11 reviews liked by ContessaKoumari


Translator’s note: “wealth” means “padding.”

It can’t be stressed enough how much Infinite Wealth’s core gameplay tweaks salvage it. This marks an all-time high for the Dragon Engine games’ responsiveness in terms of just fundamentally moving around, both Ichiban and Kiryu turning and 180ing with an unprecedented level of fluidity, but the real star’s the combat’s new emphasis on positioning. The movement circle’s so impactful for such a seemingly minor addition; lining up back attacks, proximity bonuses and the directions enemies get knocked in is an endlessly engaging triptych with suitably punchy feedback, as well as the best justification of the engine’s ragdoll physics outside of Lost Judgment’s big enemies, and only improves as you fiddle with party members’ equipment, jobs or builds. Kiryu’s fighting styles are arguably better differentiated here than in the game they’re from, which is emblematic of the extent to which all these pre-existing assets and gameplay concepts get freshened up by the genre switch. Despite retaining some of 7’s issues which’re less understandable in a game that already has a foundation to work off of, like a poor battle camera regularly obscuring enemies’ attacks and allies sometimes just not performing chain attacks when they trigger, it’s overall legitimately at the point where I can picture this being someone’s favourite turn-based RPG based on its mechanics rather than solely for how conceptually unique it is.

Playing so well’s an absolute lifeline given its relentlessly sluggish pacing. There’s an early segment in which Ichiban needs $30 to pay an information broker, and if you already have at least $30 he actually comments on how it’s already sorted, but instead of letting you just pay the broker at that point (as you weirdly can when this exact scenario resurfaces much later), you instead have to get roped into a substory which isn’t even really a substory since it’s bloating the main story to play a minigame to make the money you already have first, then travel back and only then pay him. The fatigue a situation like this brings on’s initially lessened by said minigame being great, but its introduction would’ve been a more unambiguous highlight if you’d been permitted to find it on your own and is quickly exacerbated by how often this happens; sizeable portions of the next three or four chapters are comprised of mandatory, agonisingly slow tutorials for shallow knock-offs of games Yokoyama was pretending this series is too cool for fewer than a couple of years prior. He talked big pre-release about how much longer Infinite Wealth is than the others, and although he wasn’t lying, it would’ve been good to mention that this is only because the typewriter monkeys under his dominion are masters of stretching out what could be single button presses into entire hours.

Some kind of stride’s finally hit with Kiryu’s segments – the core theme of recognising his mortality and appreciating the time he has left’s particularly resonant, as someone whose family’s seen one stage 4 cancer diagnosis and other health scares in recent years – but it’s also got the side effect of making the rest of the narrative that much thinner comparatively. In the same game partially revolving around the terminal illness of a character whom a decent amount of players will have essentially grown up alongside, I just can’t get invested in nuclear waste disposal, the unintentional humour brought about by a Vtuber interviewing yakuza figureheads or Ichiban’s efforts to assure child-gassing Dick Dastardly that they’re still nakamas to the extent that the amount of time dedicated to these seemingly expects you to, especially not with the lifeless substory-esque presentation the cutscenes for these plot threads often have or villains so tepid and hard to believe. Never mind that the Geomijul can hack government satellites but can’t doxx a famous streamer, whose decision was it to make the most American-as-interpreted-by-the-Japanese looking centenarian you’ve ever seen speak English like he’s fresh off the boat from the Tokugawa shogunate? I don’t know if it’s more or less dire than how Ichiban’s either unable to speak English or fluent in it depending on what the given scene demands. The camerawork’s presenting Bryce like he’s on the brink of attaining godhood or something and I’m giggling every time he speaks. The mismatch between voice and character’s sillier than all the plot twists people meme about combined.

His home turf’s enjoyable to explore at first thanks to an impressive amount of detail relative to its size, but the scale ultimately detracts more than it adds. Bigger in-game worlds wouldn’t feel so misguided for these games if Lost Judgment hadn’t already solved the issue of boring traversal; compared to its skateboard, the segway’s much slower to whip out, put away or move around on, more expensive, vulnerable to enemy encounters, prevents you from picking up valuable materials, doesn’t even require player input and has no tricks to perform or any means of interacting with the environment at all. Taken together with still being able to immediately fast travel to any taxi from the map, plus the fact that doing so’s cheap as chips, it becomes redundant not long after it’s introduced and with it goes most reasons to actually engage with this huge, meticulously crafted city. The likes of Kamurocho and Sotenbori stand out from the worlds of most vaguely comparable games for being small enough that you’ll naturally come to know them street by street and getting from A to B’s never arduous. Conversely, Hawaii and (this and 7’s version of) Yokohama are pretty much the definition of what Hideaki Itsuno was talking about here.

Regressions like these are only so frustrating because the occasional flashes of greatness shine so bright, though even those are weighed down by a disproportionate amount of them being relegated to a protagonist who’s supposed to have passed the torch roughly four times as of Infinite Wealth, which seems especially egregious when you consider how often its core cast reflect on the importance of moving on. The route 7 decided to go down was a much needed one that I’m still on board with in theory, and Ichiban remains a pot of potential narrative gold (which I don't think either 7 or IW fully capitalise on outside of Aoki's final scenes in the former), but it’s increasingly difficult to be confident in his ability to carry a franchise on his back when his own creators don’t seem to be themselves. His last scene ending on a punchline at his expense is so uncharacteristically insincere for these games, like an exclamation mark punctuating my confusion at this being their biggest break commercially and critically. If I wasn’t a big proponent of trusting people to know what they like instead of rationalising silly reasons why they might feel differently from you, I’d assume that the Daidoji are both real and responsible for the inherent RGG bonus that factors into Backloggd’s average score calculations.

The net gameplay improvements here are too substantial to suggest that Infinite Wealth isn’t worth playing, but at the same time, I reckon it’d be made largely redundant by its own predecessor if you could somehow surgically remove them and retrofit them into it. Eagerly anticipating this series’ sense of direction appearing as a bartender in the next one.

