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Fire in the Hole! ASH: Archaic Sealed Heat Japanese Release

ethelred

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ASH: Archaic Sealed Heat
Developer: Mistwalker
Publisher: Nintendo
System: Nintendo DS
Genre: Strategy RPG
Release: 4th October 2007 (Japan)

STAFF
Designer: Hironobu Sakaguchi
Prior Credits: creator of Final Fantasy, Blue Dragon, Lost Odyssey

Art Direction/Character Design: Hideo Minaba
Prior Credits: Super Mario RPG (graphic coordinator); Final Fantasy Tactics (map designer); Final Fantasy IX (art director) Final Fantasy XII (art director); Blue Dragon (monster designer)

Music: Hitoshi Sakimoto & Masaharu Iwata
Prior Credits: Final Fantasy Tactics; Vagrant Story; Ogre Battle; Tactics Ogre; Final Fantasy XII



OVERVIEW
ASH, which stands for "Archaic Sealed Heat," will be the second game (following the Xbox 360's Blue Dragon) created by fledgling studio Mistwalker since Final Fantasy creator Hironobu Sakaguchi's return from retirement. First announced 2 years ago at Nintendo's Wifi Connection press conference in late 2005, it's definitely been a long wait for ASH, but the time is finally here.

This time around the game is set to be published by Nintendo instead of Microsoft, and instead of a pure old school RPG, Sakaguchi has created a novel blend of strategy RPG and traditional RPG combat. ASH uses a 2 gigabit cart, which makes it the largest DS game to date. While a good portion of that will be taken up by FMV cutscenes and voice acting, the majority of it will be prerendered battle animations.


MOVIES
ASH uses lots of FMV sequences to tell its story, combined with prerendered battles. Here's how it looks in motion:
• opening movie
• cinematic collection
• gameplay commercial 1
• gameplay commercial 2
• combat tutorial 1
• combat tutorial 2


STORY
Aisha, the Queen of Millinear, has her entire world changed when an ancient power escapes from its seal and assaults her castle. The fiery beast destroys her kingdom and transforms most of its population into ashen zombies. Aisha is the sole survivor. The ashen creatures retain their memories and their hearts. Thus even though they are filled with pain over their deaths, they remain loyal to their Queen, whose new goal it is to uncover the secrets of the sealed flame, why it has destroyed her land, and how it is bringing the dead back to life.

Mistwalker has revealed little else of the story beyond that it is very different in tone from Blue Dragon and will be a much more serious game. To help achieve their goal of telling this story, Mistwalker will employ many full motion videos and lots of voice acting.


HYBRID COMBAT
ASH's battle system is a largely unique combination of strategy RPG and traditional RPG. Similar to games like Bahamut Lagoon and Ogre Battle, the player can form up units of up to three characters (the unit leader must be one of the named story characters, such as Aisha or Bullneck). Once these units are created, they're deployed onto a traditional grid-based SRPG map. Move units across the map, and when combat is engaged it plays out like a traditional RPG with the player selecting attacks and skills from a menu for his party.

Unit formations are the key to victory. Based on a translation by Ducky, the game's producer stated that "a map that might take 2 hours or so to complete if you're struggling, can be beaten in 20 minutes or so if you plan your formations well." Up to five team units can be present on a map. These units can move and act based on an AP gauge that is shared by the entire party. Once the AP gauge is consumed, the battle switches to the enemy's turn.

Additionally, the ashen warriors created and controlled by Aisha can fall within a number of different character classes. As ashen characters level up and acquire skills within their job, they can eventually be destroyed by the main characters, who can absorb the skill and experience mastered by the soldiers. The seven revealed classes available are:
• Long Blade
• White Mage
• Black Mage
• Itemer
• Battler
• Stealer
• Monster Mage



IMAGES
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IMPRESSIONS
Various gaffer impressions:

Aeana said:
I now have access to all of the classes, as well as three teams, and the battles are really starting to speed up.

I have to say, monster mage is a pretty cool class, I think. It has lots of stat buffs, and also an MP regeneration buff. They can't attack physically, though; instead, they can summon monsters to attack for them. So far, I only have one such attack... but I'm hoping I learn more as I level (as opposed to having to jump through hoops like you do with blue magic in FF games). Their MP pool is a bit small... but they do have auto-MP regen on themselves, which helps over time.

I'm really enjoying the game, and I haven't been able to put it down. I've somehow clocked 5:30 since I started playing earlier today.
(More here)

Bebpo said:
Did the 1st chapter. Game seems pretty solid from a gameplay system point of view. Had no issues with the touch controls so dunno what people are talking about there. Only GUI problem so far is that it requires too many touches for a lot of things that could've been simplified.

Fun so far. 2d sprites are worse than something Idea Factory would pump out though, lol. The pre-rendered stuff is alright. I know they said they wanted to make it look like a PS2 game, but...it doesn't. Looks like pre-rendered stuff from long long ago.
 
RPGs suck on DS, should be on consoles, troll troll, etc. j/k of course.

