Azure Striker Gunvolt Review – Resurrection! SHA SHA SHA!

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Azure Striker Gunvolt is an action sidescroller by Inti Creates, a studio that has been working on Mega Man games for quite some time, now. As such, it’s no surprise that their most recent offering has a similar feel–especially considering the man himself, Keiji Inafune, was brought on as the, “Action Director,” of the game. That was all I had to hear, and I was instantly sold on giving the game a try. But should you?

As far as first impressions go, Gunvolt is far from disappointing. Retro-styled sprites, well-rendered backgrounds, and a decidedly 90s character aesthetic were the first things to greet me, and I welcomed them with open arms. The music reminded me straight away of Mega Man X, which is definitely a compliment. Additionally, the dialogue in the opening seemed like it was translated well, which is always nice to see.

Drawing another parallel to Mega Man X, the gameplay has a strikingly similar feel to it–the animations for jumping and shooting seeming almost identical. Additionally, the mission select is similar as well, allowing you to start any one of the missions from the game’s outset, which mirrors X’s non-linearity. Having this many correlations with an older game is usually a bad thing, but it’s clear that ASG is a love letter to retro sidescrollers, and it accomplishes its goals quite handily.

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It sets itself apart, however, with its Flashfield mechanic. The guns you wield in ASG shoot little metal bits at your opponents, tagging them up to 3 times each. The projectiles themselves do minimal damage, but after tagging an enemy, you can hit them with your electric Flashfield, shocking them to death. Its a simple mechanic, but it lends itself pretty well to the experience, and after only a small amount of time getting used to it, it becomes second nature.

The bosses in this game are awesome, I have to say. At the end of every level, you fight one of the rogue Adepts working for Sumeragi, the ‘big bad’ of the game. They each have their own mechanics, and are all vastly different and unique from one another, which is refreshing. I can still remember the annoying laugh of one of the bosses as she shot shurikens and plasma bursts at me, and how relieved I was when I finally trounced her ass.

The story in Gunvolt is interesting enough, if a bit barebones. Essentially, there’s an evil corporation utilizing Adepts, (basically mutants with superpowers) for their own dastardly, bastardly needs. You play as Gunvolt, an Adept who works with the rebel group, QUILL. The narrative surprised me a bit with how adult-oriented some bits were, but it’s ultimately somewhat dull–perhaps a symptom of the fact that a majority of the game’s dialogue was cut for the English release.

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On that note, let’s talk about the bad. Gunvolt has an crafting system, allowing you to make items to equip. However, none of the items are really that influential or necessary, and it just ends up feeling like a tacked-on gimmick. There was a lot of potential for some gameplay customization from the gear you were wearing, but instead, the items you craft offer boring, static stat boosts.
And, as if the icing on the poop cake, components for some of these items are offensively rare. So even if you wanted to craft them, it’s pretty difficult to do so.

Next on the chopping block are the touch-screen functions. Basically, you have four skills that are mapped to your touch screen, and you can swap them out from your base menu. There are a few really baffling ideas involved here. First off, having to quickly tap an icon on your touch screen while you’re dodging projectiles, or jumping to use your skill on an airborne enemy, is a completely obtuse design choice. It never feels right, and there are even a few unused buttons that are mapped to multiple things. They could have easily had a button for skill usage.

Second of all, the leveling system is how you unlock skills, but it also grants you more HP, so you’re less likely to die. However, level grinding just for HP doesn’t feel particularly rewarding. I found myself using the same few skills I learned in the early game for the entire 5-6 hours it took me to beat it, anyway. I would have liked for leveling up to possibly affect the amount of skill points I had for a mission, or maybe contribute to my stats in some meaningful way. Or maybe even have a rudimentary perk system? There were so many things they could have done with the leveling mechanic, but as it stands, it feels stagnant.

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Unfortunately, there’s more. The non-boss enemy designs aren’t bad, necessarily, but after you see the same enemies in every stage for the entire run of the game, it starts to get a little aggravating. Not to mention the fact that most of the difficulty in ASG was from the bosses alone, making fighting your way through the later stages more of a chore than a delight, considering you’re blasting the same enemies as you were on level one. Mega Man X was so well-received in part because of its varied level designs, and the fact that each stage had enemies unique to it. Gunvolt cannot say the same, sadly.

