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Actraiser Renaissance

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Actraiser Renaissance

Sep 23, 2021

Remake of ActRaiser

3.39 average rating based on 23 ratings

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Heaven, earth and mankind - create and destroy everything according to your will! Experience the revival of the 90's classic hit Actraiser. Actraiser Renaissance combines 2D platforming action (Realm Acts) with a City-building simulation (Realm Management) in the ultimate battle between good and evil! Help humanity flourish by playing as the Lord of Light and their loyal angel in a world beset by evil.
Release Dates
Sep 23, 2021 (Worldwide)
Android, Nintendo Switch, PC (Microsoft Windows), PlayStation 4, iOS
Sep 24, 2021 (Europe)
Nintendo Switch
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User Stats
110
In Collection
36
Wish Listed
4
Playing
45
Backlogged
How Long Is Actraiser Renaissance?
Main + extras: 27.2 hours
Total completions: 2
ElectronicJourneys
ElectronicJourneys gave Jan 6, 2022
ElectronicJourneys gave Jan 6, 2022
Bullet Point Review

PROS

  • This is one of the best examples of a game being more than the sum of its parts I've ever played. It's not a particularly good god game, side-scroller, tower defender, or visual novel, yet you jump around between these modes so often they all stay fresh and fun for much longer than you'd expect.
  • Wonderful new arrangements of the classic soundtrack by Koshiro himself
  • Sets an exciting precedent for more semi-niche classics getting the remaster/deluxification treatment
  • Hand-drawn 2D illustrations are gorgeous for the most part, however...

CONS

  • ...the 3D and pre-rendered assets are done in a weird mishmash of art styles that range from decent to downright fugly. The PC sprite for the side-scrolling levels is atrocious! A lot of them look like old PS1 assets blown up into HD. Super weird. I put off buying the game for months because of how strange it looks.
  • Lazy, repetitive side missions
  • Script is a bit verbose for a game where the story is largely inconsequential
  • Not having full control over when and where your workshops and fields get built leads to some minor annoyances
  • It is strangely difficult to see the elemental weaknesses of enemies during the tower defense …
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PROS

  • This is one of the best examples of a game being more than the sum of its parts I've ever played. It's not a particularly good god game, side-scroller, tower defender, or visual novel, yet you jump around between these modes so often they all stay fresh and fun for much longer than you'd expect.
  • Wonderful new arrangements of the classic soundtrack by Koshiro himself
  • Sets an exciting precedent for more semi-niche classics getting the remaster/deluxification treatment
  • Hand-drawn 2D illustrations are gorgeous for the most part, however...

CONS

  • ...the 3D and pre-rendered assets are done in a weird mishmash of art styles that range from decent to downright fugly. The PC sprite for the side-scrolling levels is atrocious! A lot of them look like old PS1 assets blown up into HD. Super weird. I put off buying the game for months because of how strange it looks.
  • Lazy, repetitive side missions
  • Script is a bit verbose for a game where the story is largely inconsequential
  • Not having full control over when and where your workshops and fields get built leads to some minor annoyances
  • It is strangely difficult to see the elemental weaknesses of enemies during the tower defense mode while you're trying to figure out which miracle to blast their asses with
Read Less
Taffer
Taffer gave Oct 9, 2023
Taffer gave Oct 9, 2023
Taffer's review of Actraiser Renaissance

Been wanting to play this one for a while as I quite liked the original when I first played it. It's certainly different.

The action sections are fairly faithful recreations of the originals (not 1:1 mapwise, but quite close progression-beatwise), with the most obvious difference being the graphics. TBH those stood out to me in a not-great way at first as they largely consist of 3D renders converted into sprites, like you'd see in Donkey Kong Country, except they're conspicuously significantly lower res than even that so all the characters just look kinda blurry and uneven compared to the tight spritework of the original. Controls are a bit clunky too, but having quickly replayed the original definitely helped with adjusting to that sooner than later.

The town sim is still the meat of the game where you'll spend the vast majority of your time, and is where the most significant changes come in. A good chunk of it still follows the same kind of flow as the original, but the gameplay is effectively doubled by the new siege/raid quests, which are basically tower defense, but which suffer from a good few hit and miss factors. You can build forts to …

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Been wanting to play this one for a while as I quite liked the original when I first played it. It's certainly different.

The action sections are fairly faithful recreations of the originals (not 1:1 mapwise, but quite close progression-beatwise), with the most obvious difference being the graphics. TBH those stood out to me in a not-great way at first as they largely consist of 3D renders converted into sprites, like you'd see in Donkey Kong Country, except they're conspicuously significantly lower res than even that so all the characters just look kinda blurry and uneven compared to the tight spritework of the original. Controls are a bit clunky too, but having quickly replayed the original definitely helped with adjusting to that sooner than later.

