AETERNOBLADE II Review: Bringing The Series Into A Better Light

PS4 Review Code Provided by Corecell Technology

Following the not-so-well received first title, Corecell Technology and Pqube worked together in order to bring us a second AeternoBlade title that is simply AeternoBlade 2. While most developers would give up on a series if it didn’t get a positive reaction from the audience, these guys pulled together to fix what was wrong in the first game and make a more improved title. Of course, there were still some areas that could have been better, but I am happily surprised by the way this game turned out.

Story

A mysterious leak in the Land of Memories has caused concern from the all-powerful Norns and gods. Looking to the heroes of Chronosia to help them with their newfound aeternoblades that grant them the ability to control time, this strange evil must be stopped. This is not just for the sake of Chronosia, but all of time and space itself could be destroyed!

Gameplay

In the first stages of the game, you will get to try out some of the different fighting styles as it throws you directly into the action. These fights aren’t too hard, but give you a good mix of what to expect. Since the game has both 2D and 3D sections during the fight sequences, you end up getting to fight through both styles before leaving the first area. The attack moves remain the same regardless of the view style, but it was handy that there is a lock-on feature for the sequences that play out in 3D.

The majority of the game is moving through various 2.5D platforming style sections that could be as easy as running through an empty and flat area up to some very intense platforming that will require the use of time power and skill. These aren’t optional areas either, so be prepared for some difficult moments in the platforming arena. The first area that really tripped me up had me jumping on the head of these skull enemies that are only solidified when you pause time, which only lasts for a few seconds so you have to time it with the also moving platforms; not to mention the enemy that only moves while time power is in use and can’t be killed, but blows up when touched causing a knockback even if you are mid-jump.

As far as the puzzle sections go, these are mostly optional. There are a few puzzle-like areas where you will need to use time powers in a specific way to proceed, but most of the puzzle areas are in the sections known as “Enigma,” which there is a new one at every single checkpoint. Sometimes you could go in and it would just be a free win, but these challenge rooms could get really difficult really fast, but they always have a relic or prize of kind at the end.

Back to focusing on the fighting in the game. There is actually a LOT more fighting than I anticipated, but it is manageable as you collect yellow orbs per death and quest completion. These orbs let you power up your character and each attack, allowing you to make the attacks you use most more powerful first and then build from there. The relics you have been collecting can be equipped and leveled up with their own point counter, so the more of them you collect the wider variety of options you have to choose from. This set up allows players to make their character powerful in the areas that suit their fighting style best. My suggestion is to max out your in-air attack combo because it is a punishing attack sequence that can be abused to win fights.

If there is a fight that is too difficult for you, regardless if it is a boss or a regular fight, they do offer a chance to go to an easier difficulty. This is handy because the fights are actually pretty intense and take a long time to get the health bar down in the beginning, but if you do the difficulty decrease once or twice they are faster to get through. I didn’t see a difference in the actual fight, but I took less damage per hit and did more damage per attack.

Graphics and Sounds

They do a good job giving off a variety of enemy types and plenty of visual cues on what different things mean when it comes to using the time powers, but the enemies were pretty basic looking and rather generic. Overall, very cartoony and simplistic.

I want to praise the music choice for the game and the general sound effects used. Both of these aspects were well done and very fitting, especially the fight music energy coming from something that wasn’t a rock-style song like we hear all the time these days (thanks to Doom). However, the voice acting is just horrible! There were a couple of actors that did a decent job, but almost every cutscene was just annoying to listen to since everybody pronounced names however they wanted, giving no consistency (ie: is Rosaline pronounced as ross-ah-lin or rose-ah-lean? Yes).

Replayability

If you like to explore all of the areas of a game and see everything it is hiding, they give a percentage meter on how much of a map has been explored. Given that there are multiple maps, full of hidden collectibles and enemies, there is plenty to explore. There is also the relics that can be collected by completing every Enigma room, which can be done on the first go, but likely some will be passed up. So, I would say there is some reason to go back through the game, but overall the story and journey would be the same.

What Could Be Better

In short, the voice acting, writing, and storytelling could all have been better. There were a lot of questionable lines that just took a moment that could have been powerful or impactful, but thanks to the line being written poorly and then acted out poorly, it just came off weak or laughable. This didn’t help me want to complete the game for the purpose of the story, but rather just the fact that I enjoyed the gameplay itself.

At least there was way more gameplay than there are cutscenes and story moments.

Conclusion

AeternoBlade II is definitely a step up from their first game and it is a lot of fun to play! I enjoyed how difficult it was in all the aspects it focuses on, action, puzzle, and platforming, as well as just keeping me wondering what challenge lied ahead. Worth playing, if you can handle the issues with the storytelling.