A game clearly made by a bunch of artists and writers who utterly lack the game design skill to actually pull off what they wanted to do. As a lover of adventure games I’m not a stranger to encountering adventure games like this, ones that add mechanics that just drag the experience down because the devs just did not have a good grasp of them at all or were too afraid that their work is not “gamey” enough so they felt the need to shoehorn them in. Little Goody Two Shoes is a life-sim/yuri VN frankensteined together poorly with an RPGmaker horror game and those elements are at complete odds with each other. The aesthetics and atmosphere are phenomenal, merging 90’s shoujo and Grimms’ fairy tales wonderfully. The writing is solid enough too as the main cast of ladies are likable and the mystery is engaging enough. The life sim elements are mostly fine, most of the job mini-games are alright though I’m not a fan of the rat one. The game does a bit of a bad job of pushing the player to overly fear raising suspicion though as it’s usually not hard to avoid or at least drop it down; I can easily see someone screwing themselves if they invested too much stamina and money in bringing Rozenmarine to work with them at all because it’s just not worth it, the villagers can be easily assuaged with the right responses. The night time horror segments is where the game completely goes to shit though.

This game really shows how it’s essentially a bad 2000’s RPGmaker horror game just with an actual budget as the nighttime segments are jank as hell with puzzles mostly relying on trial and error. One night has you run away from a boss who will instantly kill you and the game can’t really handle the chase sequence that well; spike blocks will fall too fast to dodge within a fair window unless you know they’re coming and the second segment seems like sometimes you’ll just get randomly killed even when you’re running full speed. The puzzles gets worse as the game goes on as Thursday has you play floor is lava with phantoms that are attracted to sound, but the camera tends to be too zoomed in to see them effectively at times so you’re probably going to walk your ass into a few of them because the game gives you very little visual or audio cues that they’re coming. Apparently some of the segments were even more obtuse and bullshit before they patched them and that’s just galling to me. The breaking point for me was on Friday where you had to go in complete darkness because turning on your lantern gets you instantly killed by statues. It’s absolutely abysmal puzzle design to the point where I’m baffled the devs thought it was a good idea. It’s not clever or challenging like good adventure game puzzles should, it genuinely feels like a troll. Thankfully somebody on Steam told me the solution so I went back and beat it but man did it still suck. The endings are also unsatisfying because they seem kind of at odds with each other and don’t really give a true conclusion if you take them into account. Just a wet fart of an ending to top off a game that was unraveling as it went along.

This game just utterly frustrates me because this game could have been great but its dogshit design decisions prevent it from being such. The game isn’t completely unsalvageable, a couple patches and overhauling the Friday puzzle to not be so awful and it’d be at a decent enough quality. Gonna be blunt and say they really need to hire a person who actually knows good adventure game design if they want to make keeping games like this. This is definitely the kind of game that you should probably watch an LP of. I’m usually the kind of guy who will readily defend games that have merely serviceable gameplay but great everything else, but Little Goody Two Shoe’s gameplay is too annoying for me to heartily endorse experiencing yourself.

There are a lot of people who talk about this game with hushed lips. I can see how this is frustrating for people that want a fuller recommendation and for those who didn’t enjoy it as much as people like me. If I’m being honest, it's probably wiser to just act as another voice echoing the “this game is great, just go play it mentality,” because this game DESERVES to be played unspoiled. If you like games in general, and are even slightly interested in it, give it a go. Stop reading this, you owe it to yourself to play a game as good as Void Stranger blind.

However, this game really is special. I really, really want to talk about it more in depth, and this site is where I talk about games. I will keep it very light on spoilers. I have been that spiteful person that continues to read/watch/listen past the spoiler warning, and I’ve often regretted it, so I refuse to actually spoil this game in full.

So what is Void Stranger? For those uninitiated, it's a 2D sokoban puzzle game. Sokoban is a genre that stems from the 1982 title of the same name, where the goal was to push around boxes in a warehouse. What you need to understand from this description is that everything is on a grid, including the player. Think Minecraft in 2D, but you can only move in increments of 1 block. Some more notable games in the same vein are 2019’s ‘Baba is You,’ and 2016’s ‘Stephen’s Sausage Roll.’ Sokoban games focus on creating puzzles in these grid like environments, usually with a gimmick that restructures the already existing format of Sokoban. In Stephen’s Sausage Roll, it's the fork. In Baba is You, it's how objects are defined in the space of play. And in Void Stranger, it's moving around the environment with a wand. It's these limitations that help Sokoban games to focus on their puzzles, as opposed to other titles that are games WITH puzzles, not puzzle games. The simple structure of Sokoban games (which oftentimes don’t have much more than four directional input) that allows the designer to hand craft situations to test the players wits, without having to account for a myriad of variables.

As far as structure in puzzle games go, I find it hard for a game to juggle narrative and gameplay in a coherent way. The easiest way I can describe this is by looking at various puzzle games and seeing which they decide to focus on. Tetris is a arcade-y puzzle game with no story, yet elegantly designed gameplay. Baba is You is the same, where there is no overarching narrative connecting the puzzles. These games are able to achieve good puzzles by not worrying about telling a narrative at all and just focusing on mechanics. Then you have games like the Portal series where the gimmicks behind the puzzles are fun to interact with, but the puzzles are kinda shit. However, I think these games are great (in particular Portal 1) because they use the premise of solving puzzles to create an interesting story. It also helps the pacing of the story, since the player isn’t very likely to get stuck on a hard puzzle (the puzzles are really easy). This approach is easy to see in playtime as well. The Portal games can easily be beaten in one sitting (I did so with both on my first playthroughs), yet the harder puzzle games might require hours for a single puzzle.

Now to be clear, I don’t think it is a fault of any of the mentioned games. They focus on only one of the two aspects mentioned and I like both approaches. I mainly bring this up to highlight that Void Stranger is able to do both. It's not that Void Stranger has a good story with a good puzzle game slapped on, or vice versa, but that they aid each other to elevate the whole experience.

