Another Journey Into Familiar KEMCO Territory
In recent times you’ll no doubt have read my thoughts concerning another KEMCO game, that of Tears Revolude. That game tried something new within the usual formula of KEMCO RPGs, and for a little while I thought we’d be pushing new boundaries going forward.
But alas, Akuma Rise has gone back to the established way of doing things; a return to the retro style JRPG stomping ground that KEMCO occupy so well. But is a return to familiarity accompanied by a return to form?

The Same Retro Style We Know So Well
Kicking off with the presentation, and after reviewing dozens upon dozens of KEMCO games over the years, I’m fast running out of ways to describe these games mostly as the majority come across as extremely familiar, especially in the way that they look: retro style, anime looking characters interacting with the world through the medium of static cutscenes, and the utilisation of wandering around a world map and dungeons.
That said, the characters are a bit on the unusual side this time around, including a pink rabbit (shades of Monty Python here) and while the enemies are also on the whole well designed, the rest of the presentation comes straight out of the KEMCO big book of RPG cliches.
Sound is again the same as usual: a bit of music, including stirring battle tunes, the clash of swords and spells, and that is pretty much it. There is no voice over work here, no nothing. All in all, while the presentation works, the news here is that there is no news.
A JRPG That Plays It Safe
This theme carries on into the actual gameplay as well. It should come as no surprise to anyone that Akuma Rise plays out just the same as all the others in KEMCO’s long back catalogue. We take control of a team of seemingly disparate characters, who have to come together in order to be successful in their quest. We do this by wandering around a world map, looking for the destination that is usually in just a compass direction: all this while having various random fights that seem to occur approximately every seven steps.

This pattern follows in the dungeons that are ripe for exploration too – walk, fight, walk, fight and so on and so forth. Eventually, we get to a boss, kick seven shades out of it, and then move onto the next part of the story. So far, so familiar.
Familiar Combat And An Equally Familiar Story
This pattern continues in the battles. In classic turn based format, we are left to make a choice, when it is our turn, regarding exactly what we are going to do. This time around those choices centre on attacking, making the most of some skills, pulling off special attacks called POW skills, or to use an item or even run away. Everything is – shock, horror – exactly as we have seen many times before. The auto battle function is usually enough to get you through the majority of battles too, as long as you keep on top of your gear.
Gear and items are bought in the various towns that we visit, and each character has not only weapons they can equip, but armour as well. Keeping everyone equipped with the best gear takes a lot of gold, so it is just as well that every enemy we fight seems to have just been to the bank. Getting gold for fighting helps to smooth the wheels of commerce.
But why are you doing all this, I hear you ask? Well, the story of an RPG is the most important facet of the whole experience, arguably, and here the news is very much okay. We play as Kaine, a demon who has lost his memory. I don’t know about you, but I’ve certainly never seen amnesia used as a trope in an RPG… (/sarcasm). Anyway, Kaine sets off with three demon princesses and a pink bunny to see if he can save the world of Adribune. You see, the Demon Overlord is no more, and not only are the demon nations having a bit of a falling out, the people of the Radiant Realm are invading to try and defeat the demons. Can Kaine get everyone together and sort the situation? Well, you’ll have to sort that yourself!

Comfortable, But Far From Exciting
So, in answer to the question that I asked at the top of this piece, is the old style better than the new when it comes to KEMCO games? I have to say the jury is divided. There is something to be said for familiarity, for the feeling that we not only know what to do, but that we know what to expect to a large extent. However, the lack of new features can also be seen as timidity, as sticking to what they know. I have to say I enjoyed the new style of Tears Revolude more than I did this one.
Akuma Rise doesn’t necessarily do anything wrong, but it doesn’t do anything new or exciting either. This is very much a vanilla entry in the KEMCO RPG canon, and while vanilla can be good, there are more exciting flavours out there.
Important Links
Demons, Princesses And Turn-Based Battles Await In Akuma Rise – https://www.thexboxhub.com/demons-princesses-and-turn-based-battles-await-in-akuma-rise/
Buy from the Xbox Store – https://www.xbox.com/en-GB/games/store/akuma-rise/9MTQM4T0W5FG/0010
There’s a Special Edition too – https://www.xbox.com/en-GB/games/store/akuma-rise-special-edition/9MWS5X8ZRL7V/0010


