November 22, 2161. The AXV Emergence leaves drydock on its first operational cruise. A prototype missile cruiser, the Emergence promises to revolutionize naval warfare for humanity and the galaxy. The innovative ship features a stealthy design, advanced sensors, one of the most efficient drives humanity has produced, and an FTL missile system capable of striking targets from well beyond their ability to respond. Its development has been long and troublesome, and the ship has been derided as a huge waste of money. Soon, those detractors will be either proven right or proven wrong.
Everything seems to be going well. The brand-new drive systems on the AXV Emergence come online without issue, and all parameters are within nominal ranges. Its stealth works- one sensor officer remarks that the ship has the smallest thermal signature of any she'd ever seen. All systems check out. After years of delays, the ship is finally ready for action. But all is not well. A group of armed intruders has been waiting. Finally, the moment is here. They check their equipment, review their plans one last time. They send their secret signal and move into position. One final check. They're really doing this.
The experimental cruiser transmits a final mayday call that's interrupted two sentences in. The escorts meant to protect it watch helplessly as it jumps to FTL. The crown jewel of Earth's fleet has been ripped from their hands. The stakes are high. The chase is on.
The tone and feel of Ascension 2 is difficult to describe. It's not a parody or comedy, and is in fact darker and more cynical than some other games. I wouldn't call it allegorical, but it's definitely applicable and inspired by current events in the world. The real world is often flippant and full of humourous moments even at the worst of times, and there is some humour in the game of this nature.
Gameplay-wise, Ascension 2 is relatively conventional RPG Maker, with a few twists thrown in. The game is inspired by newer western RPGs such as Mass Effect and Fallout as well as classic JRPGs, and this is reflected in the gameplay. Most of the game is free-roaming, visiting various locations and talking to people to complete quests. This is structured into a focused narrative, moving from world to world as the plot advances. Quests can be completed in different ways, some easier than others. Some sidequests stand alone, while others tie into the main quest line. Grinding and random encounters are eschewed in favor of scripted events and visible enemies. This does make it a shorter game, but a more intense one. Scripted and prerendered cutscenes are used judiciously to help tell the story without overshadowing gameplay.
Combat is turn-based and conventional except that the focus is on quick, decisive battles rather than drawn-out ones. Attacks hit hard and hit quickly, and inflicting other conditions is deemphasized in favor of taking out enemies as quickly as possible. There is no magic in Ascension 2, but characters have abilities that behave similarly.