It's here where I would like to interject with another spoiler warning, but with a bit more explanation as to why you should go play, as opposed to just saying go play. If you like hard puzzle games, you will probably like Void Stranger. If you like games with good stories, and are willing to put up with difficult puzzles, you will probably like Void Stranger. But most important to the discussion of spoilers, if you like what I would call “Mechanical Learning” games (some people call these Metroid-Branias) such as Outer Wilds, TUNIC, or Her Story, you will probably like Void Stranger. If you’ve played any of those titles, then I think you can begin to understand why the community surrounding this game is so careful with its spoilers.

It's this last element of design that allows for the game to intertwin gameplay and narrative so elegantly. This is because of how these “Mechanical Learning” games work. They operate in the design space that we might call ‘Meta’ gaming. Where part of the game is designed to interact with the player to a certain extent. Puzzles for the sake of puzzles can be boring, and yet, a game with a really good story that is constantly interrupted by tons of gameplay might also be considered to have bad pacing. It’s through this interactive part of the game that players that are attracted to both types of puzzle games can become more easily invested. When done correctly, meta stuff is often among the best stories games have to offer, mostly because of how unique it is to the medium of video games. Likewise, by incorporating these story elements into the game (as opposed to more and more cutscenes, exposition dumps, and item descriptions that modern games love to use) you actually get the benefit of having your story be directly tied to gameplay.

Void Stranger is a game where your understanding of it will be reshaped over and over as you continue to progress through the game. When you start the game for the first time, following a settings screen, you’ll be presented the opportunity to draw your own brand. This, along with the “inscription” you can inspect in the first room of the game, seem very obtuse and archaic by design. If you’re like me, these are the kinds of details that will stick out in your mind as you progress, wondering what purpose they serve, and why the devs so intentionally stuck them at the very beginning. It's this sort of prodding at your imagination that Void Stranger excels at. It's a game that rewards your observation with progress on larger mysteries found in the void. If these details elude you however, it will become immediately apparent that not everything is what it seems down here upon your first death. For most this will happen early on, so I don’t feel it's too big a spoiler, but essentially the game directly asks you to make a choice regarding how to proceed. This choice does have significance, but realization of what that significance is won’t happen until much later.

It's the process of learning new ways to interact with your environment that I love in these games. Learning new tricks by testing hypotheses is such a cool way to reward player curiosity. There isn’t much more to say about the meta elements without fully discussing spoilers. For me at least, they were really fun to interact with, and I had many “Holy Shit”, jaw on the floor moments. At least 5, which might be the most any individual game has had me in that mindset. I LOVED Void Stranger during these moments. Trying to piece together progression on a larger scale than individual puzzle rooms was just plain fun. I cannot praise this aspect of the game enough.

If you’ll allow a hard segway, the puzzles can be really difficult. Especially the “post-credit” content I found to be really hard when I “fully engaged” with it. This is the one reason why I’m hesitant to recommend Void Stranger to everyone. I’m really grateful I did all the hardest puzzles, as there is a good pay off at the end of all the content, and I really felt a sense of accomplishment by overcoming it. I think there was only one puzzle that I found to be unfair in the entire game, and that was the only time I had to consult a guide. I would consider that a success. It's very hard to talk about a puzzle game’s puzzles without visual cues, and without giving away the ‘a-ha’ moments where you begin to understand how to interact with simple mechanics, so all I can say was that I enjoyed it thoroughly.

The story, although simple, I found to be really compelling. It gets better the more you put into it, so I would highly recommend trying to find all narrative content. There was one scene in particular that had me nearly well up, and I think it was well earned. The Mother-Daughter dynamic feels fully fleshed out, although I can’t really dive too far in without more spoilers. As someone who doesn’t always see eye-to-eye with their parents, I found myself re-evaluating my own relationships thanks to this game. I don’t think I can give much more praise to a story than saying that it has affected me outside of my playtime, so I will leave it there for my thoughts on the game.



Miscellaneous thoughts that didn’t fit into the script:

The sound track is phenomenal. Like seriously, not just good, great.

I love the atmosphere in the game. I think it's easiest to feel when you walk into a ‘tree room’, but I love how it adapts as you find more secrets. Coming to an understanding of where you actually are, and what that place is, is hinted at far before you reach an actual explanation which I found to be really cool.

I loved all the little moments with NPC’s. This game doesn’t have sprawling prose or flashy use of figurative language, but I thought that all the writing was fitting for all the characters. That’s really all you need to be successful, and I’m glad that it was so focused. Not everything can be a Disco Elysium or a Planescape: Torment, and to be honest, not everything should be.

If you read this, thank you. Play Void Stranger.

I think, for the most part, it is reasonable to expect (or at least hope) that a studio slowly improves their game-crafting skills with each new release, ideally making them better and better. Of course, that can't always be the case. Some games are good enough to beckon the question "how the hell are they supposed to top this", and which follows the acceptance that it'd probably be okay if what follows is comparatively as good or even a little worse. AstralShift's Pocket Mirror ~ GoldenerTraum (a title I will always type out in full out of sheer amusement) from earlier this year, for as much obtuseness and opaqueness as it relished in, was a pretty good game! Then apparently, they already had their next game right around the corner: a step away from RPG Maker, an incredible looking artstyle, more meat added to the gameplay, and being a prequel to Pocket Mirror ~ GoldenerTraum? It felt like this game had the potential to be something really special!

And now we're here... and now I've played it... and it's... fine.

The biggest up-front appeal here is clearly the visuals, something the game is completely unashamed of. Of course, the game is drop-dead gorgeous, almost every frame of it looking like 90s anime eye candy. In motion, it looks even better, with well done animation and a really subtle static-y noise filter at night that adds soooo much to the vibes. The dungeon areas you go through every night double down on the wonderful aesthetics, with so many little visual effects and setpieces that love to mesh together different artstyles in ways that are a sight to behold. Shoutouts too to the minigames, presented as fancifully-decorated arcade machines that really sell the experience. I do think Pocket Mirror ~ GoldenerTraum ultimately went further with its setpieces and playing with different artstyles, but this game still manages to impress all the same.

