Monday, February 10, 2020

Azur Lane: Crosswave (REVIEW)

To say I was really looking forward to reviewing this game would be an understatement. I've seen images of the Azur Lane art over the years, and something about anime girls with battleship parts attached to them really seemed cool to me. Other than previously viewed character images though I never really knew what the story behind the fleet of leading ladies was. That all changed when I began playing IFI's "Azur Lane: Crosswave". Not only did the game tell the basic origin story of the girls of the four nations of the Azur Lane planet, but it also built upon said lore with a new deeply involved tale involving a new threat. It seems the girls with battleship rigs are known as Kansen, and their adversary within Crosswave, Sirens. The Kansen, which are class based ship rigged heroines who defend their own nations with an arsenal of weapons as well as special skills come face to face with the equally, or more well armed Sirens whose intentions are yet unknown. In a chance encounter during a training session orchestrated by Takao, Shimakaze and Sugura of the Sakura Empire stumble upon the invading Sirens, and their invading mass-produced fleet. Ultimately discovering new cube-like technology amid the wreckage, and a lingering question regarding the Siren's intentions.

Through an initial story arch including the prologue, and featuring the protagonist duo that is Shimakaze, and Sugura we are drawn into what equates to a recruit rising among the ranks as she and her partner get caught up in the Siren mystery amid a nation versus nation military exercise. It is a mix of heavy handed storytelling with English subtitles, Japanese voice-overs, and slightly animated character art that brings to life the world, and the tale being told therein. As Shimakaze, initially, you will lead the way with your unwilling partner Sugura through your wacky, and amateurish antics as you mature in the heat of battle together, and befriend the large cast of Kansen characters that will aid the both of you in the skirmishes going forward. All in a main fleet, and supporting fleet orientation.

While navigating the waters of the Azur Lane planet that the four nations' fleets reside in you, as Shimakaze, will be collecting crates of different rarities for parts to upgrade your own fleet's arsenal, and skills. Guided by a map compass that points you in the direction you need to be going you'll also move your chibi avatar self from event to event either engaging in story event banter with other characters, or story event battles when the event marker is red. That, and side story storytelling that builds upon character relationships, conversations, and the battles between them when the event marker is green. All while forwarding the story as you do so. There's a lot of character relationship building along the way within the confines of the story mode as well as ship preparation, fleet management, and short lived 3D arena based skirmishes where your fleet of Kansen will use their arsenal of weaponry, and skills to combat enemy threats that are both big and small.

Combat within the story mode is a somewhat streamlined affair with a main fleet, and supporting fleet selection made available before engagement. One being an in-battle party of Kansen, and the other Kansen support. As you unlock the other Kansen through spent credits, and special 'A Credits' earned from battle you can set them in one of the three slots of the main, and support fleet, respectively. The Kansen vary according to type with some being more nimble destroyer classes, and others battleships or aircraft carriers. In the support class there's even repair ships that will aid in mending lost HP during battle. With each Kansen class having their own unique set of weapons that are, in themselves, class specific you'll be able to mix and match your fleets as you see fit. It should be noted that each Kansen has an equipment listing that includes guns, anti-aircraft guns, aerial support, and torpedoes as well as two auxiliary slots for added buffs/nerfs to things like damage. There's even equipment that can be upgraded by using in-game currency, and collected parts. Along with these bits and baubles comes JRPG attributes of the ship assortment that will level up as the character levels up through battle.

By engaging in event battles that you can revisit for perfection or farming sake you will earn parts, scraps for sale, and the two currencies based on your performance. These things can be utilized in the on-map 'TRIANGLE' menu where the 'Warehouse', 'Shop', and 'Dock' can be accessed. In the warehouse you can apply upgrades to the various weaponized ship parts, and auxiliary add-ons. You can also, with skill books, upgrade character skills. These 'Strengthen' upgrades will require parts as well as base currency. In a similar fashion you can strengthen, and equip new equipment on a per character basis within the 'Dock' menu. It is in this particular menu though that you can also spend the required 'A Credits' to unlock main fleet characters, and support characters. The 'shop' which features two vendors including the main shop vendor Shiranui, and the ''Research Facility' Kansen will be the place where you can either shop for weapons, sell items, or trade for special items/equipment. The first two options being shop exclusive dealings while the research facility deals in the latter. On occasion you will be notified that the research facility has something special. When accessed you can purchase the research facility special for the required parts, and base currency if you have it. Do know that some equipment is only available once in a playthrough so selling them should be done realizing that you cannot get them back.

