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Gameplay-wise:
I'm aiming Ascendence to have strong traditional RPG gameplay, by which I mean a deep character customization with big focus on the stats, and building the characters in the direction you like. That, as well the fact it revolves around dungeons, as RPGs basically do.

Character customization:

1. Roles and Battle commands

When it comes to the character customization, when you first receive the characters, they have stat base values, which have no actual role in further character development; you can choose the stats you want to develop for them freely in the Psi Grid, where you purchase your "Infuse Psi"-slot spells, as well as your stats with "Psi Points."

However, what creates the difference in the characters' battle roles are their supporting abilities. Each character has a skill slot for an individual skill that only that particular character can use. The effects and purposes of these individual skills can be absolutely anything. Say, one of the character collects different kind of inventions, one can aim different parts of the enemy with his gun to inflict different status effects, while there is also a different type of non-magical (non-Psi) ability skill sets, that only those particular character they've been assigned to can use. Now, these unique skills might be what you want to keep in mind while building the stats of the characters.

However, you're not limited or obligated to raise only those stats which boost the unique abilities of the characters, because those aren't set in stone either.

All right, we already have "Infuse Psi" slot spells, and the "Unique character abilities" for the characters, what else? "Unique battle command"!

"Unique battle commands" allow your characters to carry out a special action in battles resulting in different rewards, depending on the context of the situation. Using "Unique battle commands" determines what type of "Unique character abilities" your character learns. For example, one of your character manipulates enemies, and depending on which kind of enemies you manipulate, determines what kind of attributes that particular character learns from that enemy, while other character like to taste enemies! Yes, Gaz'oh loves to taste the Beast, and depending on if he liked the taste, he may create a recipe based on it. Now this recipe would be one of the "Unique character abilities" of Gaz'oh. See how it works?

Let's throw in few more examples. This character called Lin likes to take his pills. What they do? They kill him for three turns and resurrect him after that with boosted stats which last for few turns. The more he uses this skill, the more he learns new "Unique character abilities."

So basically every one of your characters has these 3 important things:

1: "Unique battle command" which are singular for every character and work in entirely different ways, granting you different sort of benefits in battles.

2: "Unique character abilities" which every character learns based upon how they use their "Unique battle command."
This set also contains attacks from 4 different type of classes, where each works on different types of enemies from 4 categories (Agile, Defensive, Offensive and Intellectual.) So instead of having "Attack command" at all, you have these sort of different attacks in the "Unique character abilities"

3: "Infuse Psi" which is set of spells for all characters from the same base, Psi Grid, but the selection of the spells for particular character in that set depends on which you've bought in the Psi Grid.

2. Psi Grid

Now what is this Psi Grid? It's another factor in character customization.

You gain no experience from the enemies you beat in battles; instead, you gain Psi Points. You can use these Psi Points in the Psi Grid to purchase new spells for your characters and raise their stats.

The Psi spells from 8 different attributes are the fundamentals of the Psi Grid. Imagine them as a chessboard. Every square is a slot which contains a spell that costs a certain amount of Psi Points. However, each time you purchase a spell, it opens up a subcategory with 4 different status ups. Spells from different attributes tend to have different types of status ups attached to them.

You cannot advance further in the Psi Grid, past the squares, unless you purchase the spells in them. However, the status ups are optional, so you can choose which status ups you want to spend your points in, or even none, if you so desire, and just want to advance further in the grid to get better spells, or different stats!

Okay, now this means I can purchase all the spells for all the characters and they can all use same spells and same stats!? Wrong!

Sure you might get the character stats similar if you really intend to grind enough to purchase all the spells and statuses in the Grid, but this is possible because the encouragement of forging your characters in what you want, not to abuse the system and make everyone super saiyans. It is unlikely anyone would grind as far as to fill the entire grid! Even if they did, the character will never be all able to use same spells.