Funny anecdote: the game's credits are split between the art team and the programming team for the game. You're only able to skip the later one for whatever reason. I don't think it actually means anything, but its very clear how (rightfully!) proud they are of the aesthetic work put in here.

Yet, under the veneer of these fanciful graphics, the underlying game is kinda lacking? Focusing on the gameplay, it's split between its time management-y social sim elements during the daytime and going through short dungeons more reminiscent of Pocket Mirror ~ GoldenerTraum at night, and both are unfortunately pretty rough around the edges.

A lot of the game focuses on meter management with your health, hunger, sanity, and suspicion meters. The cycle is pretty simple: various things in the game lower these meters (raise in suspicion's case), you get money by selling items/playing minigames, then use the money to buy items to rectify those drops. If you don't, you die. On paper, a fairly simple system to add stress to the player, as one does in a kinda-sorta-horror-y game. However, the scope of the game is small enough that it basically throttles you into playing just enough minigames that you have enough money to get all the items you need to survive, but not much more. When combined with how relatively-consistently these meters drain, buying items to manage the meters becomes more of a chore than anything, ESPECIALLY with how overbearing the UI becomes when you're low on one of them.

Shoutouts to when I had to go through half a dungeon with low sanity while the edges of the screen were covered in dark tendrils and the music was muffled by the constant murmuring of ghosts. It wasn't an issue of "oh do I have enough money to survive???", but "oh I guess I'm stuck dealing with this until I can reach the next shop". I wasn't under threat, I was just annoyed.

Speaking of the dungeons, they're the classic RPG Maker horror game mechanics: enemies to avoid, fairly simple puzzles to complete, and a good few chase sequences—as one does. For the most part they're alright, with some interesting puzzles here and there, but as you go on in them they start to get a bit unwieldy. The second-to-last one stands out as the biggest offender, asking you to wander two large lake areas fairly aimlessly while high-damage ghosts chase you down as long as you're not standing on land, which sometimes is just impossible to reach in-between first seeing the ghost and it hitting you. There's a reason the first Steam guide for the game was made specifically for getting through that dungeon. The final chase sequel also to throw out obstacles that are impossible to naturally react to (including one that appeared while i was in the middle of an animation and killed me) while the camera loves to barely show what's in front. Not to mention the door shuffle puzzle you have to repeat THREE times over the course of this sequence that instantly kills you if you get it wrong. The dungeons have just enough moments of bullshit to them, it was hard to look through to their good, largely aesthetics-based, elements. There was also the forbidden fruit of puzzle design: a SLIDE PUZZLE. It was optional but still. What the fuck?

Don't think I forgot about you putting one in, Origami King. Fuck you.

ANYWAYS, aside from all of this, the rest of the game comprises of dealing with an increasingly paranoid village who might or might not think you are a witch, while courting the girl of your desires. Both of which are fairly interesting and well-done! I personally chose Freya as my bride-to-be, and it was all really sweet, fluffy, gay as hell romance. I loved all of the adorable portraits that popped up during their dates, showing them gingerly grow close together. In contrast, the village was a really compelling showcase of mass paranoia and how it overtakes communities. The dynamics of the various villagers as various blights infect the town were simple, but still engaging. This is where the suspicion meter comes into play, gauging how close you are to being hung by the townspeople or something along those lines. I never got close to filling up the meter, and I don't really know how you can even do so unless intentionally seeking it out or being really really stupid, but I still can appreciate the ludonarrative element to it.

All of this dialogue is nicely written and such, but even that gets a tad dicey when having to often replay segments and, in one of the most baffling things I have seen in a videogame recently, it's a total coinflip whether or not you can skip through dialogue! Seriously! There is a fast forward button that only appears during certainly dialogue sequences and cutscenes for reasons totally beyond by conception. It's awesome to go die in a tough boss-like segment or accidentally choose a dialogue option that instantly kills you/locks you out of something (the game loves to do this), multiple times, then the cutscene you're booted back before is—of course—unskippable!!!

And all of this to experience a story that's... pretty straightfoward. While Pocket Mirror ~ GoldenerTraum forced you to pull the story out of it like you were desecrating a corpse, that mystique to it was a big reason as to why I liked it as much as I did. Being a more mainstream-targeted game, especially published by Square Enix, it makes sense that this game's story is a lot more outwardly comprehensible, and really I have no issues with that. For what it is, the story is still fairly well done, enhanced a lot by the aforementioned dating and town paranoia elements. Yet, as someone who had already played Pocket Mirror ~ GoldenerTraum, I was hoping I wasn't able to intuit the entire story from the very beginning of the game. Hoping for some twist that shaked things up while still keeping up continuity with the game prior, but then I reached the end and everything rolled out... exactly as I expected. That said, I was waiting the entire game for Him to finally appear, and then He did appear and I Leonardo DiCaprio pointed at the screen and it was awesome. So who can say if it was bad or not?

There are so many other smaller things that prick me with the game I could delve into, like the map design basically being a straight line that you walk back and forth across WAY too much for there to be no fast travel system. A lot of these things could probably (hopefully!) be rectified in a few patches, but it's a bit too late for me now. By the end of it, going through that last chase sequence, I was pretty ready to be done with the game. Yet, looking at the amount of time I put into it in a mere 4 days, only a bit less than I put into Eastward for what was still a much less frustrating experience. Getting through all the gruff the game has, there's a pretty decent experience underneath!

