The Idolmaster: Starlit Season

The Idolmaster: Starlit Season

released on Oct 14, 2021

The Idolmaster: Starlit Season

released on Oct 14, 2021

Now, the girls are getting started Produce the "Project Luminous," a joint unit of the four brands from the The Idolmaster series! New idols are also scouted for "Project Luminous" and unfold a completely new story!


Also in series

The Idolmaster Tours
The Idolmaster Tours
The Idolmaster: SideM - Growing Stars
The Idolmaster: SideM - Growing Stars
The Idolmaster: Poplinks
The Idolmaster: Poplinks
The Idolmaster: Stella Stage
The Idolmaster: Stella Stage
The Idolmaster: SideM - Live on Stage!
The Idolmaster: SideM - Live on Stage!

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Reviews View More

Absolute wholesome vibes all around. The unreal engine makes this game look the best the series has ever been which is incredible. The gameplay is really well-balanced in that you never feel too overconfident in your idols abilities while at the same time you still feel like you can make it if you really focus, which is kinda what the whole theme of idolmaster is to begin with which is super cool. The gameplay works thematically with the games concept, i guess. Also this game has anzu in it which is extremely based. My only gripe is not knowing how important getting mfin unison charge for your idols really is until it was almost too late so go for that on their skill trees first and foremost. Not in english, but theres a translation patch in the works that will come out eventually. play if you like idols

i dislike having to manage all of the idols in the game, i thought i would have been able to just put together a cool crossover unit and solely use those idols through the game.

the gameplay otherwise is great, and is a nice return to the more classic gameplay.

this definitely feels like a bit of a watered down experience in some ways but in the end this is just a massive warm cozy concentrated chunk of imas content

in exchange for having nearly 30 idols, there's some pretty clear concessions that were made. firstly, this is really not a replayable game. there's a single story route and it always plays out the same way, and it's loooong. too long, probably. and if you were hoping for a story where your favorite idol played a key role... you're not getting it. it's all about kohaku, the one new character. any other given character's role during the story is pretty much for the sake of kohaku. this can definitely be a bit of a bitter pill to swallow for what's supposed to be a special anniversary game where on top of your favorite 765pro idols, you can finally manage characters from other branches in a console release

on that note, this game doesn't have you create your own unit to manage. instead, your unit consists of all 29 idols in the game. rather than choosing your favorite idols to focus on, it's necessary to balance the entire cast. because if you don't... you'll very much regret it in time

all the game's issues came to a head for me about halfway in, when there's literally several hours straight of kohaku cutscenes, and hearing every line of dialogue out of my favorite characters' mouths be about how they were worried about kohaku became grueling. and then immediately after that, the game introduces a massive difficulty spike in the form of medley lives. suddenly you needed to have half the cast live-ready at any given time, and there was little room for error. all the commus where i hadn't chosen the best response started to add up, meaning my crew was unequipped to handle the tasks ahead. i'm sure this was very deliberate when the game offers stat boosting items as paid dlc via the shop

i was almost prepared to just give up on the game after hitting that wall, but i decided to start over using a commu guide. which wasn't necessarily an easy decision considering it took many many hours to return to the point i was at

after breaking through that wall, though, i found that the game hid any depth the simulation component had until late-game. it's still very reduced compared to some previous entries, but there's still more freedom for strategy than the insanely rigid first half of the game would lead you to think. in fact, once it opens up, it suddenly becomes really easy for anyone who knows what they're doing

the game's presentation is absolutely gorgeous, and if it weren't for my firm belief that the original kubooka art is the absolute peak of the anime aesthetic, this is the best the series has looked by a mile. it's honestly almost worth the price of admission to just look at it all in motion (including the decade+ old ancient dialogue animations the 765 idols still have)

song list is honestly a bit on the weaker side, just for the lack of variety. every idolmaster series brings several of its main themes, in addition to one of the 5 or so new songs being a main theme, meaning a lot of the song list is extremely similar traditional-style idol songs. on the other hand, this helps a new surf rock or gothic track stand out in a very positive way. still, it would've been nice to have more genre variety in its picks from returning tracks

despite any complaints, this is a game i kept wanting to go back to that kept having more to offer. it's just densely concentrated idolmaster, stretching far as the eye can see. getting to interact with some of my favorites from other branches (the deremas picks in particular were spot-on for me. if only shiki were in it...) in a new way, returning to managing 765 idols, and seeing all the cross-branch interactions really were always a joy, and it felt practically un-ending. and i haven't even touched the dlc!!

so, i'm sure this is a disappointing release for a lot of longtime fans in some ways, and i don't really think it would sell newcomers on the appeal of the franchise. but as someone who followed the series from the sidelines since the beginning, there's just something very irresistibly warm and inviting about this game

Haruka saying "Welcome back Producer-san!" in her first event is more emotional than anything Hollywood has tried to do

This game is so good. Everything I disliked in the old im@s console games was either removed or improved dramatically in Starlit Season. They handled 29 idols together really well. This game captures the length of the franchise. 16 years later they welcomed all of us Ps back. My Japanese is terrible but it hit me hard when Haruka's 1st commu when she tells you, "Welcome home, Producer!" This game is a raising sim where you schedule your idol's stats and performance to grow to become the best idol. there are 3 parts of gameplay, There's the communication part of the game where you socialize with your idol to raise their affection to perform well in their jobs. Sorta like social links in Persona games but not really since the choice actually matter and they can get mad at you and lower their mood which affects their performance in auditions. There's the raising sim part where you have to manage time to raise stats of the idols and play minigames to improve their stats. I think the similar gameplay for this is like Princess Maker 2 and the Monster Rancher games as well as dating sims like Tokimeki Memorial. and last is the auditions, The rhythm aspect of this game is more strategic since you have to give an appeal that will give you the highest score. This is indicated by the stat values and its appeal percentage, which decreases every time you press it while the other increases. I had a blast and even if I don't understand everything due to my Japanese being terrible, and when there's stuff I do understand, it is the best console im@s game I ever played. This game has so much replay value that I still playing it. I heard that im@s 2 amazing so I'll have to try that when my Japanese improve.