I look forward to impressions because they looks interesting to me. I like the use of the screens, and the game looks decent enough. Just hope the game isn't bogged down by the length of battles.
 
I don't know what to make of this. I have been flip flopping.

At first I wrote it off because it uses shitty prerendered graphics, roughly 7 years well past their expiration date.

On the other hand, Blue Dragon was amazing, and I am ready to grab my ankles and let Mistwalker go to town.

Eagerly awaiting impressions.
 
Want NA release date, pwease. Thanks.

I mean, fucking NA got fucking Sin & Punishment fucking finally. What's a little ASH? Hardly a challenge, by comparison! :p
 
White Man said:
I don't know what to make of this. I have been flip flopping.

At first I wrote it off because it uses shitty prerendered graphics, roughly 7 years well past their expiration date.

On the other hand, Blue Dragon was amazing, and I am ready to grab my ankles and let Mistwalker go to town.

Eagerly awaiting impressions.
Is there a game has prerendered characters and real-time backgrounds? I can't think of any. Usually it's the other way around. :lol
 
At this point I am not expecting ASH to compare to the awesome-ness of Blue Dragon or potentially awesome-ness of LO, but I dunno...be good, please?

jj984jj said:
Is there a game has prerendered characters and real-time backgrounds? I can't think of any. Usually it's the other way around. :lol

I think he just means games that use prerendered characters regardless of the background type ala. Blade Runner.
 
Kintaro said:
I look forward to impressions because they looks interesting to me. I like the use of the screens, and the game looks decent enough. Just hope the game isn't bogged down by the length of battles.

I imagine they'll be able to get pretty long. I mean, for one thing, it's an SRPG -- they don't usually have battles over within 10 seconds like Persona 3. I've had Front Mission / Fire Emblem / Tactics Ogre battles last upwards of an hour.

But the developers specifically mentioned battles could be two hours long if the player isn't exploiting the right strategies or unit formations, but adjusting those strategies can cut the time down drastically. So we'll see.

John Harker said:
did you pick it up?

Yeah.

John Harker said:
I hope it gets a better translation and the character class names get changed :lol

They're very engrishy, for sure. If Nintendo's publishing, hopefully we'll see a Treehouse localization for North America.
 
Bebpo said:
At this point I am not expecting ASH to compare to the awesome-ness of Blue Dragon or potentially awesome-ness of LO, but I dunno...be good, please?



I think he just means games that use prerendered characters regardless of the background type ala. Blade Runner.

Any reason you aren't expecting it to compare to BD? Is it just because BD is that motherfucking goddamned awesome?

Man, BD ruled my weekend. I started playing Friday when I got home from work. I played straight through, until 5PM Saturday afternoon. There was a like 2 hour Halo 3 break in there.

Then at 5PM, I went to bed and woke up at 1PM Sunday, and I played BD until about 1AM before I took sleeping pills because I had work today.

Best. Game. Ever.
 
jj984jj said:
Is there a game has prerendered characters and real-time backgrounds? I can't think of any. Usually it's the other way around. :lol

Tomba 2? How about Killer Instinct? Were the backgrounds real time in that?
 
White Man said:
Any reason you aren't expecting it to compare to BD? Is it just because BD is that motherfucking goddamned awesome?

Man, BD ruled my weekend. I started playing Friday when I got home from work. I played straight through, until 5PM Saturday afternoon. There was a like 2 hour Halo 3 break in there.

Then at 5PM, I went to bed and woke up at 1PM Sunday, and I played BD until about 1AM before I took sleeping pills because I had work today.

Best. Game. Ever.

The Famitsu review and the hands-on had complaints about the GUI and game speed (not battle length, but rather slow-as-fuck pace), which have lowered my expectations quite a bit.

It makes sense though. Imagine a slow s-rpg like FFTA or something but instead of having a 3 sec animation when you attack, you then have a 1-3 min+ turn-based battle. That sounds like it could get out of hand if not done well.
 
Bebpo said:
It makes sense though. Imagine a slow s-rpg like FFTA or something but instead of having a 3 sec animation when you attack, you then have a 1-3 min+ turn-based battle. That sounds like it could get out of hand if not done well.

FFTA's problem wasn't that it was slow, per se -- it was that it was both embarrassingly easy and incredibly unbalanced, so the end result was that even though your units were never at any serious risk, you were still doling out piddling amounts of damage in many instances in order to papercut your enemies to death.

If ASH is well balanced, that's not going to be a problem. If ASH's speed emphasizes thinking up better strategies and formations, I'm not going to be bothered by long battles. "Speed" itself isn't the issue in an SPRG, it's the balance.

Bebpo said:
So in the end who is DEVELOPING the game?

Try to answer this question without saying Mistwalker.

No idea.
 
I'll await impressions from my fellow importers before I bite. If they're mostly good, then I'll have something that I could stand to get with the money I'll get for my birthday coming up on the 13th... :D

But in any case, I hope for the best for this game. It may not be quite Ogre Battle, but dammit, it's looking to be the next best thing...
 