I kind of feel like if I went into this without having played Pocket Mirror ~ GoldenerTraum and the world had more mystique to it, I probably would have had a better time. Conversely, if I played Pocket Mirror ~ GoldenerTraum after this, I probably wouldn't have found that game quite as engrossing as I did at the time. It feels weird and a bit bad bad to feel like the games are stuck in this zero-win situation together. I would love to talk to someone who played the games in reverse order to me and how it affected their thoughts on the game. If nothing else, its a really interesting duology for every interesting decision they do, and its hard not to respect them.

y'all ever read tsukihime

This review contains spoilers

Sea of Stars was my most anticipated game of this year, winning that spot over big releases such as Pikmin 4 and Armored Core 6. Sabotage Studio’s previous game, The Messenger, was a game that took me by surprise with its fun gameplay, engrossing world, fun writing, and amazing soundtrack. It was a game that surprised me with new twists and turns, and I got so much more out of that game than I had initially expected. Perhaps there’s something to be said about how much my positive experience with the game was due to how I wasn’t expecting anything in particular when I booted it up for the first time. Going into Sea of Stars, I had high hopes and expectations due to my experience with The Messenger, but unfortunately these expectations were not met, and I spent much of my playthrough desperately chasing the highs that I felt playing their previous game.

Admittedly, if asked, I would probably say that I don’t typically enjoy JRPGs as a genre, but the more I’ve come to understand the games that I like the more I realize that I don’t actually have any inherent issues with JRPGs. I’ve played and enjoyed many different JRPGs for many different reasons. Paper Mario the Thousand Year Door had wonderfully creative chapters and the badge system in those games opened options for interesting build options that I could really sink my teeth into. Earthbound and Mother 3 have comparatively lackluster combat but the worlds and stories they explore were thoroughly engaging. I even recently played through Lisa, with its creative setting and combat design that forces the player to adapt to extreme circumstances. In just about every JRPG I’ve enjoyed I can point out at least one aspect of it that it excels at, whether its combat, exploration, story, or even something completely different. Sea of Stars fails for me because all aspects of the game range from mediocre to just plain bad (with maybe one exception I’ll get to later). It tries too hard to be good at everything and as a result it wallows in mediocrity.

Puzzles:
While puzzles are certainly a more minor aspect to JRPGs than perhaps combat or story, puzzle solving represents a somewhat significant portion of the gameplay of Sea of Stars, and yet it feels like no effort was put into making any of the puzzles interesting to solve. There’s not a lot of detail I can go into about these puzzles because the majority of the puzzles the game presents are just non-puzzles. The core issue with most of the “puzzles” in this game is that they never have incorrect solutions. When the game presents you with a problem to solve you never have to use your brain to solve it, you just do whatever seems most obvious, interact with whatever objects are closest, and so on until the problem has solved itself. The first thing you try in any room will usually lead you to the solution since there’s never a second thing to try that would be incorrect. No reasoning is ever required to find the correct solution from a series of options since those options just don’t exist in the first place. I find a locked door, there’s a lever a little ways to the left, and another one a little ways to the right, with no enemies or obstacles in my way. I walk into a room, interact with the first object I see, then the next object that opens up as a result of the first interaction, and so on. I hesitate to even call most of these puzzles, they function more as mindless filler between story beats and combat.

I struggle to even remember the specific types of puzzles the game offers, because they are grossly underutilized and never increase in complexity as the game progresses. The time-of-day puzzle at the start of the game where you have to reason out that you need to activate the longer series of lights first? That's the amount of complexity you’ll be experiencing for the rest of the game, oftentimes with no changes whatsoever. Too many of the time-of-day light puzzles are functionally identical. Just light up the longer line before the shorter time, repeated over and over and over again. Traditional push-block puzzles are in this game, but none of them take more than two seconds of thought to solve. There's light beam puzzles in this game that show up maybe 5 times and never come with any twists or interesting mechanics, just rotate mirrors until the light hits the receiver.

Perhaps the saddest part is that the developers actually demonstrate competency in puzzle design in specific limited sections of the game. There are various puzzle shrines scattered throughout the world, about 10 of them, and while I wouldn’t consider any of the puzzles inside of them to be particularly challenging (with at least one that I can remember being completely braindead), most of them contain interesting ideas. There’s one where a 3 by 3 pushblock grid determines the placement of floating platforms that grant access to specific parts of the puzzle. While the puzzle itself isn’t particularly challenging, there’s an interesting idea that’s executed well, and the same can be said for most of these shrines. It’s a shame that full access to most of these shrines is locked until the main game is nearly complete, and functions as optional side content. It’s too little too late; the types of puzzles seen in these shrines should have been introduced early to mid game, and expanded on as the game progressed. As it stands right now, the fact that the only satisfactory puzzle content in the game is optional only serves as a painful reminder of what could’ve been.

Exploration:
Exploration was easily the thing this game succeeded the most at and was what I alluded to earlier in this review, however many of the strengths that the exploration has to offer are often not utilized well enough, or come with unforeseen negative caveats.

Let’s take the traversal mechanics for instance. The player can interact with ledges and walls to jump across gaps, scale up walls, or dive into bodies of water. There’s a lot of expressiveness in how the character can interact with the environment, and levels are designed with impressive verticality. An area you find pretty early on, the Port Town of Brisk, is filled with tons of goodies to find strewn across rooftops and hidden in the ocean. You have to climb up on said rooftops, balance across ropes, and take secret routes into homes in order to properly pick this place clean. It was one of the most memorable and fun parts of the game for me, but unfortunately this type of exploration is the exception rather than the rule. For the majority of the game, the verticality and traversal mechanics aren’t used to create similarly fun, open-ended jungle gyms.

In any given JRPG, there’s space and downtime between the main components making up the gameplay loop. A hallway connecting a puzzle room to a room with an enemy encounter, or one connecting a central atrium to the boss’s lair. It’s not something you think about when playing any other JRPG but it’s certainly something the game designers have to consider. Valuable downtime helps with pacing, areas need to be visually interesting enough to not be boring to simply walk through, or adding a hallway here or there simply makes the area you’re exploring feel more realistic. The reason that I’m pointing this out is that Sea of Stars seems to put a great deal more effort than its peers to make these sections feel more interesting. Sure, there are normal hallways to walk down, but there are also walls to climb across, you need to jump from one ledge to another before carefully balancing your way towards the next platform. This sounds cool when I’m writing it out, and it is cool the first couple of times, but it quickly gets annoying. What was once a non-issue in other games is now a feature that slows down the time between combat encounters and story beats for the sake of a novelty that wears off quickly. The first time my character balanced across a plank of wood to reach the other side of a roof I thought it was interesting, but the fifth time it happened I couldn’t help but be annoyed at how slow my character was moving as a result of the plank of wood. It’s like these levels were designed by someone who thought that the best parts of the Uncharted series were the linear climbing sequences.

