'Astrae Oratio': A Blend of 90s Nostalgia and Modern Gameplay

The promotional video (PV) for 'Astrae Oratio,' a new subculture game developed by Dynamis One and published by NC, was released on the 23rd. Following the trademark filing in April and the teaser in May, the release of this PV marks the project's official launch into the spotlight.

While 'Astrae Oratio' has previously focused on explaining key terminology within its world-building, the newly released two-minute PV offers a glimpse into its in-game play and character modeling. Now that the project has moved beyond the initial sketching phase and into the coloring stage, we take a look at the themes and gameplay experience 'Astrae Oratio' might offer, based on the videos and materials released so far.

A Flavor of the 90s and Early 2000s in Every Genre

아스트라에 오라티오 Astrae Oratio
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Although I introduced it as a new subculture game, the genre officially pushed by 'Astrae Oratio' is a 'New Denki' (New Legend) RPG. While it clearly falls under the broad category of subculture games centered on pretty girls, the term 'New Denki' is a crucial hint that reveals the game's direction.

New Denki' is a genre that spread from the Japanese light novel scene in the early 90s. It typically deals with stories where supernatural, non-everyday elements intrude upon the mundane life of modern society. While it varies, these supernatural elements are often kept secret from the general public. Consequently, the protagonist usually lives an ordinary life, only to be suddenly swept into events and gradually delve into the core of the mystery surrounding these supernatural forces.

아스트라에 오라티오 Astrae Oratio
The art style of the first revealed characters carries a 90s vibe ©NC

This term is somewhat unfamiliar in Korea, and even in Japan, it is rarely used these days, making it obscure unless you have been a long-time fan or have studied older works. Since that era, the term 'Urban Fantasy' has become more common as a catch-all for genre literature and fantasy works set in modern society.

Despite this, there are two main reasons why they are stubbornly sticking to the term 'New Denki.' First, they want to evoke the sentiment of the early 90s to early 2000s, when the term was in its prime. Second, they want to emphasize that the supernatural elements are kept secret and separate from general society.

The first point is clear from the moment the PV starts, showing computers, Walkmans, and telephones. The computer tower reminiscent of the Pentium era when we used floppy disks, the angular ball mouse, and the clunky keyboard connected by a coiled cable evoke the look of old newspaper advertisements. The cassette tapes, the now-rare Walkman, and the design of the extension phones once used in government offices or hotels all support this aesthetic. The feature phones used by characters and the UI design based on them go without saying.

아스트라에 오라티오 Astrae Oratio
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아스트라에 오라티오 Astrae Oratio
Outdoor TV antennas, a rare sight these days, are visible everywhere ©NC

Furthermore, the design and modeling of some characters strongly reflect the style seen in 90s anime. A prime example is the mages from 'Minato Ward Girls' Magic Activities,' including Eirínn Tanaka. Their large, bright eyes with simple eyelashes and highlights are a hallmark of Japanese animation from the 90s. While still in development and perhaps not fully polished, the simple highlights and shadows evoke the efforts of Japanese animation studios at the time, which were struggling to produce the best results while cutting costs after the bubble economy burst.

The second point—that magic is kept secret from the public—has been mentioned in previous teasers and was clearly confirmed in this PV. Eirínn Tanaka mentions that she is new to being a mage and doesn't know the common sense of the mage world, and she complains about having to hide her identity from others. The structure that appears in the PV also brings to mind the 'Clock Tower' from TYPE-MOON, a world where the existence of mages is a top-secret matter. Of course, they are called 'magicians' there, but since they are called 'mages' here, I will leave it at that.

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That clock tower in the middle of Tokyo—if it looks familiar, you might be a fan of a certain 'Moon' series ©NC

In the current landscape of collectible RPGs, this dual-layered structure is quite rare. Post-apocalyptic games usually feature supernatural powers that are already known to everyone because the world is on the brink of collapse. Even in other settings, developers rarely choose such complex structures because they prioritize helping the user naturally immerse themselves in the world. However, if a dense world-building is executed well, it has the advantage of securing a loyal fan base. It remains to be seen how they will leverage this strength.

