Press B To Innovate – Asura’s Wrath

Asura’s Wrath very well may be the oddest game I’ve ever played. Calling it a game almost seems to be stretching the definition a bit too far for my liking, but it also uses its status as a game in some of the most intelligent and amazing ways that I’ve ever seen.

Asura’s Wrath is the story of the demigod Asura and his prodigious wrath. His story is told across three seasons of six episodes each, with most every episode ending on a rather dramatic cliffhanger. The game is structured like an anime, and this goes beyond just the episodic style — there are commercial bumpers in every episode, and when you return from commercial sometimes you see the same scene you saw before you went to commercial, to better set the moment. Credits play over the top of every opening, with longer credits rolling after the end of each season. The action is framed beautifully with incredible camerawork that really understands what the game is trying to do. There are multiple moments where I was reminded of Darksiders and its comic-book-panel-ready cutscenes, where a game was used to tell a story that would have fit just as well in another medium. Each episode took about twenty minutes to play out.

Asura’s Wrath is the video game version of Simon Says, where the player is asked to do little more than match the button appearing onscreen and occasionally engage in some rudimentary arena combat. It can, and has, been called Quick-Time-Event: The Game.

Both of those are accurate descriptions of the game, and both of those leave far too much out.

The rest of this post will be full of interface spoilers as well as a few story spoilers. Consider yourself warned.

Asura’s Wrath uses some damn fine QTEs to tell an utterly ridiculous story. The first boss battle of the game is against a man named Wyzen, chewing scenery like a starving man, who starts out an equal foe to Asura. After being punched off a cliff, Wyzen grows to roughly five hundred feet high, and the battle continues. During this fight missiles are launched from a ship orbiting the planet, but many of these missiles are caught by Asura and punched back into the ship until it explodes and crashes. The game then turns into Space Harrier for a little bit as Asura and Wyzen race each other before leaping into the air and trying to punch each other. Asura wins and Wyzen is shot into space.

Once in space, Wyzen grows until he can hold the planet like a basketball, and decides to squash Asura by poking the planet with his finger. Asura catches his finger with all six arms (Asura gets so angry he grows more arms — I should have mentioned that), and then punches that finger so much so that Wyzen explodes.

It bears repeating that this is the first boss in the game, and it only goes up from there.

Asura’s Wrath is barely a videogame, yet it uses the fact that it IS a videogame to do some incredible things.

The achievements are perfectly timed and placed — pressing B when prompted to “shut Wyzen up” has Asura punch Wyzen into a wall, and the second Wyzen impacts the stone the achivement pops. “15G – Shut Up, Wyzen!”

The arena battles exist primarily to get you to the next ridiculous display; enemies do not have health bars. Asura has a Rage meter, and once you fill that rage meter you press RT to Burst, and whenever you hit Burst something insane is going to take place. The game knows how that bar works, and it uses it incredibly well. During one villain’s monologue, the bar steadily fills, and when Asura’s dead wife or kidnapped daughter is mentioned, the bar jerks forward, filling up faster at the sound of their names. When Asura sees a concerned girl following after him, this bar empties when he stops and shows compassion and worry for her. When Asura activates a later form in battle, the type of gauge he’s using changes to match that form.

The QTEs themselves follow the rules QTEs must follow to not be awful. If you’re going to punch someone really freaking yard, the prompt is Y, the heavy attack. Analog stick movements match the direction the character is going, all the bare minimum needed for me to keep my hair in my head. I didn’t come across a QTE with a fail-state, and at no point are you chaining together four buttons to jump up a hill, you’re pressing one button to punch a guy into the moon and another button to punch the moon into the guy. As soon as you are familiar with how the QTEs work, though, Asura’s Wrath starts doing some really interesting and satisfying things with them.

Early in the game, you have to press the B button a whole lot to fill up Asura’s Wrath and Burst into the enemies. Later in the game, the screen is FULL of the B button, with every press knocking out one of those buttons. Asura’s usual battle stance, activated by press the left stick left and the right stick right, changes to have at least ten icons on each side, and Asura unleashes a dozen arms from his back as he prepares for battle. One battle features the QTE “timing circle,” for lack of a better word, going in slow motion, and then in reverse.

The last battle does the most interesting thing I saw, though. The villain has its own QTEs, with white button prompts, and you see every press it makes. As Asura gains the upper hand, the enemy starts failing, just like the player has undoubtedly done over the course of the game, and at the end of the battle the Burst trigger takes up the entire screen. I very nearly jumped out of my chair like the Redskins scored a game-winning touchdown. I did shout “Burst!” and throw up the horns.

Asura’s Wrath uses its knowledge of its status as a game so well that it stumped me. One villain electrocuted another one and threw her into a wall, and the instant she hit the wall I got the “disconnected from Xbox Live” message on my 360. Does my 360 often knock itself offline? Yes. Was that a thematically appropriate moment for that kind of fourth-wall breakage? Absolutely. Do I know if it was on purpose or a happy accident? Not in the slightest.

Asura’s Wrath will probably never happen again, and that might be a good thing; these kinds of tricks could get really old, really fast, and as a full $60 product plus DLC for the “true” ending is really too much to ask. All that said, though, it’s one of the best gaming experiences I’ve had in 2012 by far.

BURST

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