Level design doesn’t just fail on a micro level within liminal sections, however. In many dungeons the layout of rooms fails on a macro level. Almost every major dungeon in the game follows the same formula of having a central area with a campfire and savepoint. This central area branches off into two or three sections that often need to be completed in a certain order to properly progress. Once all sections have been completed, the game allows you to progress further, and you get to experience your next boss/story moment/new area. This style of dungeon gets tiring to see over and over, but even if we ignore the lack of creativity on display here, this style of dungeon highlights another flaw with the game. In most JRPGs (and most games in general), there is some form of full heal, oftentimes this is a hotel that the player can stay in for a gold price. In Sea of Stars, the inns have no price attached, and there is no cost or disincentive associated with resting at a campfire. This means that when exploring a dungeon, after any enemy encounter where HP or MP is expended, it is optimal to backtrack and rest at the campfire before proceeding onwards. While this is something I might avoid since I’d find it annoying to do, the branching path level design means doing so is hardly an inconvenience. If anything, entering basic combat without full MP to bulldoze enemies is often more inconvenient than backtracking a few steps and filling back up for free. Resource management is completely broken due to this, and I spent the entire game hardly using any consumables. While this issue isn’t solely caused by this style of level design, it certainly plays a significant part in it.

Combat:
Turn-based combat is something that is hard to get right. Too many JRPGs are designed too simplistically; strategy in bad JRPGs often devolves into just spamming high-power special moves while occasionally taking a turn to heal. In order for turn-based combat to be interesting, there needs to be some level of strategic depth, either inside or outside of combat, but preferably both. Paper Mario, while simplistic and action command reliant while in combat, has many interesting decisions to be made outside of combat, decisions that can help the player steamroll through basic fights. Choosing which of the three stats to level up holds a surprising amount of weight since choosing one means forgoing the others, and the badge system from those games means there’s a lot of experimentation that can be done with different builds. An RPG like Omori injects strategic depth in-combat via the concept of rock-paper-scissors style type weaknesses also serving as status effects that can be inflicted on both allies and enemies. While the player might gravitate towards certain macro strategies, the player still has options and choices to be made on the fly to adapt to the unique circumstances of any given fight. My issue with Sea of Stars is that it fails to provide any meaningful strategy.

I’ll begin by briefly discussing strategy outside of combat. Due to the implementation of action commands and the lock system I believe that the developers never really intended for strategy outside of combat to be the focus, so it's less that they tried and failed to make macro strategy interesting and more that they didn’t really try. The only strategic options the player is offered outside of combat are bonus stats during a level up and ring slots. Ring slots are a tried and true system that I don’t have much to comment on, however the variety of rings leaves much to be desired. Too many rings are simple stat sticks, and there just aren’t enough of them for there to be any interesting decision making. Some rings are even straight upgrades compared to other rings. The game provides a unique type of ring slot that provides a bonus to the entire party regardless of who’s wearing it, but there are so few of these in the game that you aren’t making any decisions about what rings to have so much as you are making a decision on a ring or two to omit.

As for the bonus stats that the player can choose from when leveling up, these types of systems don’t really work for me when they come with some mechanic that disincentivizes actively focusing on a specific stat, which Sea of Stars does. I’m not 100% sure how the system exactly works, but I do know that when selecting a stat to boost, the next time you level up that stat won’t be available, so you can only really upgrade that stat every other level up. There also seems to be some sort of hard cap on how many times you can boost any individual stat judging by how the number of stats I could choose to boost from lowered from 4 to 3 by the time I was in the late game. It's annoying that the game pretends to give the player options to focus their characters on certain stats but then yanks those options away, rendering them meaningless..

Shifting the discussion to strategy within combat, let’s start with the lock system. Anytime an enemy decides to use a special move it is telegraphed to the player as a series of locks that, if not broken in time, will lead the enemy to use the special move. This system is actually pretty interesting in the early game. While many field encounter locks are trivial to break, bosses can throw some complex patterns at you. These complex patterns often require use of special moves, combo moves, live mana, and any combination of those. Figuring out what you need to do and learning that it's optimal to keep some amount of combo points/live mana available at any given point is a pretty fun early game moment. Unfortunately, much like many other aspects of this game, this concept isn’t evolved or made more complex over the course of the game, and hurts the game more than it helps.

The fatal flaw with the lock system is that once the player is past the point where they understand the best methods to break locks, the lock system wrenches away interesting decision making from the player. This flaw is practically in the name: combat devolves into a simple lock and key system. The player no longer has to make a decision on what move would be best for any given situation, they are instead assigned the simple task of finding the keys for the locks that the game provides. Perhaps it would’ve worked better if breaking locks had some sort of trade-off, some opportunity cost that the player needs to take into consideration whenever they make the decision to break locks, but in its current state there’s just no reason not to try to break every lock every time. Even if you’re incapable of fully breaking the lock, it's the easiest way to build up combo points and it reduces the power of the special attack being cast. While at first it appears that the lock system is a system that increases strategy in combat, the lock system ultimately represents the game asking the player for a specific series of moves, taking away interesting decision making from the player, which by extension takes away interesting strategic choices.

Another problem with the combat is just how homogenous the individual characters are from a gameplay standpoint. At the start of the game it sort of feels like the characters feel distinct, Zale and Valere are our main character DPS dealers while Garl functions more like a tanky support. In the early game there’s a little overlap (Zale and Valere are pretty interchangeable DPS-wise, both Zale can heal just as well as Garl), but at this point roles feel relatively separate. Unfortunately, this does not remain the case, combat roles overlap so heavily that characters are almost indistinguishable other than the types of damage they are capable of dealing. All of them have AoE options, all of them deal relatively similar damage under normal circumstances, all of them take relatively similar damage, and almost every character has some form of healing. There’s a lack of meaningfully unique mechanics tied to one character, one of the only examples being Serai’s ability to delay enemy attacks. Every character is a jack of all trades, which is a bizarre choice considering that class distinction is a key aspect of many JRPGs that just isn’t present here. It ultimately makes me question the developer's intent behind this decision (assuming this was intent and not just incompetence). The only explanation I can come up with is that the developers realized that every variety of team compositions needs to function as a result of sections where team compositions are limited and due to the nature of the lock system often requiring specific combinations of characters to break certain patterns. Regardless of whatever developer intentions there may have been, this style of character design takes away a lot of potentially interesting decision making from the combat system.

