Reviews from

in the past


It's bland, boring and wholly uninteresting. It's bootleg Chrono Trigger made by people who didn't know why Chrono Trigger is so loved to begin with. The game is technically sound but you can quite literally find more compelling JRPG's made in RPG Maker that cost zero dollars.

More like, I Am A Huge Fucking Waste Of Time.

Really enjoyed the game. Didn't fully grasp the mechanics but at some point you get an AoE attack that handles most enemies. Felt like a nice classic SNES JRPG.

Cute RPG, kind of slow at times but it is easy to rush sections if you get bored. Nice piano.


The battle system of Chrono Trigger.
Cute graphics.
A simple yet effective story.
And a lot of piano... A LOT!

I am Setsuna may not be the most original game in existence, going so far as to wear its inspirations on its sleeve, but it excels at what it does do. The Chrono Trigger-inspired battle system has room for flexibility and creativity in how you build your characters and approach battles, and the story itself keeps up a consistently great pace. It's short for a JRPG, and while to many that could be its best attribute, to me it left me wanting more in both a positive and negative way.

My biggest criticism for the game is that it leaves few opportunities to truly explore the depths of the battle system they made, as there's really no need to dive too deep into it. Not that the game doesn't pose a fair difficulty for a casual playthrough, but there's a lot of untapped potential here.

As a whole, I enjoyed this a lot more than I expected coming into it.

A semi decent jrpg held back by some weird design choices (like no map at all) and the fact that it was too scared to be its own thing, borrowing heavily from games like Chrono Trigger and Final Fantasy X instead.

The game was mostly enjoyable up until the final boss. Most of the characters are alright to play; easy to find your favorites. It's fun to discover combos and gain skills through items rather than leveling. Incredibly strange to unlock one of the team members literally right before the final encounter. I only used them when necessary because at that point I already had a favorite setup.

The bosses are frustrating with cheap trips and one-shot moves so be prepared. Thankfully there are saves before those battles. I do wish there was a skip option to save myself time mashing X to quickly skip dialogue. It would also be nice to swap party members during battle. I know they're standing right there watching you; there's no story or in game reason why they cannot hop in.

The real drag was the usual RPG grindy mess in the late game before the final showdown. Powering up levels, collecting gear, and triggering fluxes will consume hours of your time. Jumping into a fight, battle, collect rewards then rinse and repeat. Over and over and over. It is not relaxing to me. I hate grinding for something like leveling. It's boring and leaves a bad experience. Overall I do think the majority was fun but I am ready to move on. It overstayed its welcome.

Definitely derivative of Chrono Trigger and Final Fantasy X, but I Am Setsuna manages to stand out as a chill, comfy JRPG holiday special. Unfortunately, the shoestring budget makes it feel inadequate as a sit down TV experience.

I love the idea of the piano only soundtrack, as it gives the game a somber, lonely vibe as you adventure across a dying, permanently blizzarding hellscape, no doubt a fantastical stand in for the Canadian prairies. It doesnt hit right all the time, though. Serious events or any moments of action are underplayed because of a lack of voice acting and some harsh staccato piano key smashing. But that's part of being experimental; you can't get it all perfect.

The game's combat is fun and strategic, even if the difficulty is low. It's basically just Chrono Trigger, so...if it aint broke, dont fix it. The main addition are "fluxations", which are permanent buffs to your materia stand-ins. You get them completely randomly, and you can go the whole game without getting a fluxation on one of your moves. It's supposed to reward you for using a move repeatedly but the rate is far too low, and the payoff unrewarding.

At 14 hours (20 to 100%), it's a great choice for the holiday season because of the winter theme and general cozy vibe of everything. A solid 7, but definitely could have been a lot better with voice acting and cutscenes.

História clichê de peregrinação de uma garota que será sacrificada para salvar o mundo, lembra em partes o Final Fantasy X, porém sem personagens bons. Há umas frases de impacto aqui e acolá, mas nada que faça se importar com os personagens.

É cansativo navegar em um mapa que só há regiões de neve quase iguais, com uma variedade bem pequena de monstros. Dá muita preguiça de fazer backtracking.

Um ponto interessante é a forma como os personagens adquirem novas skills, que envolve o loot dos monstros e a forma como eles são eliminados.

Acabei largando o jogo no boss esponja que regenera o hp quando está com 1/4 de vida e exige o uso de uma certa magia que possui um loot específico pra desbloquear. Isso juntou com o fato de eu não ter sido fisgado pela história e personagens.

