Mixed or average reviews - based on 7 Critics What's this?

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Mixed or average reviews- based on 29 Ratings

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  • Summary: War darkened the skies of Agarest. Not a simple war between mortals, easily ended by divine intervention, but a war that split the gods themselves. Armies such as the world had never seen before, and would never see again, clashed in the skies of Agarest, across its surface, and even in the caverns that wound their way through its interior. As is the way in war, many died on both sides, gods and mortals alike, and the war left Agarest broken, blackened, and dead. The gods wept for their paradise, and in a final act of creation, sacrificed themselves to bring life back to its charred and twisted surface. Although the gods are long dead, the withering darkness that began and fueled their war is not. Imprisoned for millennia, its bonds have begun to weaken, and as they do, a shadow once again spreads across the surface of the world. Born into this world perched unknowingly on the brink of the apocalypse, a young man by the name of Leonhardt and his descendants are the last, best hope for Agarest. Their journey will span generations and continents as they strive to once again bring peace to their beleaguered world, even as the cost of their own souls. [Aksys Games] Expand
Score distribution:
  1. Positive: 2 out of 7
  2. Negative: 1 out of 7
  1. I think Record of Agarest War is definitely a pretty niche SRPG, that's not going to appeal to players that aren't already familiar with this particular game type. However, I don't think it's meant to bring in new players, and as far as fan service games go, this is pretty tame and playable by teens on up.
  2. 75
    I would rather it have gone more over-the-top with its sexuality, as that would have made it a more unique experience. But if you're a fan of the genre, Agarest War will provide a very long adventure that spans generations.
  3. 70
    Aksys gets a gold star for effort, but Idea Factory gets a thumbs down for artificially lengthening a game with an already-boring combat system and for letting the "interact with the ladies" aspect of the game fall to the wayside.
  4. This sexed-up strategy role-playing game boasts some interesting ideas, but falls short of realizing its full potential.
  5. A game of insane length. Soul breeding gives infinite room for replay value, but just getting through the first time can actually take up the entire life span of a normal human.
  6. For all Aksys' effort to appeal to a slightly different market, Agarest is a gearhead's RPG. [July 2010, p.84]
  7. 40
    Record of Agarest War is the very reason Japanese game development is accused of stagnation, and the sleazy marketing doesn't lend the game any credence. This is not 1998.
Score distribution:
  1. Positive: 3 out of 4
  2. Mixed: 0 out of 4
  3. Negative: 1 out of 4
  1. Jan 5, 2011
    "Anyone interested in a excellent strategy RPG"

    The first thing i got to say is. Do not be fooled! The sexual appeal and in your face
    collector's edition is merely marketing tools for simple-minded Americans, such as me. The game actually has very little to do with sex, dating, vulgarity, nudity, etc....the only reason there is even a male, female relationship talked about in the "hype" and reviews (which I've now read, after purchasing and playing the game) is simply to establish a game play technique, that is employed to allow the story and characters to live for FIVE generations in the game. So you are forming friendships, with the female characters you meet to "mate" and give birth to the next generation hero, You and your partner determines the qualities of your child, based on your alignment and stats! The story is standard by the nature of being an old-school RPG, that is to say, by now, almost every game feels like someone had the idea already, at least when it comes to RPG stories. This story however, sets itself apart, by spanning the five generations, so no one character gets boring or stale. In fact, there is a feature to resurrect fallen ancestors from previous generations through the help of an alchemy merchant later into the game. If you've played other RPG games, then there should really be nothing new to you here, in terms of traversing the world map, "menu-based" towns (no walking around, just menus of the shops to visit), and doing the pre-fight party prepping.

    Combat! At the movement phase, all characters move singularly, but all in the same "turn" After you decide where you want them (there is a range to consider of course) and which direction to face, you and the enemy units all move together to their new spaces. It's like giving orders to any army, then on your command, they go. Fighting is done on a turn by turn basis though, with an on-screen display of the attack order, enemies included.

    Here's the fun part! All the characters have different points on the grid around them, that if a teammate is standing on one of those spaces (which are highlighted and color coordinated) they can perform skills chains or combos, granted they both or all have enough AP to do something. Most grid spaces for a teammate to stand for a front-line fighter, have their "team spaces" behind or next to them. Where the support players in back usually have their "team spaces" in front or next to them, makes sense If you do not want to use a character in your current combo, even though they are in the combo chain list, and waste the AP they might need to attack or heal a different target. Everyone has a range to their skills, but this might be the most interesting part of the combat, and something I do not believe many reviewers grasped, is that if one character cannot reach an enemy, you can "stand-by" on their turn, and use a character that they are "linked" to (by standing on the above mention spaces on the grid), then they can reach the enemy, or even a friend for healing purposes, and allow the member that is too far away, to jump into the fight, or to heal someone they were originally too far from when it was their turn. Be cautious when jumping all over the battlefield though!

    This is where Idea Factory shines! The underlying strategy is tremendous! If you jump around to help a friend in a tougher fight, but have a combo planned for your next character, jumping to help a friend might break the "chain" or combo for the next person. NOT all members are connected in these chains, There is enough strategy in just the chain and AP system to not even care about the other things. There is also depth in elemental strengths and weaknesses, what side you are attacking, or being attacked from as well. Just turning your character to attack during his turn will change the location of his "team spaces" too, which would possible break a planned chain! Do not be intimidated at all, They introduce things simply enough.

    There is so much more that i do not want to get into here, Alchemy, Blacksmith, Monster guild, First-aid shop, Fortune teller (to get a glimpse of what your child might be like) and so much more involving the weapons, armor, and items! Just too much to get in to! These reasons are why these games or this one specifically are "next-gen"...they are so deep and long! I end with this! I love Idea Factory and this game as well! Do not be thrown off by childish appearance, or gimmicky sexuality on the packing or hype. If you like a deep RPG, then this is definitely for you. The story is actual very deep, adult oriented (meaning; it's not power rangers lol) and spans generations. I love knowing the decisions I made affect how the girls I meet look at me, and in the end, one of those girls (chosen by which likes you the most) gives birth to the next hero! Totally awesome!!!
  2. May 15, 2012
    This game requires a good deal of time and strategy, the story is fairly interesting and there is dating sim elements. Boss fights are brutal further in, they regenerate health at the start of their turns and have just horrificly devastating attacks. I wouldn't recommend this game to anyone who cant handle insanely crushing losses and fights at every turn. Expand
  3. Jan 4, 2014
    This review contains spoilers, click expand to view. this game has a nice story, spanning five generations, starting with you giving up your soul and the souls of your descendants to seal away pillars on five continents, to stop darkness from spreading. the battle system is probably the best part of this game, and rewarding if you can fully understand it. Although i don't like that there are mandatory battles that you have to go through to get to each event, or that there are so many mandatory battles in general. i would've preferred more story events as well as more optional battles and bosses. the characters themselves are pretty good too. throughout each generation you have three women you meet who you speak to, and eventually marry, one of them, along with several permanent members who appear for the whole game. it's a good game, but those mandatory battles can get pretty boring if you play for long periods of time. Expand
  4. Feb 1, 2011
    I read all the negative reviews, but I am such a sucker for SRPGs, and wound up buying it anyways. The story portions are far too short and have far too many fights in-between them. All the fights take place on a flat surface making them even more same-y and tedious. The PSN has a huge pile of free DLC that came out on release day. It could of easily just been part of the game. Overall the game is just too tedious to recommend. Expand