Echoes of Aetheria is the sort of game I wish I could love without reservation. Boasting a surprisingly involving story, a generally satisfying combat system, plenty of intelligently designed dungeons and a soundtrack that would have easily suited one of 16-bit gaming's heavy hitters, this is one indie RPG that has a lot going for it. Unfortunately, the game also suffers from several issues that together diminish the impact of the important stuff it does so well, to the point that the overall experience becomes difficult to recommend without a pile of caveats.
As I mentioned, there's something special about the game's plot. It begins with a wedding. Princess Soha is about to marry Albrecht, a nobleman from a rival kingdom, and their union is expected to usher in an era of peace and prosperity for all involved. Unfortunately, kidnappers intervene, and the day of joy is well on its way to becoming a tragedy. That's when the brand new brother-in-law, Lucian, pursues the scoundrels. Before long, he is joined by a resourceful young lady named Ingrid, who arrived on the scene to repair a train but quickly gets more than she bargained for once it becomes clear that train is jammed full of explosives and headed for a nearby town center. So much for peace!
Credit: Dancing Dragon Games/DegicaThe story unfolds using sprites like those you'd expect from a really old Final Fantasy game, or perhaps an RPG Maker project (which this game might well be, for all I know). There's more dialogue than the medium usually employs, however, and a lot of it is even quite good. There are minor grammatical errors sprinkled throughout the campaign, but what's more important and heartening is the way characters have unique personalities that come through in their conversations. Scenarios are complex and do a good job of presenting a world populated by different sorts of people with conflicting agendas. The game explores darker and more profound themes than a lot of classics within the genre do, as well, and you get to know the villains before it's time to kill them.
Speaking of villains and murder, there is the aforementioned combat system. Though not spectacular or wholly original, it is deeper than it might appear at a glance. I mostly liked it, even though it fails to capitalize on some of its potential. Heroes are positioned along a grid on the screen's lower left side, while foes occupy the upper right portion of the battlefield. A meter at the top of the screen uses icons to let you know who will take a turn next, and another meter to the right lets you monitor how much TP you have at your disposal. That dictates when you can use special techniques.
It's possible to spend time moving your characters around the grid, but such direction seldom proves necessary or even particularly helpful. Enemies don't ever reorient themselves, either, but positioning does matter. If you want to attack the guys in the back row, you'll either need to use projectile weapons and techniques, or you'll have to clear out the front row first. Your placement also determines the likelihood that a character in your party will come under attack, and can impact the efficiency of his or her offensive moves.
Credit: Dancing Dragon Games/DegicaCombat grows steadily more interesting as you advance through the game's first half, since characters often learn a skill or two each time they gain a level, through around level 30 or thereabouts. From then on, they gain only small stat boosts. What's interesting is that only a set number of skills can be equipped and thus used in combat at once, so it's important to know what you want from a character and how to use him or her best, both in conjunction with the other members on the team and (as sometimes demanded by plot twists) when traveling alone. You can readjust whenever you like without any penalty, so character customization errors aren't damning, but making changes all the time does get old and you'll want to settle on an approach that works well for most general situations.
Customization also extends to the equipment you purchase, find, or craft. I went through most of the game without forging or augmenting more than 3 or 4 pieces of equipment. Then I reached the final dungeon and carefully worked my way through its first half--a time-consuming process, since enemies were so strong by that point--before determining that I didn't have strong enough weapons to beat some elemental enemies that could wipe out my party in a single turn. I now realize that I could have had an easier time with probably most of the campaign if I had taken the time to more regularly mix the various ores, hides, and smelting components to produce more effective weapons and armor, but it's not like I was having a hard time of it until that last dungeon (which, by the way, I finally had to restart after spending a bunch of time grinding for resources and money to properly equip everyone).
While I recognize that the weapon and armor customization will appeal to some folks who are into such intricacies, the system that facilitates it isn't as clear as it really needs to be. When you replace one piece of gear with another, for instance, you can see the new stats and color coding lets you know whether or not they represent an improvement, but you don't get to see the actual numbers that might let you make an informed decision. Even on the SNES and PlayStation, most RPGs let you easily compare stats (for example, you'd see something like "DEF: 5 > 7" or "DEF: -3"). That common-sense convenience is definitely missing here. Gear also can leave your heroes encumbered, and it's difficult to tell up front or even after the fact what armor is most suitable for which hero.
Credit: Dancing Dragon Games/DegicaThe game also doesn't support controllers, even though it might otherwise play like a classic JRPG from the SNES or PlayStation era. Instead, you have to use the WASD keys to move about each map, or click on a spot and hope your character follows a fairly direct route to reach it. Menus must be navigated with right-click and left-click action on your mouse, which often feels tedious and counter-intuitive. I never got entirely used to it even after spending more than 30 hours with the game. In combat, your standard attacks and special techniques are mapped to number keys. That's a handy shortcut, but there's no 10-key support and that feels like a missed opportunity.
Dungeons are considerably more refined than the interface that lets you navigate them, easily ranking among the best I've seen in a retro-style RPG in recent times. There are a lot of clever puzzles along the way, but they never grow overly obtuse. As an example, you might find your pathway lined by spikes. So you can tap an orb to remove the impediment, but they'll sprout elsewhere. In order to advance, then, you have to keep tapping orbs and navigating winding corridors. Dungeons aren't merely a mild hindrance on your way to the next plot segment, in other words. They're an actual attraction of their own, and exploration is made more enjoyable by the fact that you can see any enemies roaming about. If you get lost, you're not forced to battle a bunch of foes just to get back on track. You are also rewarded for properly excavating, since you can find keys that let you unlock special treasure chests for equipment, items and rare crafting components.
By the time I got around 18 hours into Echoes of Aetheria (advancing more slowly than most players probably will, because I wasn't properly equipping my party members and thus had to spend more time deciding how to dispatch my foes), I was having fun and loving the plot developments. Then I hit the final dungeon and everything stopped short. I had to spend another 9 hours or so just getting my team into fighting shape for the last few encounters, which wasn't much fun and made the game's flaws more apparent. Still, there's no denying that the team at Dancing Dragon Games has done a good job of producing something unique and often quite enjoyable. Provided you're ready to make your peace with the rough edges, you could have a lot of fun with it indeed...

