoided with its branching choices,) but sometimes, that's exactly what you want.

But what keeps me from pulling the trigger on Asura is the result of that lack of choice and exploration: shortness and low replayability. With SSX just hitting shelves, and Mass Effect 3 coming in the next week, it's hard to justify an Asura's Wrath purchase when my money could be spent so much more effectively.

That said, Asura will certainly find its way onto my list of games to pick up when they're cheap and I have more time on my hands: a list that includes L.A. Noire, Bulletstorm, and Saint's Row The Third.

5211_100857553261324_100000112393199_12455_5449490_n
March 01, 2012
I played the demo and was very satisfied with the presentation. I believe the developers were the same crew that brought us the .Hack// series, and while I would have enjoyed another installment of that on this generation of consoles, one of the strongest points of that series has always been the cinematic aspects, which clearly are front-and-center here. That said, sadly I couldn't justify sixty dollars for a flashy rail shooter. For what it is, though, it seems to handle itself with poise, precision and, most importantly, enthusiasm, and that last bit definitely shows.
Shoe_headshot_-_square
March 05, 2012

I wish I can find time to play this one. I was really impressed by the few minutes I had with it last E3.

Dscn0568_-_copy
March 05, 2012

It's pretty short and can be finished in a weekend.  I don't regret playing it and I really liked the art style, but the actual game didn't meet my expectations.

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