Aegis of Earth: Protonovus Assault
• Interesting twist on the tower-defence genre
• Character art is nice and appealing overall
• Gameplay quickly becomes dull, uninteresting, and gives the impression you’re not needed
• Story won’t appeal to everyone, leading to way too much intermittence between missions
• In-game graphics do not look good in the slightest and appear too outdated by today’s standards
Aegis of Earth: Protonovus Assault has one of those titles where you’re never quite sure on what the game is actually supposed to be just from the name, and with one look at some screenshots for the game, you might once again be confused on what’s going on. After spending enough time in the game, the conclusion that I’ve managed to come to is a strange amalgamation of a visual novel with a tower-defense game.
In terms of story, there’s nothing initially wrong with it or impressive for that matter. Basically, the gist of it is this: giant monsters have attacked the world, causing what is left of humanity to hunker down in walled off cities, and fight back from these defensive positions with giant weaponry and whatnot. There’s nothing particularly special about the general story, but it does get the job done overall.
The story tends to be told through vast amounts of text, something that won’t be to everyone’s taste, especially so if you’re not the biggest fan of the visual novel genre. There are times where the game provides fully voice acted segments, such as cut scenes, but a lot of the time you’re met with the occasional voice acted one liner thrown in there for good measure and little else. It’s not that I have an issue with the lack of voice acting at times; it’s just frustrating to have a character randomly say, “Hey!” or “Hello!” It just gives the sense that it isn’t required, as such they simply shouldn’t have bothered.
Gameplay may be designed around the traditional tower-defense, whilst managing to flip it on its head and give the game its own unique flavor to gameplay for the player. Before you a start a mission, at which you have to defend your city; you need to go around, acquiring in-game money and resources to build your weaponry, upgrade them or whatever else. Once you’ve fiddled about with your city for long enough and you are happy with what you’ve built, you will then be taken into battle; an area of the game that really does take a unique spin on things for you.
What you’re tasked with doing to defend your city is spin one of the multiple rings that surround your city, all so you can manoeuvre a turret or cannon into an enemy more directly. This strange, but enjoyable change to gameplay really does make the game stand out for its unique design; or at least it would if it wasn’t partially broken.
The current problem with the rotating circles mechanic the game has is that a lot of the time it just seems unnecessary to actually do, when you can so easily cope just by placing the controller down in front of you and watch your town go to work. If at times it wasn’t so easy to get through the missions, the mechanic would have placed a much more lasting effect on me as a player. For the most part, though, it simply left its impression on me as a gimmick, one that wasn’t fully realised to its complete potential.
When it comes down to the aesthetics in the game, while the characters themselves may have some nice artwork to them, something that shouldn’t come of too much of a surprise from a game that has a fair amount in common with a visual novel. However, the in-game graphics for a game that was released to the West in March of 2016, on consoles such as the PS4, PS3, and PS Vita, are pretty darn shocking. At best, they could be described as a late PS2 game, or an early PS3 title, and that’s at best. Obviously, graphics don’t make a game what it is, but having such dated graphics on consoles with hardware such as this, is nothing more than a disappointment.
While gameplay is meant to be the real meat of the game; reading of the story seems to be taking the cake with this title. Apparently, there a thousands upon thousands of lines of dialogue within this title, and when you take into consideration just how long it takes to get back to the gameplay sections of the game, it becomes worrying. I don’t mind reading plenty of text in a game, especially in the cases where the story is really well done, but with Aegis, it’s not something that tends to be all that engrossing. Thanks to that, I spent a lot of my time doing what I could to skip past the text, just in the hopes that the gameplay would show up soon enough once more.
Overall, Aegis of Earth: Protonovus Assault takes a risk by pulling off something unique, but unfortunately those risks don’t appear to have taken off. Even though the main gameplay feature is a unique and interesting mechanic, one that I would be happy to see again; a lot of the time it feels unnecessary and doesn’t require your input. Combine that with the fact the graphics are pretty outdated by today’s standards, and the vast amounts of dialogue, just to get to the next section of gameplay quickly becomes tedious if the story hasn’t gripped the player as of yet. With all these reasons in mind, I can’t say I recommend this title, as there are just too few redeeming qualities to warrant a purchase.
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