Pulling the combat of Chrono Trigger and the plot of Final Fantasy X, this game should be fantastic. However, it only pulls from these games in a very half-hearted manner. The combination techniques do make an appearance but they are based on which moves you have slotted into your characters. So depending on the way you've built your team, you might not have any, going against the premise of mimicking Chrono Trigger's combat. The story has so many shades of Final Fantasy X that it could be considered its Heartless, as there are a lot of similarities but due to the short runtime, the bonds feel underdeveloped and lack any soul. Its biggest sin though is that it doesn't properly explain what its fundamental mechanics are or how to use them, requiring research online. On the artistic side. characters have no feet, just stubs on the bottom of their legs. While it shouldn't bother me, I found myself negatively fixated on them, especially during cutscenes.

I think this is very much a love it or hate it game. If you enjoy turn based battles and piano music, then chances are this will be right up your street!

There are definitely some balance issues and some odd design choices (like the lack of world map, and the random nature of fluxation), but if you can look past these faults there's a lot of charm, an intriguing story and good fun to be had with the combo system.

I really enjoyed this game, but can definitely see why some people wouldn't. You can get it on PS Plus Extra, so I'd recommend giving it a try if you like turn based RPGs.

A beautiful little throwback JRPG that maintains the spirit of the games that inspired it. It can be very challenging and unforgiving if you aren't paying attention to your party's abilities and composition, but the difficulty never really reaches an unfair level.
I didn't do all the side content and grinding necessary for the platinum, just because the game is leaving PS+ in a few days and I don't really want to be grinding until it leaves, but I do feel like I've seen what the game had to offer me and I was content with it. It was a pleasant experience, and the story was surprisingly touching, especially the ending.

I played my fair amount of obscure JRPGs, like The World Ends With You and Moon, and I Am Setsuna is a modern take on a retro JRPG. There’s comparisons of this game to Chrono Trigger and I guess there was similarities like the battle system and themes.

The battle system was pretty straightforward with the addition of timed presses for Momentum and Flux. I ain’t ever fully understand the battle system and I was just tearing my way through with ENDIR AETERNA AND KIR. This is my battle plan: AETERNA DEMI to bring them in and then ENDIR CYCLONE as AoR dmg then KIR FIRE II for screen sweep. Or for bosses, AETERNA HASTE ON KIR, ENDIR X-STRIKE if it gives me the option sometimes, KIR FIRE II, and if I need health, ENDIR AURA AND KIR DRAIN. And I pretty much cheesed the whole game with of course grinding those 3 ICE FOXES that freeze you in the beginning of the game.

I can tell that they’re a big unbalanced portion of the game, I was heavily op by the end of the game, the DARK SAMSARA was cheese and Julienne and Fides don’t even matter. The story was pretty well written and by the end, I SWUNG MY SWORD AND WENT KCHING and the game was over. Time for next TOKYO RPG FACTORY GAME.

20h
235648G (I WAS RICH)
ENDIR LV 48 / CYCLONE AND AURA / TIMEFORGER
AETERNA LV 48 / DEMI AND HASTE / MAGILOCK DAGGER
KIR LV 48 / FIRE II AND DRAIN / BLOOD ROD
the talismans I ain’t even understand the concept of them tbh.

SETSUNA LV 41 / NIDR LV 41 / JULIENNE LV 36 / FIDES LV 44

THE PIANO BALLADS THROUGHOUT THE GAME SET THE MOOD.

This review contains spoilers

I Am Setsuna is a homage to the classic JRPGs of the past, like the original Final Fantasy games. The story is bleak, but hopeful as you play as a mercenary who is tasked with killing a young woman who is on a pilgrimage to stop a growing threat of monsters by becoming a human sacrifice. The story introduces multiple characters from across the snow covered world and each has interesting back stories and personalities.

The gameplay focuses on a Momentum system and ATB gauge. You attack when your ATB is filled and if you wait until your Momentum is also filled, you will get bonuses to your attacks such as additional damage or status effects.

The combat is entertaining enough but the enemy types are repeated using various colors or slight design changes as you become stronger in new areas.

I finished both versions of the final boss and completed the side missions to get all the characters' ultimate abilities, but ended up passing on getting 100% database entries such as enemy drops and items.

It's a solid RPG with a bit of some grindy gameplay, but the story is where is shines the most IMO.