There’s a similar lack of variety in the individual skills available to characters. Each character only has access to three special moves and an ultimate, a pitifully small number of options when considering that those three special moves are the only ones you’ll be using for the entire 30-hour runtime of the game. Unlocking new options is always very rewarding in other RPGs, you level up past a certain threshold and get a cool new move to mess with in combat. In Sea of Stars, gaining new abilities comes at a snail’s pace, and most of the time the new ability you gain is a combo move that you can only realistically use during boss fights. Not that you’ll ever throw the combo move out for fun during a boss fight, since the lock system incentivizes banking combo points for niche cases where one is required to break a lock. It’s also worth mentioning that while there are a significant number of combo moves, there’s a lot of functional overlap where the only difference is the type of damage being dealt by the move. The same can also be said about both normal skills and ultimate abilities. This lack of variety in skills is simply another example of a baffling design choice that I can only reconcile in my head as a misguided method of limiting the number of “keys” available to the player since having too many would make breaking locks trivial.

The result of the lock system and lack of variety in combat options means that every combat encounter boringly plays out the same way. Every fight in the game devolves into the first phase of Ganon from Ocarina of Time, just spam your ping pong moonerang at every enemy and boss until they die, occasionally healing when you take too much damage and occasionally breaking locks whenever they pop up. The combat system just boils down to rote RPG number shouting where occasionally the game will display a series of moves it wants you to do, which you then do. The action command minigames get boring very quickly as they often feel like they take too long and often lack variety, and ultimate animations similarly get repetitive and boring. Fights start feeling slow by the fifth hour of the game, and combat doesn’t get any less boring even by the 20th or 30th hour.

Story:
There are various aspects of the story that bothered me, ranging from core issues to personal nitpicks. It’s honestly hard to know where to even begin, but I suppose I’ll start by saying that while I’ve tried to keep the rest of the review relatively spoiler-free, in this section I’ll be going over specific story sections of the game that didn’t work for me, up to and including the true ending.

The problems I had with the introduction of the story might be the best place to start with. The sequence is structured very strangely, starting with Zale and Valere exploring and scaling a mountain, fighting off some enemies. While seemingly simple, I found myself enjoying the fact that Sea of Stars had wasted no time getting me into the core gameplay. Unfortunately for me, this quick introduction turned out to be misleading, as our protagonists quickly go into flashback mode to start the actual introduction, which is just about as boring as they get. The most bizarre aspect of the intro that rubbed me the wrong way is the fact that the flashback recounts literally every major event in the characters' lives up to the point we just played where they’re scaling the mountain. The normal purpose of a flashback is to inform/remind the audience of some key event that took place in the past that holds some relevance to the current situation, and while this is partially true for the flashback at the start of the game, the fact that it fills in the entirety of the backstory of the main characters just makes me wonder why it was a flashback in the first place. The way I see it, the flashback in the intro would be narratively equivalent to simply starting the game off with the characters as kids and going through the story chronologically. It leads me to wonder why the game even bothered to structure it as a flashback since the only thing that the flashback sequence did was annoy me by taking me away from the gameplay in favor of a boring introduction. It feels like the developers were aware that their introduction was drawn-out and boring, but rather than put effort into crafting a more effective introductory sequence they just decided to splice in a gameplay segment at the very beginning to placate players. It’s funny then, that this decision had the exact opposite effect on me.

There’s also the weirdness surrounding Zale and Valere’s relationship with Garl. The introductory sequence includes a section where the three of them, as kids, wander off into a dangerous area, and as a result, Garl loses an eye. Immediately after this moment, Zale and Valere are separated from Garl to start their training as Solstice Warriors, and they don’t interact with each other for years. The game even makes a point of mentioning that Garl isn’t present for the send-off ceremony for Zale and Valere. To me, this all felt like a setup for a story about reforging bonds with childhood friends that you haven’t spoken to in years. Cut back to the present day, and Garl jumps out of the bush that our protagonists are camping next to, and they’re all buddy-buddy like nothing ever happened. The most baffling part of this moment isn’t even the fact that Garl just so happens to be in the bush that Zale and Valere were camping next to. The game is a fantastical RPG with a lighthearted tone and fun characters, obviously some moments are going to willingly sacrifice realism for the sake of a fun gag or a wholesome moment, the game would be worse off without these sorts of moments. The problem with this one in particular is that it feels like it throws away a lot of genuinely intriguing and seemingly intentional setup. It’s natural to assume that the relationship between two people that haven’t seen each other since kids isn’t going to be the same, and the game even goes out of its way to imply this. Garl getting injured as a result of their shenanigans holds no narrative weight here, and it almost feels like the game forgot that it happened. The real reason that the game showed this moment to us doesn’t occur until much later in the story, and even then it damages this introductory moment much more than it supports that later moment. You could argue that perhaps my expectations and predictions as to where the story was going to go is the reason why this moment didn’t work for me, but in my opinion, that’s exactly the problem with the story in Sea of Stars; a good story rewards the audience for paying attention and thinking about the situations it presents, but Sea of Stars often punished me for putting thought into its story.

