Ash of Gods: Redemption he wants to be The Banner Saga it's too bad. Everything about the RPG set by AurumDust is heavily influenced by Stoic's dark dreams, and that that's fine. It has the same animation styles, dark and random story, life-or-death decisions to be made, branch narratives, RPG elements, permadeath and hardcore based grids. However, as it moves and communicates a good game, in the way it looks and sounds this part, this is a vague, suspenseful, poorly written and slow-moving attempt to dispel any enthusiasm you might be playing.
Let's go back a bit. Things start off well in Ash of Gods: Redeem. This is a fun game, always intriguing to see as its most obvious inspiration, and it has it's fun Score – managed by Adam Skorupa and Krzysztof Wierzynkiewicz (yes, that's Krzysztof Wierzynkiewicz of Author 3 the thunder of fame). The first hours are to see you become familiar with the central characters, each on a personal journey that is meant to meet in the next stage of the game. Captain Thorn Brenin, Lo Pheng and Hipper Rouley are originally beloved characters, each inextricably linked to the fate of the world here as the evil harvesters return, and, reap the time known as … wait … Harvest.
But what it is Harvest? Well, that's something everyone in Ash of God: the world of the Liberals knows all at once but can't expl ain or believe when it happens. This is a magical world that no one seems to believe exists, a world invaded by the history of the Reapings where no one is prepared for the next one. Started like all three main characters, you have chosen a large group of quirky characters along the way to intensify the fight sequences that you will immediately see when you have played Banner Saga, it's bad
Technically, at the most basic level, this is a similar grid-based battle you'll know and maybe like a Stoic game but, when AurumDust has the look and feel, it managed to make the mess of complexity and balance. The fights here are the best; excessive punishment, slow and reckless and often – if not always – comes down to a game of luck. If your enemies decide to play horribly you have them; If the bad guy moves on you at the wrong time, all your plans will be in vain.
You'll put your enemies in front of the battle – all the straight things – heavy footprints and ladies in the foreground, apprehensive people take the middle road or use the exterior, and those very important but weak archers and various attackers keep you back in time. After the battle begins, you make your first move, using some force to move a few spaces and set up your defense or attack. That's fine. Opportunity for the enemy. The soldier steps forward in a few steps and uses various attacks that break your broth. A quick toast. Reload
There is no other reliable way to prepare for what your opponent will do next, and this feeling of despair is compounded by the fact that AurumDust has added a waste card game item to the struggle here. You have a bunch of cards – some of which you can collect with the world – that you can use at a turn of the clock to try to scam things to your liking. Maybe you'll use the card to reduce their defenses to a random enemy unit or beat their life by ten points. That's fine. However, your enemies also have a platform; you can't see it and you don't know what it contains, but it's better than yours and they will use it more often than it will wipe down your beautiful units. You will make complex systems – which take longer due to the incessant and confusing loading times, are difficult to navigate through the menus – then they will be instantly separated by the most inaccessible and unmanaged items. This is not fun, this is not accurate, this is confusing.
If there's one place where Ash of Gods: Redemption succeeds – and this doesn't really console you when you're killed and restarted ad nauseam simply clearing the area – it's about making your immune system immune, as seen in The Banner Saga, a little tricky to understand here. This is the only good thing we can think of in combat; that and some nice gory attacks and death animations, but great animations will not hide your game quality indefinitely and will not win the battle.
Far from turgid warfare, the story, as we have already mentioned, begins slowly enough, soon turning to insanity. Some of this, we expect, is a superficial interpretation of explosions in places, but much of it is used, indeed
There are other problems. Life or death decisions need to be made at certain points in the branching narrative here – which is often a good thing, to include dialogue in certain plays – but here it is simply meaningless. For example, almost as soon as you start the game you are asked to make a critical decision regarding the purchase of the gift; The game describes this milestone and looks like teaching in decision making. Anyway, what actually it determines the fate of an important character in a way that you cannot fathom. Decisions you make during Ash of Gods: Redemption will see friends and important parts cut out without you having to understand why or how things are connected.
The developers said they wanted the game to be punitive, that hardships were like nature, death forever and everything was meant to be tempting, but it's not as easy as things can get complicated and complicated. No sense, no connection between events. Everything here is designed to say, to push you and to force you to regret it. We never mentioned the Strix system, either; these are the charms of luck that protect the wearer from the effects of pandemic-like symptoms spread by the harvesters. You will need to collect tons of it and use this to keep your team fit and healthy and to heal their wounds. We always found ourselves low on strixes and ended up in one place completely stuck when the rest of our group was severely wounded and useless in battle, and, without the means of collecting other strixes, we had to sail. A good powerful system, like everything else in the game, that is designed as poorly built when used.
Even the decision to get your units to suffer from various wounds of wartime healing seems like an unnecessary step above all else you are dealing with here. You can see this idea, it looks good, but when combined with other programs, it's another discipline that overrides your enthusiasm for progress. Of course, there is a moral system in play here that we never covered but let's just say something promises your will that it continues. It's difficult completely discard a game that obviously had a lot of effort, creativity and skill put into it – most notably in terms of its presentation; this is a good thing that looks and sounds good, but no matter how you cut it, shoddy fights, bad stories, bad writing and endless death all combine to make Ash of Gods: Redefinition a thirty hour trial.
According to this Switch tool, this is a flawless type of game as it can be found in other programs without any performance issues to mention, even though we have seen that the world map is completely inappropriate for the screen in a portable environment. It also has touchscreen controls here, albeit somehow useless at all with overly complicated menus, scaling screens, a boring environment to move your units to the battlefield and perform basic rendering action.
Conclusion
Ash of Gods: Redemption looks and sounds part; it's a good thing to see, it easily fits in with its most obvious inspiration in this regard and will obviously be very inclined to fans of the genre – and especially The Banner Saga – as a result. However, underneath this glittering surface, it is a depression. The combination of misused and absurd equipment, poor storytelling, horrible writing (and usually children) and the desire to throw dirt on its players make it a real pain to succeed. It's a great punishing game, which would have been nice if played by the rules – but it doesn't. Fighting here relies heavily on luck and uncontrollable situations that rob you of the opportunity to use real skill and savvy to overcome the tough tests you will face. If you want to make your game harder, that's fine, do it for yourself, but you need to make sure systems that support that complexity get to the maximum scrutiny and, unfortunately, definitely not.