The town sim is still the meat of the game where you'll spend the vast majority of your time, and is where the most significant changes come in. A good chunk of it still follows the same kind of flow as the original, but the gameplay is effectively doubled by the new siege/raid quests, which are basically tower defense, but which suffer from a good few hit and miss factors. You can build forts to block or attack enemies, which you'd think you'd be allowed to place wherever you want for the sake of strategy, but instead you can only place each type of fort in a seemingly arbitrary predetermined set of positions which may end up leaving some of the paths wide open. During the actual sieges you can also place fragile, easily-replaced palisades on the roads to further stall your enemies, although this suffers from the same limitation. Combine this with the fact that as in the original, you have no direct control over just where your important resource-producing facilities (farms and workshops) will be built, and that you have no way to predict what type of enemies you'll be up against and which directions they'll be coming from before you actually do the siege, and things can get a bit frustrating when the odds decide to stack against you. There's always about 5 sieges to go through in each area in addition to overseeing the town's expansion and completing other tasks, so it can feel like a bit of a padded chore.

One upside to this addition though is that in each area you get to recruit and command a hero character, at first this just serves to give you an additional crutch in clearing out the monsters faster but it quickly turns into elemental rock paper scissors as you unlock the three types of heroes you can summon for this (melee, ranged, and magic) which feels a lot more strategic and controllable than placing your gates and towers does. The heroes also play into the new stories/dialogue that each area has, which again pretty much largely follow the beats and lead to the same outcomes as in the original, but giving the world some more development and depth without bringing any crazy radical changes into it. Another semi-related minor addition in the town sim is that monster lairs are no longer automatically sealed and are instead timed mini-action stages that get progressively harder, but never to the point that it feels overbearing.

Something else significant is that there is one new area in this version which is only accessible in postgame. My prior comments pretty much apply there; it has the most gimmicky monster lair stages and one of the worst sieges in the game that easily took me the highest number of retries, as it requires you to defend your farms which are extremely fragile and as stated can and will be built anywhere on the map where there's enough room, even if that happens to be an abysmal position relative to available defense placements. There were two additional sieges after that which felt like a joke in comparison (can I call this a Bloodbane moment?).

The story for this new area also develops somewhat disappointingly, as there's only one action stage at the end instead of the usual two, there's no new hero to recruit, it's established that it takes place in a setting where neither humans nor the monster servants of the main game's villain had ever set foot, and the story mostly concerns the mystery of why there are monsters that show up and start attacking the settlers anyway which turns out to be because some mysterious being (literally called "Unknown" in the boss fight) that may or may not be another god/angel like yourself had been hiding there.

It's definitely nowhere near as satisfying as the conclusion to the main game but I guess that's something of a trend in somewhat recent RPG remasters (looking at you, Xenoblade Future Connected) but at least it gives me an excuse to mention another positive, which is that not only is all the music from the original included in both original chiptune and new arranged versions, there are also a good chunk of new compositions which exist in both formats as well, courtesy of Yuzo Koshiro who returned to contribute to this project. I'm quite partial to a few of the new compositions, particularly the new town themes for Aitos and Marahna, and especially in the SNES style.

There's a few extra details I could mention like how the angel now has a charge attack that I forgot existed 99% of the time and how a lot of the postgame quests/achievements are some of the most pointless stuff you'll ever see as they call for grinding/doing "I vant you to keel seex snow moose" quests at a point where you've already done everything that matters, but hey, don't gotta feel bad at all for ignoring those altogether. Overall, I'd say I'd recommend it to fans of the original if you think you can adjust to the dumb siege quests (which is ironically not too difficult because of how dumbed down they feel) and just feel like you want more out of the classic that was the original.

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ApramPepo
ApramPepo gave Sep 25, 2021
ApramPepo gave Sep 25, 2021
Thank You, Sqaure.

Thank you so much, Square. The Original game is certified classic among classics, One with good Pixel Art style, Outstanding Music for the console, Solid gameplay on Both sides with some learning curve, and other things that I might be forgetting.

Thank you for turning it into a Freaking mobile game with poor graphics that Even the Playstation 1 delivers better than it, for making the controls very annoying, for adding useless stuff into the gameplay, for making the game looking like a budget release, and for making the game with poor optimizations.

Thank You, Square.

WerqKween
WerqKween updated their status Oct 9, 2021
WerqKween updated their status Oct 9, 2021

Just finished in about 24 hours play time. There's new stuff after the credits I haven't finished. Really enjoyed it. I don't like the tower defense sections at all, so I just put them on easy. I also don't love the mobile-esque gather x things or kill x number of enemies, but who knows what else they would've done to build up the new characters, whose only role is in the TD parts.

I'll have more to say if I write a review, but my verdict is, get it if you liked the original. If you're on the fence, wait for a sale.

WerqKween
WerqKween updated their status Sep 25, 2021
WerqKween updated their status Sep 25, 2021

Y'all are grumps. I just sealed the first monster lair in Fillmore. This plays like an updated version of the original. I LOVE IT SO FAR. 😛

ApramPepo
ApramPepo updated their status Sep 24, 2021
ApramPepo updated their status Sep 24, 2021

Man.... I was so hyped when this was announced in the Nintendo Direct. now I'm disappointed.