2266: Nights of Azure: A Peculiar Game Destined for Cult Status?

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Two of my favourite games of all time are Cavia’s Nier and Ganbarion’s Pandora’s Tower. They’re both gloriously unconventional takes on the role-playing game genre, mechanically and narratively, and they’re both extremely rewarding to engage with. They were also both the recipient of mediocre to middling reviews when they were first released, and have since — at least, in Nier’s case — broken free of that critical mire and attained cult status.

I’ve only played a couple of hours of it so far, but Gust’s Nights of Azure looks like joining these two overlooked classics in “flawed masterpiece” territory, as it has a lot in common with these two ambitious titles.

Nights of Azure casts you in the role of Arnice, a half-demon woman tasked with slaying Fiends and keeping a young woman called the Saint safe so that she can perform a ritual that will seal away the evil Nightlord and prevent the world from falling into perpetual darkness. There have been numerous Saints throughout the generations, but this time around the young maiden who has been chosen happens to be one Lilysse, a woman with whom it quickly becomes very apparent that Arnice has previously had an extremely close relationship with. Like, lovers close.

The two women are polar opposites in many ways. Lilysse is carefree and demure, while Arnice is confident and serious, though she has an easily rattled side to her. Their reunion after what has seemingly been quite some time apart begins with the two displaying that characteristic awkwardness around one another that two former lovers often show, but it’s obvious that there are still feelings there — particularly once Arnice starts finding crystallised memories around the city that forms the backdrop to the story, and when she starts exploring dream sequences that give you the option of either exploring the overall lore of the setting or the relationship between Arnice and Lilysse.

The gameplay of Nights of Azure isn’t your standard action RPG. There’s a bit of Castlevania in regard to the gothic opera aesthetic; there’s a bit of Shin Megami Tensei in the demon-summoning mechanics — the majority of your damage output in combat will come from your summoned demons; Arnice is mostly there to give orders and support; there’s a bit of 3D brawler action in terms of the basic controls; and there’s even a touch of the Souls series in there with regard to one of the game’s two main currencies being “blood” which can be used either to power up Arnice or purchase things.

Combat is fairly straightforward but satisfying. Arnice has a weak and a strong attack — initially with just a sword, but later with three other weapons — and a special attack that consumes her SP bar. She also has four decks of up to four Servans each to summon, and these also cost SP to summon. When a Servan is summoned, it performs a special ability, so it’s tactically advantageous to wait for a good moment to summon them rather than getting them out right away; once they’re out, they also have access to a Burst ability as well as their skills that they use automatically. This Burst ability is strong and tied to the Servan’s role in the party, be it tank, damage dealer or healer, and is limited by the Servan’s own SP bar.

The Servan stuff is interesting because it reminds me of the good bits of Japanese collectible card games on mobile: you collect units, you level them up and upgrade them, you customise them with attachments, and you take a suitable deck into battle with you to deal with any encounters you might face. Unlike Arnice, Servans level up just by engaging in combat — no Blood required — and gain access to more abilities as they reach higher levels. Arnice can find or purchase Fetishes throughout the game, too, and these can either be “actualised” into a new Servan, or given to an existing Servan to buff them up. Servans’ skills can also be customised by giving them various items.

The structure of Nights of Azure is pretty intriguing, too. All the main action goes on at night-time, and you’re limited to bursts of 15 minutes in the action stages before you have to go back to Arnice’s home base. In practice, this never really becomes an issue because you’ll reach a checkpoint or finish an area long before the timer expires in most cases. After coming back from the evening’s adventures, Arnice does some “daytime activities” that can result in the acquisition of skill points in four different fields, which can then be spent to acquire different abilities. She’s also able to take on quests aside from the main story, which are generally either “kill [x] of [y]” or “find [z]”, but reward her with useful items and currency. There’s also a battle arena where she can take on combat challenges with specific conditions to clear, with varying rewards on offer according to what her score is when she’s completed the challenge in question.

All in all, it feels like a very, very odd game so far — though this isn’t a bad thing at all. It feels inventive and interesting rather than being same old, same old, and I’m interested to see how it develops further. The core narrative of the relationship between the two leading ladies is intriguing and compelling, and the whole narrative is dripping with initially unexplained mysteries, supported by the overall aesthetic having a wonderful otherworldly feel to it — drenched in blue mist with character models that look like flowing pencil sketches, somewhat similar to the Atelier series.

And the music. Oh gosh. How wonderful is the music? Combining Michiru Yamane-style gothic rock tracks in the action stages with some distinctly Shoji Meguro-style jazz and funk back at the hotel and some beautiful solo piano pieces during the more heartfelt moments, the soundtrack is absolutely lovely.

It’s a pity the translation is so atrocious, riddled with typos and grammatical errors — and one of the PSN trophies even refers to the protagonist by the wrong name, presumably an erroneous transliteration from the original Japanese — but ultimately even these flaws don’t detract from an immediately intriguing, compelling and downright bizarre action RPG that deserves a great deal more love and attention than I can guarantee it’s (not) going to get from the gaming community at large.


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