RetroGamer84 The cartridge clicks. I can already hear that opening fanfare. Before we even control the warrior, the soundtrack sells the whole mood. Quick fun fact while we boot: ActRaiser was developed by Quintet and published by Enix. Enix is the same company behind Dragon Quest. Right now, they’re carving out a reputation for backing bold, slightly strange projects from small studios. Quintet themselves have a thing for lofty themes and earnest orchestral music. You can feel that trust in every map tile and boss screen.

GamerFan I love that. Okay, we’re in the side-scrolling stage now — I’m the spirit in the warrior. The sword is hefty; the jump feels deliberate rather than twitchy. The stages flip me from swamp to pyramid to snow without breaking stride. Combat is tight when you time the slash and the magic spells change how you approach rooms. There’s a rhythm: clear a zone, get to the small shrine, and then switch to the god-simulator segments where the angel guides the villagers.

RetroGamer84 That hybrid is the whole hook. The action levels are honest platforming with satisfying enemy patterns and a real sense of verticality. Then you drop into the town-building mode and suddenly you’re pointing an angel and dropping miracles. It is uncanny how much personality the game gets from those two very different playstyles. The music carries you through both — a regal choir for the city screens, thunderous strings for the boss fights.

Gameplay Highlights

GamerFan The biggest highlight for me is the blend. The action stages are balanced so you rarely feel stopped by pure difficulty — it’s more about mastery of spacing and when to use magic. The simulation segments are deceptively deep: villagers need farmland, protection from monsters, and sometimes a road that doesn’t make them walk into a bog. Watching a hamlet turn into a thriving town because you cleared the monsters is genuinely rewarding.

RetroGamer84 Visually the game is elegant: the backgrounds are layered, parallax scrolling adds depth, and the monsters have distinct silhouettes so you can read patterns fast. The bosses are memorable in design and often test the things you learned in a level — moving platforms, timed attacks, projectile ceilings. It rarely feels like padding.

Hot Tips (while we play)

  • Use magic conservatively. Some stages give magic pickups; conserve large spells for bosses or groups.
  • In town mode, prioritize agriculture and safety — a starving town won’t expand, and an unprotected one loses workers fast.
  • When you see a shrine, explore every nook. Extra hearts and magic upgrades are tucked behind false walls more often than you’d think.
  • Save your angel miracles for clearing obstacles that let villagers reach new build spots — one well-timed earthquake or rain can unlock an entire new settlement.
  • Learn enemy patterns rather than button-mashing. The sword’s arc has a reach you can exploit for safe hits.

GamerFan Also, if you’re toggling between modes, pause briefly to plan. Dropping from a frantic action boss to city planning is easier if you know which building you want next. That little buffer reduces panic-driven mistakes like accidentally summoning rain while you should have healed the crops.

Memorable Moments & Anecdotes

RetroGamer84 Right now, we just cleared the frozen peak — you remember that mid-boss with the falling ice shards? That fight felt cinematic: the music swelled, and we had to use both jump timing and a well-placed magic spell to stagger it. Moments like that make the split personality of the game feel intentional rather than fractured.

GamerFan The town where the villagers keep rebuilding around the same bonfire is adorable. I accidentally allowed monsters to raid a field once and watched the population plunge — I felt guilty enough to replay the level. That sense of stewardship is rare in an action game; it makes you care about the small pixels on the map the same way you care about the protagonist’s HP.

RetroGamer84 The final boss sequence is a highlight and a small headache. It stages a tense crescendo — you attack in the warrior form across several phases, each changing the arena and requiring you to use precision platforming, then there’s a confrontation that asks you to lean on your accumulated magic and the angel’s miracles. The last phase is less about cheap damage and more about endurance and execution. It’s satisfying, though there’s a moment where a stray hit can undo a long stretch of careful play, which feels a bit unforgiving.

GamerFan That unforgiving sting is one of the rough edges. The difficulty curve occasionally spikes — mostly in later action stages and certain boss telegraphs that are small windows to dodge. Also, the sim sections can feel repetitive if you’re grinding for resources to beat that spike. It balances innovation and polish very well, but not perfectly; these are easily the biggest cracks in an otherwise solid design.

RetroGamer84 Overall, playing ActRaiser right now is like watching an ambitious stage play where the director occasionally asks you to improvise a scene. The soundtrack, art direction, and the split genres are more than the sum of their parts. It doesn’t always land with modern-smooth pacing, but it delivers a memorable world and true moments of mastery.

GamerFan Agreed. It’s clever, occasionally stubborn, and consistently atmospheric. We’ve had to restart a few sections, but every time we clear a town and see the people dance at the festival, it’s worth it.

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