A Two-Track Approach: Retro Design with Modern Gameplay Trends

아스트라에 오라티오 Astrae Oratio
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As much as it emphasizes the style of the early 90s to early 2000s, 'Astrae Oratio' focuses on capturing that atmosphere in-game as well. This is immediately apparent from the messenger function, a staple in subculture games. Not only is the feature phone a dead giveaway, but the fact that it is labeled 'Mail' is a key point.

Those who have watched Japanese works from before 2011 will understand the context. Before LINE became popular in Japan after the Great East Japan Earthquake, people used carrier-based email. Because text messages could not be sent between different carriers, people communicated via carrier-specific email addresses. This is why the line "Give me your email address" appeared so frequently in works from that era.

There are other hidden 90s and 2000s-style details in the props and backgrounds. Examples include the old-fashioned antennas on the roofs of buildings and schools, and the one-piece swimsuits that are no longer adopted by most schools. The contrast with Anna M. Battenberg's old-fashioned competitive swimsuit, which shows the origin of that school swimsuit design, is also worth noting.

아스트라에 오라티오 Astrae Oratio
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Another reason to pay attention to that scene is that it offers a glimpse into character interaction and costumes, which are essential in subculture games. When Eirínn changes into her swimsuit, the motion of her standing in front of a mirror in a room with a wardrobe is implemented in great detail. Although their importance has diminished slightly, school uniforms and swimsuits are essential for daily school-life themes, and it feels like they are using these two to showcase the costume system. Given that separate motions were created for when she is in her uniform versus her swimsuit, it is likely that other costumes will also be crafted to showcase the characters' personalities.

Another point to note at the pool is that multiple characters appear at the same time, and instead of simple touch reactions, they are shown playing naturally. Most games that use a lobby system rather than a field system focus on a 1:1 relationship with a specific character. This is a core strategy to foster attachment to the game through deeper communion with a favorite character.

On the other hand, while 'Astrae Oratio' centers on Eirínn, Lilia and Anna also have significant presence, and Eirínn interacts with them while naturally looking toward the user. This direction feels aligned with recent 3D subculture games that aim to capture the feeling of being with characters in a natural, everyday setting, rather than just building a 1:1 connection. Of course, those games also feature 1:1 interaction points, so I expect 'Astrae Oratio' will show this as well.

Having confirmed the character-related trends, the next focus is likely combat and gameplay. While the lobby screen has not been fully revealed, we can see a familiar layout with icons for gacha, event banners, and character growth. The gacha section passed by quickly, but I could confirm there are two types: character and artifact gacha. While it is still in development, the current video suggests these two are separated.

아스트라에 오라티오 Astrae Oratio
A familiar-looking lobby screen ©NC
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Although not all characters are shown, part of the gacha screen was revealed ©NC
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It is estimated that the SSR, SR, and R grade system and the character/artifact gacha are separated ©NC

The combat screen, shown several times, features an interface very similar to typical turn-based RPGs, including icons for skills, basic attacks, and what appears to be a ultimate skill. The difference is that instead of exchanging skills once per turn, you can attack multiple times by consuming AP at the bottom.

Of course, ultimate skills require a gauge to be filled and special skills have a cooldown, so you cannot perform continuous attacks every time. However, one could consider strategies like timing your 'one hit' to land combos. There were also scenes where specific attacks reduced the break gauge significantly, suggesting we can look forward to breaking enemies during the turn of a character who can exploit their weaknesses.

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The gauge decreases significantly when specific attacks are triggered or linked, making it easy to put enemies in a break state ©NC
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The ultimate skill is activated with a 'territory declaration,' imprinting the keywords of the world-building ©NC

Another impressive feature is the defense icon, which is usually absent in collectible turn-based RPGs. Although briefly shown in the previous teaser PV, in 'Astrae Oratio,' you can deflect enemy attacks by pressing a key at the right time. This was demonstrated again in a scene where Eirínn deflects an enemy's attack during the enemy's turn. However, comparing the previous teaser, which resembled a tutorial, with this PV, it seems that in most actual combat, players will respond to enemy motions without a separate gauge.