I Am Setsuna had me hooked at the start but slowly lost my interest and was downright a bad experience by the mid-late game - surprisingly though it does turn it around by the very end.
It's honestly a bit baffling how well Tokyo RPG Maker live up to their own motto of making games that feel like they're from the golden era of JRPGs. Unfortunately I find that to be a bit of a fool's errand.
It's charming graphically, and the soundtrack is without a doubt a highlight, both of them combine to really give that 00s vibe. The lack of map or any waypoint indicators also require you to really pull out the JRPG classic of going around and talking to everyone if you don't know what to do next(you probably won't need to though, they spell it out pretty clearly every time). Unfortunately, with the good comes the bad from that era of game design. Each area is very short and linear(rarely a complaint from me) and enemy variety consists of maybe a dozen total non-boss enemies with palette swaps or minor changes. The battle system is a mixed bag, but the waiting around with literally nothing but bars filling up on screen is pretty bad. The balance is all over the place too, everything does too much damage and it feels very weird to be taking half your health from an enemy that you can also pretty much 2-shot if you hit him first. This is doubly bad with boss fights because you sure can't 2-shot them, while they very much can instakill a party member leading to many frustrating moments. As an aside, I'm very glad the kamikaze attack some of the bosses had never made me game over, because that sure would've sucked, and is a pretty baffling thing to include what amounts to a health check after defeating a boss for no reason.
The story, which I'm told is highly derivative from FFX but I can't know because I've only played a few hours two decade ago, has some good beats and sticks to it's themes well, but the pacing and presentation is very lacking(This is almost 1:1 with my feelings about Oninaki's story, so maybe it's an intentional stylistic decision). The ending is genuinely great and that does so much to offset the bad that came before it. Not enough for me to say I truly liked I Am Setsuna, but I came out feeling like at least it was worth the 20 or so hours I put into it. The fact I only put the 20 hours in and did none of the optional content betrays what I was feeling like before the credits rolled.

Wonderful visuals & music, but it marks off the "retro JRPG" checklist without doing any of it well, boring story, a combat system more confusing than it is in reality, and atrocious performance.

Overall an okay experience. The soundtrack is great; the moody piano pieces combined with the amazing art direction set the atmosphere very well. The story is decent for what it is, but could use a lot of work. The main problem is that the story is far too short for what it sets out to do; the narrative beats in each section do not hit as hard as they should because you spend such a short amount of time in each area. I get that its part of the game length but it would benefit from each section having an extra 30 mins spending time on the characters. The character writing also varies with each characer; some characters (Nidr, Setsuna) get much more development and focus than others. Some characters, like Kir, have their arcs basically finished directly after you meet them, which is a shame because their backstories and personalities are all quite good. The gameplay is solid, but lacks a few QOL features and is quite unbalanced in the favor of the player. For some reason they decided to make a position based combat system and then made it very difficult to change the position of both your enemies and ESPECIAlLY your allies. Why would I be given 10+ abilities that affect allies in range and then make it impossible to move them outside of like 3 skills????

While I enjoyed parts of the game like the Chrono Trigger inspired battle system, I ultimately found it to be filled with a lot of flaws.
Environmental variety is non-existent.
The soundtrack is fine, but it consists of only one instrument - the piano.
Dialogue choices are pretty much meaningless.
The story also took a major plot point from FF10, rather than trying something more original.

Somehow, pretty much every review of this is correct. Chasing down locked chests and grinding for the last destination is tedious; the Blowbeat combo cheapens most strategies; It'll scratch the itch if you're looking for a shortish piano-accompanied tragedy in the style of retro RPGs.

One thing I disagree on is that it really needed multiple drastically different settings. Sometimes a short game can take place entirely in a winter landscape and it's fine and cohesive.

Críticas injustas e o jogo é maravilhoso SIM.

I abandoned I Am Setsuna. Why? Well, because it was just too simple. Did I think it was a bad game? No. But I did think it was not worth my time. I played it for like 3 hours. The story was going too basic. Characters were very two dimensional. No depth at all.

Combat was very simplistic. It did not have any interesting or exciting feature. I just couldn't force myself to continue. There are good things here though, like the art direction and the music but that's all.

Do I recommend you to play I Am Setsuna? Not really. I'm sure you can find much better JRPG's to play than this. I think it would be a waste of your time.

I Am Setsuna tells a pretty cliche storyline that is particularly overdone in JRPGs -- a maiden is being sacrificed to save the world occasionally. That's fine. As long as they do something good with it, cliches are not always a bad thing.

I Am Setsuna manages to tell a decently interesting story, with decently interesting characters. This is pretty high praise to be honest, as there are not many modern JRPGs that you can say that about. Even though I'm not giving this game a high rating, it's all relative. This is probably one of my higher ratings for a modern JRPG.

The only major failing of this game is every other element other than the story. While the combat is fine in and of itself, the progression system is the dumbest system I've ever seen in a JRPG to date. It's so convoluted, you have to use the built-in prima guide to understand how the hell it works. Being now that it's been some months since I finished this game, I probably won't be able to give a complete explanation of how it works.

