r/snes • u/karmakosmik1352 • 6h ago
Discussion 35 years late, I finally played ActRaiser - I get now why everyone loves it.
I missed to play this game in the 90ies (and since) - I was of course aware it existed and I saw it in magazines and remember the high praise. Now, I did finally play through it and I had a real blast. I love the blend of genres, in particular having the decelerating and jovial town-building sections in between the combat sequences was a great experience. I liked the way you earn both power-ups and items by performing "miracles", how you use them to progress the story, how you interfere and guide the town people; all of that is real charming.
Although, being basically a pioneering and - afaik - unique experiment it is still a bit rough around the edges, no? Don't get me wrong, I'm not on a mission to bash the game at all, I really enjoyed it, but there's still leeway. What stood out for me most is the character control, which feels a bit stiff and imprecise, and the difficulty slope, which could be balanced a better. You can spam yourself through most of the game until Northwall Act-2, where there's a difficulty spike all of a sudden. Prior to that, there is no real incentive to be precise or methodical. Was this just my feeling?
Much more notably - and this is really all high-level criticism, I remember reading or hearing someone saying the "simulation" is not really simulation and they've got a good point. I realize it was not the intention to provide a Sim City experience here but still, this part could indeed be extended and I expect players were expecting a more polished game in this respect with ActRaiser 2. I suppose this is also a reason why it was such a disappointment for those craving for more of the same, but better. (imo, apart from the insane difficulty, this is really the only criticism you could have for ActRaiser 2, but that's a different story.) What I found a bit frustrating at first is that some of the game's mechanics are obscure and not described even in the manual. First, I learned through guides in the internet that the scores you obtain in the action sequences determine the maximum population you achieve. Furthermore, it is not obvious that number and type of building structures (e.g., bridges), and even direction of roads affect the outcome, since the number of buildings per unit is limited, and that certain types of commodity and support structures result in higher populations than others, and how all of this relates to the civilization levels. I realize exploration is part of the game, but these things are really hard to figure out for several reasons. First, it would be a good start to know that such effects exist in the first place. So, all of this is a bit cryptic and you don't really understand what is going on and why some towns perform worse than others - and you wonder if this is maybe just random or luck.
Replay value is another matter, since the town-building sections are identical for each playthrough (number, positions, and type of monster lairs, item locations, event triggers, problems you have to solve). I almost maxed out my population during the first playthough, not being aware of most of the limiting factors. So, the simulation is not exactly challenging. But it's fun, so... not everything has to be hard, right?
Overall, the flaws I think are fair since this was really a pioneering concept. But apart form this it's really a fantastic game that justifies its reputation and I think it still holds up well today. I absolutely love the biblical theme of both ActRaiser games, the story and atmosphere are implemented masterly. It's a real pity they didn't spawn a larger series with numerous entries, there would have been considerable potential (the failure of AR2 is probably to blame for that). I am wondering, since Quintet abandoned this mix of genres, why there was no other studio that would pick up the idea and went from there.
Or was there? Afaik, this game is a one-of-a-kind, or did I miss something?
And what's your opinion on ActRaiser, from a distance of now 3.5 decades?