My final complaint with Azure Striker Gunvolt is the ending. Without getting into spoiler territory too much, there are two endings to the game. The bad ending you get from your first time completing the game, and it is very bad. So bad. The worst part about this is that it isn’t obvious how to get the good ending, and its frustrating to have to go online just to figure out how to enjoy the game’s story to its fullest. It brings to mind another retro game–Castlevania II: Simon’s Quest. Wanna advance in the story? Better have a friend that knows the secret, or look it up, because the game doesn’t tell you crap.

In closing, Azure Striker Gunvolt isn’t a bad game. In fact, it’s pretty damn fun. The music is bumpin’, the graphics are good, and it feels a lot like an old Mega Man game. Unfortunately, there were some pretty flawed design choices that went into the final release, but they don’t stop it from being a fast, entertaining romp throughout. They just sit there, lingering. Reminding you of what could have been.

Azure Striker Gunvolt was reviewed on using a code provided by Inti Creates. You can find additional information about Niche Gamer’s reviews/ethics policy here.

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  1. Hydroninja9
    August 29, 2014 at 1:15 pm

    Suprised you didn’t mention Megaman Zero. Honestly , were you expecting a story in a megaman game (though i have to admit MMZ story is fantastic). Im probably gonna be getting this game with the 3ds xl super plus (or whatever they are gonna call the new one).

  2. TiamatNM
    August 29, 2014 at 2:12 pm

    Too bad they couldn’t be arsed to localize the game properly.

  3. Cody Long
    Cody Long
    August 29, 2014 at 4:09 pm

    I actually didn’t know this until after I had the game! I was watching a Japanese video of the gameplay and realized there was a bunch more dialogue during the missions that was cut out.

    Probably would’ve made the story make more sense, haha.

  4. TiamatNM
    August 29, 2014 at 4:56 pm

    I am pretty disgusted with the whole matter. If you click my Disqus profile you’ll see a couple recent posts I made about it. Their twitter excuses are incredible. This is really basic stuff they can’t be bothered to do and they still expect people to buy their game anyway. Thanks for the review though. Sounds like it’s good but not the best thing ever. The touchscreen thing sounds dumb.

  5. Wilson Lim
    Wilson Lim
    August 29, 2014 at 10:21 pm

    I bought this hehehe :D

  6. Cody Long
    Cody Long
    August 30, 2014 at 2:43 am

    Well, there probably was a nice, cohesive story for this game, but they cut it out in the English release.

    I still would recommend it, especially if you’re a fan of Mega Man. If Inafune didn’t sprinkle some fairy dust on this game, I would have given it a much lower score, though.

  7. Cody Long
    Cody Long
    August 30, 2014 at 2:50 am

    Yeah, I still enjoyed playing it a lot, but the little annoyances added up really fast. I think it’s pretty lame they cut out most of the story, since the characters actually weren’t bad, would’ve liked to know more about them.

    Without the extra character development that I assume the JPN version had, a lot of the protagonist’s actions seemed kinda forced, and certain events seem pretty sudden.

  8. amc99
    August 30, 2014 at 9:33 am

    I want to buy this game since I love Zero and Zx games, but the fact that they cut the dialogue during the boss fight and on the stage makes me feel reluctant to buy it… Whymust they cut them when they said they are working on this game with their LOVE on their twitter…

  9. amc99
    August 30, 2014 at 9:37 am

    Yeah..I agree with you, and I was excited for this game.They REALLY rushed with the localization.I hope if there are sequel in the future, they will localized it properly. I’m not gonna buy this game with it’s full price. Gonna wait if there will be a price cut for it since a game with cut content need to be paid with price cut lol

  10. chero666
    September 2, 2014 at 5:59 am

    I found the game to be fairly good, but I do see the negatives as being problems for people. I don’t like the leveling system and since I haven’t beaten it, I didn’t know about the “good” ending. Well… crap.