Basically, progression is built around random dice rolls. When you use skills, there's a random chance that skill will receive a permanent buff from Spritenite you're wearing. These buffs stack to a maximum amount, meaning you can buff skills to pretty high degrees.

None of that shit matters though, because all you need is Endir and Nidr's combo move "Blowbeat" to beat the entire game. It's one of the first combo skills you get, and you legit can and should use this combo to 1 shot entire encounters for the rest of the game. It also inflicts every good status ailment, which works on many bosses. If you find yourself struggling to beat a boss, you're probably not using Blowbeat enough.

In conclusion, I Am Setsuna is a decent way to waste a few hours listening to a decent story about a rugged mysterious boy trying to save a girl.

Oh, and the atmosphere is very well done. The music and art style lend a very somber tone to the game.


Pretty environments, a decent aesthetic, but the game's story was a fucking drag to get through. Not much was interesting, and the ending invalidates the game preceding it. I was going in and getting excited at first, but finally it just died a bad death. I've since sworn off this dev's games, and judging by some other reviews I've encountered, for good reason

2024 edit: I will always remember this as one of my most hated games for how bad it felt despite mainly just being generic

The snowy world and soundtrack that almost exclusively uses piano make what's quite frankly a pretty standard JRPG into something really memorable. This is a world that's dying, where everyone is doing what they can just to cling onto life for another day, another year. The presentation of this game does an excellent job of conveying that underlying despair without constantly beating the player over the head with it.

I’ve been looking forward to playing I Am Setsuna ever since Oninaki–Tokyo RPG Factory’s third title–was announced back in 2019. I feel it’s rare to see a studio so specifically devoted to one genre of game with nothing else in their portfolio, no matter how mediocre those products might be. I Am Setsuna is nothing if not a profoundly and shockingly mediocre title that nonetheless attracts attention due to its unique-if-compromised creative vision. Taking place in a desolate world drowning in an endless snowfall, you play as Endir, a masked man tasked with assassinating (for no real reason) the young sacrifice, Setsuna, whose life must be given to save the world for another cycle. However, upon their initial meeting, Endir sees no reason to murder this child who is going to die soon anyways, so he becomes her protector alongside a group of cliche and uninspired party members.

The party’s goal is to save the world via bringing Setsuna to Zanarkand–i mean the Last Lands. If the premise sounds familiar, it’s because I Am Setsuna’s plot is highly derivative of the painfully overrated Final Fantasy X, and the game’s combat system is ripped straight from Chrono Trigger but worse in every way. These derivative elements were part of what drew me to this game, given that that FF10’s story of sacrifice and cycles is the only redeeming part of it’s otherwise bloated and inconsistent narrative, and Chrono Trigger is a functionally perfect game and its combat system could never be made mostly bad (it is.). The changes that I Am Setsuna makes to its inherited combat system mostly involve making the combo system much more complicated to use by not condensing everything. The menus are clunky and barely usable, with the combo options never being shown when equipping Spiritnite (this game’s version of Materia) and the gameplay generally relying on this terrible wait-to-charge system that is barely explained. If I have to look up how to make the game work post-tutorial, the game has probably failed at explaining itself (looking at you FF8).

While the story itself isn’t much worth writing home about outside of pointing out how much it takes from FF10 (thankfully they didn’t adapt Seymour Guado), I Am Setsuna was at the very least able to engage me with Setsuna’s emotional journey. Setsuna learns to value her own life by the end, even when she still has to sacrifice it, and she’s made unforgettable bonds with all of these other mediocre characters. It almost pulled at my heartstrings.

The game’s visuals are another component, while I really appreciate the decision to commit to the snowy environments, I could only hope for more visual variety in these cold locales; as-is, I Am Setsuna vastly underscores the diversity of biomes present in cold climates. Let the player explore some tundra! Maybe the clouds blend in with the mountains and the player can’t distinguish what is solid ground and what is cloud! Maybe some of the towns are inventively placed on the ice of a lake or have the colorful characteristics of Scandinavian towns. There’s a lot of missed potential here. I also think all of the town chop vendors just being copy-pasted into random buildings in each town is super boring and a simple solution would have been to make them like a traveling wagon of merchants that have small dialogue snippets the first time they encounter the party in a new town. Would make for a more natural way of engaging with the shopkeepers without having to build a market for each town.

While the game is profoundly mediocre in its execution, I Am Setsuna has a clear identity that carries it through that mediocrity and provoked me to actually finish it despite the copy-and-pasted dungeons and meandering plot and extremely repetitive visuals. I hope the next two releases from Tokyo RPG Factory are able to carry that same sense of identity despite being otherwise mediocre products.