Astral Takers by developer Vanguard and publisher Kemco—PS5 review written by Richard with a copy provided by the publisher.
Estimated reading time: 10 minutes
Hello and
welcome! Today we’ve got another Kemco/Vanguard title for you: Astral Takers! You up for
some old-school RPG action? Ready to explore a world fraught with peril and
interpersonal challenges? Well, look no further than Astral Takers!
If the
title Astral Takers seems somewhat familiar to you, you may be thinking of a
title I reviewed a while back called Dragon Takers. Yes, the games are related,
no I won’t say how because of spoilers, but I would suggest playing Dragon
Takers first if you care about potential plot spoilers, and if you care about that
sort of thing. Astral Takers can still be played as a standalone however, so no
worries if you aren’t picking up Dragon Takers.
In Astral
Takers we follow the adventures of Revyse, Fio, and Aurora, a trio that
developed when Revyse discovered Aurora who had lost her memories and Fio
decides to help out. Plots will be uncovered, villains will be defeated, and
the secrets hidden behind Aurora’s identity shall be revealed! You will visit
many locations in a linear progression through the world while fighting random
enemy encounters and tough boss battles (maybe).
I will tell
you right now that Astral Takers is very generic and very cliché. Is that a bad
thing? Well, no, not really, but it doesn’t really set itself apart in any way
that matters either. This also extends to adventure and combat, not just the
storyline. Towns you visit are fairly generic, and you can expect the standard
fantasy RPG tropes to come alive. Like I said, not exactly a bad thing, but
certainly doesn’t stand out from the crowd.
Combat will
occur either when scripted for boss fights or as random encounters when you’re
on the world map or in a dungeon. Upon getting into a fight, we start up the
old turn-based RPG gameplay. A little bit off from the common style, in Astral
Takers you determine all your actions at the start of combat and then
characters take action, rather than only when their turn comes up. Higher speed
stats mean your turn will be sooner in the turn order.
Taking from
Dragon Takers, enemies will have elemental and type weaknesses to exploit,
which you can take a peek at in the turn order, and enemies of a single type
get grouped. Grouped enemies cannot be targeted individually, but can be hit
with attacks that hit a group of enemies or when performing a single target
action on a group enemy will be decided in the group for you. It’s a little
annoying when you want to focus down a single enemy in a group but the game has
your damage split between the enemies.
Unlike
Dragon Takers, there isn’t an interesting skill assimilation mechanic, so
everything you get is based on your own progression, whether it’s from leveling
when you get enough exp or from plot progression. Thankfully the game is pretty easy to farm exp in, as you can hang around a heal point, which are plentiful, and wander back and forth for a bit. With an auto battle function that’s usually
good at “nuke the enemies ASAP”, you can build up levels fast if you are having
a tough time.
One of the
interesting background lore pieces is that Revyse is a summoner. Whenever he
finds an echostone, he can bring it to a summoning circle to summon a heroic
figure, thus expanding your party roster. While you still need to equip your
extended party, they can be swapped in and out pretty much at will, allowing
you to get the most out of their skills. Have an enemy that’s immune to magic
attacks? Swap your mage out for a physical damage unit. Enemies dodge magic?
Get more melee units. Pretty handy really. Worst case you can use some of their
skills outside of battle to return to a dungeon entrance or to heal party members.
There is,
unfortunately, a decently big complaint. This is the same complaint I had with
Dragon Takers and has not been improved in Astral Takers, but the menuing
system is arse. Navigating menus is
somewhat unintuitive, equipping gear when you aren’t buying direct from a shop
is a nuisance, the gear in your inventory is automatically sorted by type not
by recently acquired so you could lose stuff you’ve picked up in your infinite
pockets, and good lord is the border around your selection incredibly tough to
see. While certainly not game breaking to any degree, it is incredibly
frustrating.
As for the
graphics and soundtrack, I have to say they’re pretty good. The soundtrack is
pretty much what was heard from Dragon Takers, so if you’ve played that be
prepared. Also the enemy sprites will actually move in combat and ally characters
during cutscenes will move a bit and express themselves. It isn’t anything next
gen, but it is pretty decent. I mean, it is a phone game port, so you can’t
really expect too much, although there are a few improvements that would be
nice to see.
On a plus
side, Astral Takers is very lenient about allowing you to save. Pretty much as
long as you aren’t in combat or a cutscene you can save wherever you want. It’s
really handy if you don’t particularly have the time to commit to an extended
period of playing. The game also autosaves a lot so losing a lot of progress is
basically a non issue, which is also really nice. Couple that with being able
to swap out party members really easily and there are a lot of nice aspects to
Astral Takers.
Overall
Astral Takers is a pretty generic RPG but certainly not a bad one. While the
storyline may be a little generic and the gameplay rather traditional, there’s
something to be said for that nostalgic feeling it brings to mind. While Astral
Takers may not be for everybody, and won’t really offer anything new to the
genre, it has a solid base that makes it pretty entertaining.
Score: 7 / 10










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