ActRaiser
- Actraiser (2004 on J2ME)
Description official descriptions
ActRaiser was one of the early SNES games, drawing upon the success of side-scrolling platform action titles and the building model of Sim City. You play "The Master" (essentially God), and must save the world from evil.
First you purge the land by sending your spirit into a warrior with a big sword and magic powers. This side scrolling portion puts you in many different locales, from swamps and forests, to pyramids and snowy mountaintops.
As you eliminate evil from different parts of the land, you allow villagers to return and build their towns. You then control an angel who helps guide the villagers in their town building, and can send down miracles to aid them in their needs.
Spellings
- Act Raiser - Alternate spelling
- アクトレイザー - Japanese spelling
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Screenshots
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Credits (SNES version)
53 People (37 developers, 16 thanks) · View all
Scenario | |
Programmer | |
Graphic Design |
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Music Composer | |
Enix Staff | |
[ full credits ] |
Reviews
Critics
Average score: 85% (based on 34 ratings)
Players
Average score: 3.9 out of 5 (based on 81 ratings with 5 reviews)
The Good
A game of two havles? Actraiser was one of those games which made you delighted to own a Super Famicom (if you were lucky enough to own one on import). It's a God Sim, it's a side scrolling platformer/slash 'em up. To be fair, looking at it now, it has it's attractions but the two parts don't now, in the cold light of day, gel that well. The best part of the game? The platform sections are by far the more interesting part of the game and even now they are still very good (if somewhat unresponsive when compared to, say, Castlevania: SOTN but it does still make you smile stupidly with it's action.
But, for me, the boss battles on their own (when the game was completed) was one of the highest points. The highest though has to go to the soundtrack. Yuzo Koshiro absolutely excelled himself with this. It is fantastic. Completely bombastic and over the top but it works wonderfully. One of the best game soundtracks of all time and well worth a hunt down on MP3.
The Bad
Th God Sim part. Ignore rose tinted spectacles it's pants.
The Bottom Line
A mish mash that worked well 13 years ago but not now. The game still has a lot of good things going for it but the God Sim section is very poor now. The slashing bits are well worth sticking with as these can still be great fun.
May sound daft, but pick it up for the music.
SNES · by Mark Whelan (2) · 2003
The Good
The thematic material of Actraiser is a big factor in its success. You play the "Master," a deity of some sort embellished with a lot of Judeo-Christian trappings. Playing "god" always has at least some sort of charm for most gamers (:-P), but here it's also used as a vehicle for a fun action platforming aspect in addition to the rote simulation gameplay. Not content to just alter the landscape or blast baddies with lightning from on high, here God comes down in the form of a warrior to lay out some divine judgments in the form of gratuitous sword-based smitings. That's fun. :-)
Each aspect in isolation is fairly mundane, however. The simulation part of the game is simple. You have many of the standard Populous tools at your disposal to alter the landscape, guide development, etc., you also have a little cherub to guide around, shooting arrows and the like at monsters that regularly appear at marked (and occasionally hidden) spawn points.
Standard god-game rules apply in the overhead view strategic or sim mode of the game--you oversee your population of worshippers, help them grow, guide their development, and protect them from danger, foes, and other obstacles. The essential strategic aim of this portion is to find and seal all the monster spawning locations. As you do this however, Actraiser does introduce its unique components--with each new sealed monster lair, a scripted event comes into play that takes on more unique character. Your followers may have lost a child in the desert, may have a problem with their crops, may mention a strange pyramid off in the distance, may have become ill with the plague, etc. These incidents are tied to each specific area and form a sort of plot in addition to the standard God-game strategy aspect. This addition is nicely diverting, if not very in-depth. The plot twists are fairly cliche and expected, but they also connect you to the little sprites running around their houses on the screen in a significant way. Another nice addition are the unique overworld monsters and their attacks. A red demon can fry up your crops, a giant bat can abduct a Defender-esque chain of citizens from their domicile, and a big scary skull does, well, what you'd expect a big scary skull to do. :-)
To even begin with the simulation mode, however, you have to battle your way through a monster-filled platformer level. :-) This is where the game truly shines. The monsters and the player have well-drawn, colorful sprites, the bosses look appropriately large and hideous, and the controls are just shy of spot-on. The sound and music design are beyond excellent for the epoch, considering this was a very early game for the SNES Along with Super Castlevania IV, this is really a standard-setter for the platform. Special moves are present in the form of "magic" attacks, maximized by your followers uncovering power-ups for you in the sim mode, but most of the time you won't need any of the special attacks to win. This is, however, a nice tie-in to the sim aspect of the game, and does make exploring with your followers more worthwhile.
Tied together, these less-than-perfect games work excellently. Just when you get sick of moving your bare-assed little cherubic avatar around, mindlessly shooting endless monsters with little arrows and listening to your followers whine incessantly, you get back to the visceral action of a sword-brandishing platformer! Conversely, once you're sick of hurling the controller around after falling into pit after pit in Northwall during the platform aspect, you get back to the nice, relatively friendly world of the simulation. With the two being nicely tied together by scripted events in the simulation segments, there isn't a jarring break and the game is still allowed to nicely change gears on you. It keeps the tedium at a minimum.