Awesome. Hope this one turns out to be good, and the pacing of the battles isn't too slow - my main fear from watching various gameplay videos.


GreenGlowingGoo said:
I personally love the class names "Itemer" and "Stealer."
Sounds like my attempts at Bookworm Adventures. >_<
 
Smiles and Cries said:
damn I thought this dev just started out? They already too big and have to outsource projects?

Mistwalker outsources everything. Blue Dragon was made by Artoon, Lost Odyssey by Feel Plus, and Cavia is making Cry On.

The best way to think of Mistwalker is to compare it to Yuji Horii's Armor Project studio. Armor Project contains Horii himself, some writers and designers, and they do the game scenario and design, but the actual coding is handled by another developer. Mistwalker's the same way.

GreenGlowingGoo said:
I personally love the class names "Itemer" and "Stealer."

I hate them. Itemer gives me nightmare flashbacks to Daravonese lectures. "Items being used are the items used in battle."
 
FateBreaker said:
I thought Artoon was making Cry On
Sakaguchi recently said only Kusunoki took over the artistic design, it's still being made by cavia. Feelplus, cavia, and Artoon are all under Hayao Nakayama's company anyway, wouldn't surprise me to see team members interchangeable between the three.
 
ethelred said:
I imagine they'll be able to get pretty long. I mean, for one thing, it's an SRPG -- they don't usually have battles over within 10 seconds like Persona 3. I've had Front Mission / Fire Emblem / Tactics Ogre battles last upwards of an hour.
I'm curious about the pacing. Length of any extreme I can be fine with, but it needs to be paced well. It's of particular interest here because it uses seperate movement and combat modes, and often games that do that are some of the biggest culprits of bad pacing.

Ring of Red likely being the biggest example that comes to mind. Fun enough game at first, but after a few hours, the massive time spent watching the slow combat and transitioning through each encounter in between movements killed its pacing. I've had that issue with Front Mission at times, too; you sort of just wished you could act out the battle quickly on the movement map instead of enterting the slower combat phase.

Which isn't to say ASH is doomed in that regard. I've seen it done well before. It's just my biggest area of skepticism and curiosity to see how well it's executed.
 
Between Crisis Core and Halo 3 (and Zelda DS on backlog), I may just hold off on this for now.

But I will await impressions :)
 
jj984jj said:
Sakaguchi recently said only Kusunoki took over the artistic design, it's still being made by cavia. Feelplus, cavia, and Artoon are all under Hayao Nakayama's company anyway, wouldn't surprise me to see team members interchangeable between the three.

Right aka AQ Interactive
 
ethelred said:
Mistwalker outsources everything. Blue Dragon was made by Artoon, Lost Odyssey by Feel Plus, and Cavia is making Cry On.

The best way to think of Mistwalker is to compare it to Yuji Horii's Armor Project studio. Armor Project contains Horii himself, some writers and designers, and they do the game scenario and design, but the actual coding is handled by another developer. Mistwalker's the same way.

Oh okay thats what they do thanks for clearing that up
 
Been anticipating this one for a while. The SRPG genre has been in dire need of new blood for ages now...hope it can fill the shoes.
 
I think Mistwalker developed this internally, actually. Only the MS stuff has been outsourced. Could be wrong, but all signs point in that direction at the moment.
 
Definitely Day 1 for me. I'll have impressions up on my site and on GAF as soon as I have enough game time to write them.
 
I ahve this nagging, gut-wrenching vibe that it will not live up to the sky high expectations it's been subjected to.


Also, the more I look at those character designs, the more I want to punch a wall.
 
Jonnyram said:
I think Mistwalker developed this internally, actually. Only the MS stuff has been outsourced. Could be wrong, but all signs point in that direction at the moment.

So.....

Blue Dragon Xbox360 - Artoon
Lost Odyssey Xbox360 - Feel Plus
Cry On Xbox360 - Cavia
Away DS - Artoon
Blue Dragon DS - Feel Plus

Is ASH still internal? ^^;
 
duckroll said:
So.....

Blue Dragon Xbox360 - Artoon
Lost Odyssey Xbox360 - Feel Plus
Cry On Xbox360 - Cavia
Away DS - Artoon
Blue Dragon DS - Feel Plus

Is ASH still internal? ^^;
Do you have a better answer? :P
In other words, if Mistwalker has been so open about developers on their other games, why haven't they said anything about ASH? It's not like Mistwalker is just some office with 3 dudes sitting in it - there are actual staff there. We'll see tomorrow/Thursday, I guess :)
 
Jonnyram said:
It's not like Mistwalker is just some office with 3 dudes sitting in it - there are actual staff there.

It's not? I could have sworn that I read an interview with one of the MS guys that actually said that they were just a skeleton crew in an office with Sakaguchi being overseas most of the time..... ^^;
 
duckroll said:
It's not? I could have sworn that I read an interview with one of the MS guys that actually said that they were just a skeleton crew in an office with Sakaguchi being overseas most of the time..... ^^;
By staff they must mean his personal team of groomers.

Nothing less will suffice for his business mustache of ogre strength.
 
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