아스트라에 오라티오 Astrae Oratio
You can perform multiple combos in one turn by considering AP and skill cooldowns, and if you have AP, you can deflect attacks during the enemy's turn ©NC

'Astrae Oratio' Has a Clear Identity, But Needs a 'One Hit' to Overwhelm the Audience

아스트라에 오라티오 Astrae Oratio
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As such, there is still little revealed about 'Astrae Oratio.' However, even from this limited information, I could clearly feel the direction: to increase accessibility by adding modern gameplay to materials and styles that many subculture game developers have used as a foundation but have rarely utilized recently.

However, 'Astrae Oratio' still has many uncertainties to clear up. In particular, the setting of '1889 Japan, Tokyo' is likely to remain a point of contention unless it is clearly defined. Although they have accelerated development by 100 years through magic to capture the feel of the 1980s to early 2000s, it is a historically sensitive and difficult period to handle.

In this PV, they attempt to provide some context by mentioning that while development has progressed rapidly, conflicts could lead to chaos similar to the Sengoku period. The conflicts between factions and regions in Japan at the time did not end with the Meiji Restoration or the enactment of the constitution; they continued into other areas. For example, the rivalry between the Army, established around the Choshu Domain (now Yamaguchi Prefecture), and the Navy, established around the Satsuma Domain (now Kagoshima Prefecture), was so intense that they didn't even share information and instead used spies planted in each other's ranks. The rivalry between Kansai and Kanto is another classic example that has been depicted in mass media for a long time.

아스트라에 오라티오 Astrae Oratio
It might have been a joke from the higher-ups, but it's unsettling when you consider the regional sentiments of Japan at the time ©NC
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Resolving such conflicts through trial by combat is a bit of a cliché, so how will the story unfold? ©NC

In particular, the rivalry between Kyoto, the center of Japan since the Heian period, and Tokyo, which only developed and became the center during the Edo Shogunate, is a theme that appears not only in creative works but also in real-life anecdotes like the Koshien baseball tournament. Perhaps conscious of this, the game highlights Tokyo being selected as the host for the World Expo over Kyoto, and the impressive appearance of a character presumed to be from Kyoto.

There are many other factors, but they are likely to become barriers to enjoying the game. Players might wonder, 'I want to travel the world and unfold the story with pretty girl characters, but do I really need to dig into and understand all that context?' While some enjoy uncovering hidden elements, others just want to take the first step with their favorite character and enjoy the story. Furthermore, if there is something that bothers them among the parts that require deep digging, it becomes difficult to take that first step. As mentioned, since 'Astrae Oratio' adopts a genre and style representing the 90s and 2000s, it is likely to feel unfamiliar to users who have not directly experienced that era or watched works from that time.

Despite the buzz surrounding 'Astrae Oratio' due to these issues, in a way, the game has been given an opportunity. Many works are simply buried in indifference. Since it is receiving attention, it needs a definitive 'one hit'—something overwhelming or heart-fluttering—to turn that attention into positive support. Until now, 'Astrae Oratio' has felt like its firepower was dispersed due to various preparatory tasks to instill its world-building.

Of course, this is an inevitable process when trying to differentiate oneself in the 'blood ocean' of the subculture game market. However, since all these processes are ultimately a means to implement the sentiment that will make users fall in love with the game, I think it would be better to show that dream directly through something clear and intuitive. The direction is clear, and I am curious to see how 'Astrae Oratio,' which has reached this stage despite various ups and downs, will complete and present that dream.

아스트라에 오라티오 Astrae Oratio
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This article was originally written in Korean and translated with the help of NC AI. It was then edited by a native English-speaking editor. All AI-assisted translations are reviewed and refined by our newsroom. [Read Original]

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