The Bad
The tedium is -absolutely- still there, however. Particularly in the sim aspect. Shooting the same monsters again and again as they infinitely respawn is a chore. Removing arbitrary geographic obstacles again and again to open up development is not exactly a demanding task--more like virtual housekeeping. Once you've got the idea of sealing all monster lairs as the goal, a lot of the mystery and fun of the sim aspect disappears as the player is just thinking "where is the lair, and what's in my way?" This leads to a lot of disinterest and feelings of inevitability in the more routine aspects of the God-game, which is definitely something to be avoided in any game of this type. The "puzzles" in the game are extremely simplistic and require little to no creatively to solve.
As for the platformer, while it's generally a very tight and entertaining game in its own right, the actual play mechanics and level design (apart from the art) are not top notch. Lots of enemies and obstacles do not provide an elegant and strategic plan of attack--mostly you just hack and slash, dodge projectiles, and jump over pits. Not too innovative for the time of release by any means. Your strategic options for platform combat are more limited than in Metriod, and that's a shame. There are few surprises other than in the visuals, and odds are if it's moving, you can just swing your sword at it until it dies.
The Bottom Line
Overall this is an odd experience, because the sum of the platformer and sim aspects is far greater than the worth of those individual parts. I wouldn't play either on its own, but when combined the two come together in an entertaining way. Tending your hapless followers through dangers and risks and inhospitable geography into a thriving city-state is rewarding, and when you do reach that insurmountable obstacle you come down in warrior form and kick some demon ass. It's a good vehicle for the mechanics, and despite some flaws in each style of gameplay, they -do- wind up forming a satisfying whole when put together.
SNES · by J. P. Gray (115) · 2008
The first God-game for the Super Nintendo is arguably still the best.
The Good
In terms of gameplay, Actraiser successfully combines traditional side-scrolling action with a fresh approach to the God-game genre. Just as one begins to grow tired of herding and caring for worshippers in the overworld portion of the game, Enix directs the player to action sequences where it's necessary for 'God' to take mortal form to deal with a unique threat. It's a smart combination the keeps things interesting throughout the entire game.
Graphics are, overall, generally above average, with intelligent use of scaling and rotation in the side-scrolling sequences. Sprites are very clean and colorful, but animation is oftentimes simply adequate if not less-so, especially in the overworld. However the action scenes serve as a visual breath of fresh air and outweigh any great negativity that can be said about the game's looks. It's almost as if two completely separate art teams worked on a particular gameplay type.
In terms of sound, effects consist mainly of high quality samples. The soundtrack is also very good--at times I would leave the game running while taking a break from play, simply to hear it in the background.
The Bad
The overworld portions of the game often feel very scripted. Past PC-based games of this type are conversely mostly open ended. However it's understandable to a point due to Actraiser's linear story progression, but the game could've benefitted from a bit more freedom; optional side-quests in particular.
The controls in the action sequences feel somewhat stiff in comparison to other 2-d action games, a good example being the Castlevania series. While it gets the job done, Actraiser could have benefitted from giving the player more diverse methods of control other than slash, jump/slash, duck/slash, spell.
The Bottom Line
Actraiser is a hybrid game that successfully combines two established genres into one fully featured product. By assuming the role of a deity, players can exert god-like powers over the land to encourage worship while protecting one's followers from the forces of evil. And when earthquakes and lightning fail to keep the peace, one can bring the sword to the enemy by taking control of a mortal avatar of god. One part 'God-game', one part 'Action/Adventure', Actraiser is all good.
SNES · by keith jones (5) · 2002
Discussion
Subject | By | Date |
---|---|---|
Proof of how outrageously good this music was: | J. P. Gray (115) | May 20, 2008 |
Trivia
1001 Video Games
The SNES version of ActRaiser appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.
Soundtrack
Yuzo Koshiro, the soundtrack designer, also composed a live orchestral version of the ActRaiser music. For example it was performed during the opening of the Games Convention 2004 in Leipzig.
Awards
- Electronic Gaming Monthly
- November 1997 (Issue 100) - ranked #75 (Best 100 Games of All Time) (SNES version)
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Related Sites +
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ActRaiser
article in the open encyclopedia about the game -
Actraiser Online
A fan site with detailed game information. -
Alexandria RPGClassics Game Database
Has various information on the game as well as a detailed walkthrough. -
Let's Play Actraiser
ddegenha's playthrough of the game on the Let's Play Archive
Identifiers +
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Contributors to this Entry
Game added by uclafalcon.
Arcade added by Michael Cassidy. Wii added by gamewarrior.
Additional contributors: PCGamer77, Xantheous, Alaka, Mobygamesisreanimated, monkeyislandgirl, Patrick Bregger, Rik Hideto, FatherJack, Harmony♡.
Game added June 14, 2002. Last modified May 25, 2024.