Withthe time -honored series receives another offshoot that could be the ideal entry point for newcomers. This is not only due to the new Japan setting, but also because of some gameplay changes that are compared to the bulky predecessorare much more accessible and fun.
During a play event, I was able to harvest beets for 90 minutes, explore dungeons, manage villages, fight against monsters and take a look at the romances of the game. The first impression was quite promising. Especially if you like the current Zelda parts and have disappointed Rune Factory 5.
Was ist Rune Factory?
Rune Factory began as a spin-off of the original Harvest Moon series, so to speak, the veteran of the Farming-Sim genre, as we know it today. The games mix field work, relationships and progressive calendar days with RPG fights.
The previous parts were located in European -inspired worlds. Guardians of Azuma sends you for the first time into a Japanese fantasy world in which you, as a classic hero figure, have to protect people from evil demon threat.
- Release:Guardians of Azuma will be released on May 30th for Nintendo Switch and PC.
Here you can watch the trailer for a first impression:
Explore more, more Zelda
A large innovation of Guardians of Azuma is the focus on exploration. Even if you do not need to expect a coherent open world, you can move much more freely in rather extensive areas than in the predecessor. This means the layout of the environments, but also the control of the character.
Unlike in Rune Factory 5, the areas outside the city are not only made of network -like, narrow paths. Instead, you explore various landscapes and four villages.
That feels more freely because you can now jump to reach higher places. One of the new divine tools is also linked to this: the umbrella. When stringing around, it works in a similar way to the glider from Breath of the Wild. Unfortunately, swimming is not possible.
Exploring the extensive areas when playing Öft on the left reminded me of the latest adventure on the Switch, also because there are many more small secrets and places like ruins to discover with loot.
This makes exploring feel much more rewarded and I regularly make very natural dangling to find out what could be hidden behind the mountain, for example. The fights now also feel more to Zelda, but more on that later.
Familiar farming, but much more accessible
The revised operation in farming was most pleasantly surprised. You can place buildings and decorations in all villages, create fields and sow plants on different types of soil. However, Guardians of Azuma makes field work much more pleasant than in the bulky predecessor.
This is mainly due to the fact that you can now switch to bird's eye view on the construction areas. From here you can put on several fields on square -gripped areas with the cursor, sow and water seeds - like in a construction game.
So it is a farm and decorated in Guardians of Azuma very quickly, clearly and uncomplicated. You can also go to each field individually with your figure, as usual from other farming sims and put all beets into the ground by hand. Even here you need less clicks and do not spend as much time in the low -inventory menu as in earlier parts.
It is also more pleasant to collect resources that you need for quests and crafting new equipment. You get tools with which you can process ore chunks and trees. However, you no longer have to select them individually and constantly switch between them.
Instead, the character uses the right tool in context -based, depending on which resource it is facing. In addition, the endurance regenerates again comparatively quickly and compared to titles such asoris not so much obstacle. These are nice changes that save time and nerves.
Very Neu: Dorf Management
In addition to the simplified field work, there is also a completely new element. Villages can now be expanded over time, which attracts new residents. These NPCs have different skills, want to be cared for and employed.
So you share newcomers jobs that bring different bonuses. New shops sell materials and regularly generate money while people produce raw materials in the field.
Growth is worthwhile because you get buffs and resources about it. However, you should make sure that all communities have enough money. Dissatisfaction among the population leads to less yield and lack of improvements for yourself. However, the punishments should not be too hard, promises developers Marvelous.
I cannot yet assess how motivating this system is after the short season. Here it depends on the full version whether the balancing between rewards and effort is right. Basically, together with decorating the villages, it is a nice idea to make the settlements more interesting.
RPG fights in game world and dungeons
When exploring the game world and in the linear dungeons, you will meet monsters who want you to collar. The fast real-time combat system relies on dodging, special skills and up to three party members.
There are arches and magical attacks by talismans. In close combat you strike with swords, heavy weapons or double blades. Each weapon type has its own skill stree. In addition, the efficiency depends on your level and the character values. Magic talismans benefit from a higher int-value, for example.
You can adapt party members with items and skills and put together a team with classes such as support or tank. The battles are loosened up by simple combos and special attacks.
In addition, you can quickly pull your bow with the left trigger button and target freely. This alone plays the battles much more dynamic and are reminiscent of Breath of the Wild again, which I liked very much.
Even at the high level of difficulty, I didn't feel much challenged. The uncomplicated Klopplies are ideal for relaxed levels and grinds, which makes sense in a cozy farming game. In the full version, however, I would like that at least some boss fights or endgame dungeons request that I have to consciously coordinate certain skills and builds.
Performance
Everything went smoothly on the PC. In direct comparison to Rune Factory 5, Guardians of Azuma looks much prettier, which is also due to the concealment of missing details with the new and more colorful CEL Shading look.
I still worry about the switch version. Sometimes quite a few opponents were on the road. Together with effects through special attacks and the larger areas, there is sometimes a lot going on. It remains to be seen how the Nintendo console struggles in elaborate situations, especially after the predecessor was an annoying back on the hybrid console despite the weak graphic on the hybrid console.
Many dates with new voices
In the end, romantic relationships should not be missing in any Rune Factory. Guardians of Azuma offers a total of 16 characters who can get to know better, make friends or get married.
In addition to 12 regular date NPCs, there are also two figures as paid DLC. For the first time, the two main characters are on top. After you chose Subaru or Kaguya at the beginning, you will find the other character in the world.
The relationships can either be increased via specific questlines or you take up to three figures on your adventures and fight together with them.
I was able to take a look at the Iroha quest and help her open a tea shop. I don't want to lose a judgment about the quality of the dialogues after such a short time, but I have already liked the new synchro.
Most dialogues and cutscenes are now completely set to music - either in English or Japanese. This makes the figures look much more human and makes it much easier to build an emotional bond.
Conclusion of the editorial team
Maximilian Franke
With Rune Factory 5 I really had some problems - from the service, bumpy performance to the sometimes gruesome graphic. So on the way to the event, my expectations were rather careful. With Guardians of Azuma, Marvelous approaches many of the criticisms and not only makes the series much prettier, but above all more accessible.
The mixture of farming and action-RPG is not too often and with the approach to current Zelda games, the development team in my eyes has achieved a promising mix of old virtues and modern, liquid gameplay.
The question remains open how good long -term motivation, the balancing of punishments through village management and performance on the Nintendo Switch will work. Overall, I already had a lot of fun with the demo and are now looking forward to the release on May 30th.