Aegis of Earth: Protonovus Assault Review
Aegis of Earth: Protonovus Assault (AoE for the purpose of
this review) is a title recently added to the PS4 in the western world from
developers Acquire and publishers PQube. At its core AoE is a Japanese tower
defence title with a couple of differences from the mainstream genre.
AoE works on a three phase gameplay mechanic where firstly
you have to decide what to build and what to upgrade. Whether it be defensive,
offensive or resource management/housing. After exhausting all materials, you
then pick from three viable targets and proceed to use your current setup up to fend
off Kaiju inspired monstrosities. Upon completing the defend phase you move
along to the battle log and assess what has just been accomplished. In this
phase you deal with levelling up individual aspects/characters within your
current party.
When setting up and maintaining your city also known as the
planning phase, you are tasked with the decision of unit placement and unit
strength. Each unit can be fortified to maximise its efficiency in battle. In
this phase we also collect income tax from inhabitants in the city and also
welcome new settlers from other lands. Higher population leads to a higher level
city and a higher income from a tax like setup. There is an emphasis here on
keeping the population happy and this is achieved in a few different ways but
primarily in the planning phase it can be achieved by holding events in citizen
based structures. In this phase there is the opportunity for research and
development based on the player's current commander level, in turn raising the
amount of different options in the player's arsenal.
The second phase is where the main gameplay mechanic comes
into play. The first step in short is just picking from one of three targets, each with their own level recommendation. When this is done and after a short
cut scene which does get a little repetitive, the battle phase commences. In
this phase we are tasked with a 360 degree defence of the city. With each
weapon being placed on a ring setup, where you have an inner ring, middle ring
and an outer ring, these are all controlled quite simply. AoE has a quite
useful visual que that shows the player the width and depth of their
defensive capabilities within every combination of weapon placement. Of course
staying true to the tower defence genre, different weapons have different
strengths and weaknesses, whether it be range or rate of fire.
Combat is by far the most compelling aspect of AoE, this
being said for massive chunks of the game it becomes very repetitive and at
times mundane. Another aspect that compounds this feeling is the repeated cut
scenes at every turn, nothing ever really breaks up this constant familiarity.
With the exception of sometimes feeling like you truly out-witted the enemies
and coming out the other end of battle victorious there is really no other hype
to report here. From battle to battle there are very few steps that are
completed in the same sequence and I often found myself quite bored. It is with
this feeling I think that AoE is more suited to the likes of the Playstation Vita.
The third and final phase in this gameplay rotation is
assessing the success/failures from the battle phase. I have played in the
realms of 35 sequential battles and to date have not lost one therefore not
only speaking for its difficulty but also making it hard to report on what
proceeds after a loss. In this phase we have to allocate a commendation to the
party member who we thought delivered the best performance during the strike. Truth be told, this only serves as a process to
keep party members happiness up. There is no real way to determine who performed best when in fact all actions during the battle phase are a direct result of
you the player. Experience is given after each battle and in turn giving commander
level ups and unlocking new and sometimes useful new defensive and housing
units.
In a nutshell, this would be a good game to get in a special
in the realms of $10 and more likely to be best suited to a handheld device.
The presentation was of a standard and the character interaction at times being
mundane and not necessary, did at times inject some personality, if... and a big "if" you have the attention span to read copious amounts of text. This being said it
is a very typical Japanese production and
these Japanese games are often littered with character development in the form
of text, so not necessarily a knock but certainly an observation.
If you feel I have not emphasised any particular point and
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Positives:
- Unique spin on the tower defence genre
- Interesting characters
- Enjoyable gameplay mechanics
Negatives:
Platforms: PS4, PS3, PS Vita
Genre: Tower Defence
Initial Release: 2nd of July 2015
Developer: Acquire
Publishers:PQube
- A lot of reading to understand character development
- Repetative
- No real variation
Platforms: PS4, PS3, PS Vita
Genre: Tower Defence
Initial Release: 2nd of July 2015
Developer: Acquire
Publishers:PQube
Red