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The epic journey of a prince...

Hello players,
are you ready for a new adventure?
Oracle of Askigaga is an RPG made by Marrend with RPG Maker VX Ace, and this is a 2016 re-release of an original game made in 2009 from the same developer.
The game is set in a fantasy realm where two warring nations, the Askigaga and Hachisuka decide to make peace creating an alliance with the marriage of the prince and the pricess of the two countries. We play as Hiroji, the prince of Askigaga that has to cross three territories, Askigaga, Hachisuka and Gojo to receive the blessing of the Goddess.

Oracle of Askigaga is a classic party-based jrpg adventure, because the prince is accompained in his travels by Oharu, a bodyguard and expert warrior, and by the Oracle of Askigaga, that despite being the title of the game, it has a really minor role in this story.


I know, it says this right on that tag!

Even if I wrote that this game is a typical jrpg, there are some original choices: each character has TWO skills only (so for a total of six skills), one to attack and the other to support, and they NEVER learn new abilities during the course of the game, even if the level up like in other games. No, but the skills instead evolve with their use (anyway NO! You cannot use the healing skill outside of combat like in other games, otherwise you would level up it too quickly!). Clearly you need Stamina (ST) to use these special skills, but the good news is that if you run out of consumables you can still use the defense action to gain some ST points! That's good!
Another good aspect about combat is that there are NO random encounters: all opponents are visible and avoidable, except of course for the bosses. The first two aren't that difficult while what you will find later will probably require some grinding in the last area, you've been warned!

Anyway besides combat and exploring, there is also a puzzle in which you have to correctly pick out the true assassin within a small group of people in order to proceed. Apparently there is not issue if you pick the wrong person, except that this person dies, but I decided to reload and pick immediately the right person, so I'm not sure if the game is affected by letting innocent(s) die. Who kows? Anyway it was a nice addition to this short linear story, I liked that.

Finally the graphics: game uses Rtps for chipsets, battlers and facesets, mapping is pretty much ok, nothing really that stands out but not too bad either. Music, from what I read is original, and in any case it's pretty good.


Too many blades for my tastes! Let's thin out the rows of the enemies!

Final Verdict
Oracle of Askigaga is a pretty much ok game, there are some aspects I liked like the evolving skills, and others I liked less, like for example some characters, such as the prince himself, that despite being the protagonist he's not a really interesting individual (he is a good hearted prince but that's it! Anyway it's true that the Oracle is in the title, and in fact the second half of the game explains the past of this mysterius character), but since this isn't a really long story and game, I guess that's ok. Overall this is an ok game, if you like to play classic fantasy jrpg give it a try!

Posts

Pages: 1
Marrend
Guardian of the Description Thread
21806
Well, this is a surprise. Thanks for giving this old game a go!

The evolve mechanic goes through Common Events, so, even if I did allow the healing skill to be used out of combat, using it would tend to bring players to the map screen. I probably learned this while making Okiku, Star Apprentice, as this game borrows the evolving skill mechanic from that game. Anyway, it was either allow the awkwardness of being sent to the map screen after using the healing spell, set it up so that only the final evolution of the skill could be used out-of-combat (those don't call a Common Events), or make then consistent with the other skills, and just allow them in combat only.
author=Marrend
Well, this is a surprise. Thanks for giving this old game a go!

The evolve mechanic goes through Common Events, so, even if I did allow the healing skill to be used out of combat, using it would tend to bring players to the map screen. I probably learned this while making Okiku, Star Apprentice, as this game borrows the evolving skill mechanic from that game. Anyway, it was either allow the awkwardness of being sent to the map screen after using the healing spell, set it up so that only the final evolution of the skill could be used out-of-combat (those don't call a Common Events), or make then consistent with the other skills, and just allow them in combat only.


Yay that was a cool idea. I liked that even if couple of skills more would have made the game cooler anyway for a short entry (not that was too short! It was ok) that was not bad at all. Probably the most memorable aspect for me.
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