The Battle ...

When in battle, within a squared off section of ocean that sometimes expands to other boxed in arenas via a green arrow pointer, you'll be free to move and swap between your main Kansen trio as they shoot both locked on, and non-targeted ships or aircraft. All while utilizing each Kansen's skills, arsenal, and equipment buffs/nerfs.The targeting system takes in account a circular area in front of the leading character dotted by white dashes with an inner smaller crosshair that turns red when a target is in range, and green when it isn't. When in range a target can be locked onto using the 'X' button making focused fire more precise. With approaching aircraft they'll be automatically targeted when within range while ships, ship parts, and other characters will be manually targeted. At your disposal are guns, anti-aircraft guns, torpedoes, and a character specific skill. Skills are Kansen specific, and include things like maneuverability buffs, or healing options to tie-in with the RPG elements of the game. All battle options only become available for use when their ring surrounding the button inclusive icon is filled. Depending upon the equipped equipment these will either fill up/reload faster or slower. Torpedoes in particular can be fired multiple times with a full ring as it is quartered off into lesser sections.

The end goal in each event skirmish is to come out with no ship loss, and the defeat of all enemies within a set time. Using the battle options, and an additional evasions maneuver you can come out on top with a "S" ranking or the lowest of scores, being a "C". A handful of performance factors will be tallied into that final assessment including how many ships you have left, and the time it took for you to defeat the enemies. As previously stated. Rewards afterwards are also rank or performance based with "S" rank rewards being the best. To improve upon said looting opportunities there are single-use items that can be applied before battle to raise the number, and grade of the parts or items you will receive. In the menu before a battle you can press TRIANGLE to see the obtainable items/equipment for the battle at hand.

As you read, and battle your way through the main story other features, and modes will unlock. This includes a 'Gallery' archive of music, in-game events between characters based on chapters, art illustrations, and an overall records account with your performance per feat. Things like Kansen unlocked, events played, credits spent, time played, and other noteworthy accomplishments are there for the record. You'll also unlock an 'Extreme Battle' mode which features Kansen specific side missions that will reward you with skill books for use with the Kansen roster skill upgrades. There's even a 'Photo' mode with character poses, and backgrounds for snapping pictures of your favorite characters as well as an 'Episode' mode where you can play through conversational episodes involving the roster outside of the story. There's a lot of extra content, but to get to it you must play through the story mode first.

Something else worth noting is the return of the traditional "IFI" character relationship levels/links. In their Dock listings the relationship levels of the characters will be on display in a circle or heart symbol. Ranging from 'Stranger' to 'Crush' they will be rated according to how much you use them in-game. This will effect battle and has characters that are in these complimentary relationships performing better together. Doing support skills, and basic battle more efficiently in skirmishes. As an added bonus, outside of the gameplay, you can also change the menu girl from your roster of unlocked Kansen. Bothering them on occasion by pressing 'SQUARE'. Getting a personality specific reaction that ties-in with that character's in-game behavior.

The Verdict ...

I was not disappointed. As heavy handed as the story was it is the story that really makes this game shine, and sells it. The combat situations, as per usual with IFI games, takes a second hand seat of importance, especially in the story mode. Not that that's a bad thing. You do get the extreme battle mode which offers only battles. Thus making up for the lack of consistent action within the given story campaign. As far as characters go there is a big roster to choose from, and once unlocked you can pair them as you see fit. Creating your own mixed, and matched fleets from the four included nations. As far as unique character qualities go the range of character personalities was also well done. You've got your tiny meek sister-like characters, awkward slightly older characters, and more intimidating Kansen with that "Vert-like" immature maturity that teems with underlying sexual tension. It's entertaining to watch them interact in the story. Along with the characters I think the separate nations were also well represented. I personally liked how the nations of Azur Lane reflect the real world nation counterparts through their names, and decorated rigs. I think in a way the conflicts that arise in-game as well as the friendships reflect that of our own real world nations to some degree. I liked how it was all worked in, and that nothing was overtly a jab at any real world nation. Visually the gameplay portion of the game is something to behold as well. It's definitely an upgrade in quality compared to the usual Neptunia adventures, and the 2D artwork seems to retain the style done by the original creators. Leaving the 3D character models to be more inline with IFI's character creation brand. Overall what is offered both visually, content, and sound-wise is complimentary, and as fun loving as ever. As far as a recommendation goes 'Azur Lane: Crosswave' gets a passing "S" rank from yours truly! It did not disappoint me at all.



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