This title was reviewed on PS4, but is also available on iOS and Android.
It’s been a while since I’ve reviewed a KEMCO and Exe-Create RPG, so when I received the game to review, I was somewhat surprised, as for the first time, this is a sequel to an existing title as opposed to a new IP. As the name suggests, Asdivine Hearts II is a sequel to the original Asdivine Hearts which I reviewed a while back, which was decent, but nothing to rave about. So how does this sequel fare? Let’s have a look.
Right away, Asdivine Hearts II has that stock feeling that almost every KEMCO/Exe-Create RPG has. However, there has been some improvement in the graphical department. Sprites are bigger and more detailed, having more fidelity as a whole. Animations during combat have also been much improved. The character portraits are as solid as ever too, and characters have had some redesigns compared to the original. This is the best-looking KEMCO/Exe-Create RPG yet.
The story takes place about two years after the end of the original Asdivine Hearts, and is a decent story that features the crew from the original traveling to a parallel world. The character interactions during this reunion are great early on, with characters catching up with eachother. A lot of the humour in the original is also recreated here, largely because the Light Deity is still in the body of a cat, so some of the same jokes and interactions are here.
As with any Exe-Create RPG, Asdivine Hearts II is your bog-standard RPG fare. You explore a large world, completing quests, talking to NPCs, levelling up and collecting gear. If you’ve played any JRPG, you know exactly how this plays. There have been some changes compared to the original though, especially in terms of combat. While the original Asdivine Hearts worked on a grid system akin to South Park the Fractured But Whole. However, now, Asdivine Hearts II has a team system, with each character being able to squad up with a buddy in combat. While this is new if you’ve only played the Asdivine Hearts games, this mechanic is actually very similar to the squad combat mechanic featured in Fernz Gate, another Exe-Create RPG I’ve reviewed.
That’s not the only thing taken from another Exe-Create IP, as the garden returns from Sephirothic Stories, allowing players to grow items using seeds. As you can see, there isn’t actually a lot new in Asdivine Hearts II, as if it wasn’t in the original, it was in another Exe-Create RPG. There’s still a lot to do here though, with a lengthy main quest and a decent chunk of side quests to tackle, so content isn’t an issue.
The audio here is like any other KEMCO RPG, in that it is serviceable at best. There’s no voice acting at all. The music is decent, in the fact that it fits in well to the scenarios and areas, and gives the game an epic feel. However, it sounds very similar to a lot of the music we’ve seen in all of the other KEMCO RPGs, and with how many of them I’ve played, it gets tiring. Sound effects are also passable but a little generic.
As a sequel Asdivine Hearts II does enough the distance itself from the original. The solid story and its two year gap from the original is done well with plenty of callbacks to the original. It is also the best looking RPG Exe-Create have done to date, thanks to some improved sprites and animations. The changes and additions we’ve seen may be new to Asdivine Hearts, but we’ve seen them in other KEMCO RPGs, like Sephirothic Stories’ Garden or Fernz Gate’ steam-based combat system. For a sequel it plays it a little too safe, but if you enjoyed the original you’ll enjoy this one.