It also gets the well-deserved criticism that it's Ancient Relics except reskinned and with branching choice storylines
That was a major difference in our eyes. Most (if not all) of the Astral Rifts are significantly larger than Archaeology Sites due to the multiple endings and choices.
A common complaint about Ancient Relics was the lack of interactivity in the Archaeology Sites - "walking down a hallway" was the phrase that I think ASpec used. We attempted to address that with Astral Planes by giving you impactful choices and multiple endings.
I do think that we could have done a much better job showing the amount of variation in the Rifts - from a player's perspective in a single playthrough there's no different between a completely linear Arch Site and a branching Rift, since you're only going to see one path through during a session.
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