Why? Well, you can actually buy every character the same spells, but it doesn't mean they are all able to use them. If we would go more in-depth you would know Psi Grid is based on the attributes and knowledge / skills of the characters.

However, to use Psi (which is not magic), you won't just create the spell out of nowhere! For this your characters can use inventions called "Synth Cores."

3. Synth Cores

Wow, what are Synth Cores? Synth Cores are yet another factor in character customization.
A Synth Core takes one equipment slot and is loaded with two elements. These will be the elements of which attribute spells that specific character can cast in battles. Yup, you won't be able to change the Synth Core in battle, but anytime outside it! What else? You actually create the cores yourself.

You decide those two elements you want the core to obtain. You usually have 4 basic elements you can use in the creation, which are Fire, Water, Wind, Earth (surprise surprise!), but with right combinations you can unlock the Synth Core to obtain a third element. This means your character can use three elements with a successfully combined Synth Core. Is there a way to create even more elements with combinations? So far it's known there is at least 8 possible elements, meaning a lot of different combinations. Remember, your character can only use spells of these specific elements you've combined!

Now how do you create a Synth Core? There are facilities specialized in it, but they require you to bring them material where they can extract the elements from. Like? Beast loot! Yes, the loot you obtain from battles and the Beasts can be brought into these facilities as the base of the elements for the Synth Core.

So this is basically how the character customization and battles work!

Dungeons and field action

What about outside the battles and traditional RPG elements? What about the dungeons? They were mentioned to be one of the focuses.

Yeah, if you have played the original Grandia, I would like to use it as reference to what is one of the inspirations for my dungeons. Those were boring and fricking tedious! Well, the actual thing I'm referring to is the length. Dungeons in Ascendence are going to be pretty lengthy, but by any means I'm trying to keep them interesting enough with the design and puzzles and the playability outside battles.

This is a good spot to mention of "Field Abilities" and "Action Command!" systems.

Field Ability is something each of the characters have. It's unique ability only that particular character can use outside battles. If you have the specific character in party, you can switch to control him/her anytime outside battles and use his/hers Field Ability. I've been trying to keep away from the obvious default ones, so instead you'll see something different here, ranging between kicking objects, aiming objects with sniper rifle, phasing, cooking and so forth!

Action Commands are something you can carry out with different kind of objects, and most importantly, in the middle of cutscenes, and generally in important action sequences!
Action command basically means hitting a button at the right time, or with the right thing, and depending on your performance, there will be diverse outcomes for the event, or different ways to achieve something.

While Field Abilities are designed to make the dungeons more fun, the Action Commands are aimed to be what makes story sequences more interactive, though they will occur in dungeons too.

Larger scale interaction with the world and surroundings

As you progress further in the game you will find yourself working in associations of different kinds, the first of them for you being the Kaskar Armed Forces.
This won't be the only association you will be working at.

With 5 major Colonies existing in the game world, you will find several factions within them. Aside from dungeons, this is where you get your rewards, and the only way to gain money, aside from selling loot. You have a reputation with every faction, and you can join many of them and work in them. The factions you work with will pay you a salary.

For example the Armed Forces, which are responsible of fighting the Beasts and protecting the Colonies, will pay you extra each time you perform a "Purge" in the worldmap or in the dungeons, which means clearing the place of all its Beasts. There are several ways to raise your reputation, rank or payment in different factions.

As another example, in the Armed Forces you can also raise your rank by performing exams and completing simulated combat courses successfully, which will also raise your salary! What about reputation? There are rumors some of the soldiers in A.F. arrange special events such as "Measurement of Manhood" by Real Men Network to gain higher status among the soldiers!

That's only how it works with the A.F.; there are several more factions to be discovered!

To keep in contact with different people around the Colonies, as well as your friends and party members you can use R.M.C. anytime to share information. R.M.C. is a handy way to obtain extra information, tips, rumors and guidance, while you can also do the same to your allies, warning them to be prepared for whatever is coming.