Annoying introductory sequence aside, one aspect of the story where this rang true in particular was the game’s incessant use of blatant foreshadowing, all too often contextualized as prophecies. One funny example of this is when the Elder Mist gives Valere her prophecy: “When the time comes, you will be the one to create paths on water”. Not only did this one feel comically videogame-y compared to Zale’s prophecy about “confronting the darkness within him”, but Valere also seems very confused about the meaning of this prophecy. “He said I might be able to ‘create paths on water.’ What does that even mean?” she asks. Not only does the prophecy lack any subtlety or intrigue, but the game feels the need to have its characters pretend like the meaning of it is cryptic and indiscernible. I don’t even really know what to say about this moment, it feels so blatantly stupid that part of me is suspicious that it was some self-aware joke that didn’t land, but judging by the tone of that scene in particular I doubt that was the case. Spoiler alert, later in the game two islands need to be connected with a bridge that Valere makes out of water. Valere conveniently awakens this power at this moment so that the plot can progress, and then the ability to make bridges out of water is never acknowledged again. The only reason the game felt it necessary to prophesize this moment was to explain why Valere is randomly able to awaken this ability at such a convenient time. Prophesying your future plot conveniences doesn’t make them any less convenient. It’s a bandage fix for lazy storytelling that just failed to land for me.

As comical as I found Valere’s prophecy, ultimately it was thinking about Zale’s prophecy that did the most damage to the story for me. In the same conversation where the two protagonists are discussing the cryptic nature of Valere’s prophecy, Zale mentions that he believes that the “night inside of him” refers to the thought of losing a loved one. He comes to this conclusion due to how he felt when Garl got mind-controlled by the Dweller on the island they were staying on. He mentions how he felt the power but couldn’t actualize it, and at this point it became all too clear to me where the plot was headed. Garl was now marked for death by the game, and it was just a matter of waiting for when it would happen. When the moment finally came I couldn’t experience it as the huge emotional moment that the game wanted it to be, at best I could only appreciate what the game was trying to do, but the foreshadowing to this moment ultimately meant that this key moment in the story failed to have any impact on me. It’s what I was talking about when I said that Sea of Stars punished me for putting thought into its story. Maybe there’s an alternate reality where I skimmed over this foreshadowing and found myself surprised that the game was willing to kill off one of its main characters, but unfortunately I’ll never get to experience that.

The real tragedy is the fact that such moments of foreshadowing even affected my opinion of my story as much as they did. Foreshadowing is conventionally considered a good thing in most stories, but in Sea of Stars it works to its detriment since the only thing that the story of Sea of Stars has to offer are its twists. I recently watched Uncut Gems, a movie which succeeds on many different fronts but one point I’d like to make in particular is just how invested I was with the protagonist despite the fact that I had correctly predicted their fate. In that movie, the further along the plot progresses and the tension rises, the more and more obvious it becomes that there’s really only one way it can properly end, and yet when the climax of the film finally reaches its breaking point it still feels wonderfully impactful and cathartic. The fact that I knew what would happen to the protagonist at the end of the movie didn’t change my enjoyment of the film whatsoever. All of this being my convoluted way of saying that the journey matters more than the destination, and that ultimately the fact that I saw many of the twists in Sea of Stars coming shouldn’t have affected my experience as much as it did. It speaks to how little substance the story has outside of the shock value found in specific moments designed to wow the audience. Viewed through this lens, my complaints about story moments being predictable are relatively petty, but then we’re left with the question of why the journey taken through certain key moments is so ineffective.

I think it comes down to the simple fact that it feels like the story was written solely for the sake of specific key moments at the cost of all else, the writers would put the cart before the horse by coming up with a twist before determining how the story would lead up to the twist. One obvious example of this is one of the first major ones the story throws at you: Erlina and Brugave’s betrayal. At this point in the game I think most players will realize that some sort of incident has to happen here to prevent it from prematurely ending, but what they went for here just makes no sense. While I can somewhat understand the motivation of the two of them not wanting their destinies to be predetermined and their resentment of their status as Solstice Warriors, the conclusion they come to as a result of this makes so little sense that I doubt I even really have to explain it in much depth. They dislike their responsibility to deal with The Fleshmancer and the Dwellers so they join the side of the people wreaking havoc and evil upon the world? The game even goes out of its way to try to explain their motivations better but it makes even less sense. There’s a flashback to Erlina and Brugaves as young Solstice Warriors, highlighting a key moment in their life when all their Solstice Warrior peers and mentors leave Mooncradle to fight a powerful Dweller, and all of them are slain except for Moraine. The way it’s written makes it seem like a hero origin story, where seeing their loved ones fall to the great evil strengthens their motivation to fight against it, but instead it’s framed as the justification for why they join the great evil. I get why they’d accept the offer that the Fleshmancer acolytes gave them but I don’t understand why approaching them in the first place made more sense than just running off or just ignoring their duty. It just doesn’t make sense, I think it’s maybe kind of implied that Erlina was always evil and Brugaves was being dragged around by her, but if that was the case they could’ve made it more clear. It’s such a baffling story choice that highlights the developers' goals with the storytelling. Having this betrayal moment was more important to them than writing realistic character motivations, and this misguided prioritization does nothing but hurt my perception of the characters and the world. How am I supposed to take anything in this story seriously?

Not to mention, the betrayal is initially introduced as a fake-out twist where it looks like Serai is trying to stop Brugaves from obliterating the core of the Dweller that was just defeated. Again, it feels like the storytellers just wanted to put in a fake-out twist for shock value without considering the story implications. Serai stopping Brugaves at this moment implies that somehow Serai found out that Erlina and Brugaves were planning on betraying the Solstice Warriors (it’s never explained how she knew), and for some reason she didn’t warn Zale and Valere during their time together while looking for and defeating the Botanical Horror? Am I supposed to believe that in the space of time between Serai leaving the party and when she comes back in later to stop Brugaves she somehow found out about the betrayal? How could she have found out if Erlina and Brugaves were with the rest of the gang nearly the whole time? I know I sound nitpicky here, but I’m highlighting this since it’s yet another example of imbalanced priorities in the storytelling. The writers didn’t put thought into the implications of the fake-out twist, and again, it makes the story harder to take seriously.

A good chunk of the issue I take with this story also comes from how boring I found most of the characters. While there are a lot of fun personalities within the cast of this game there’s just too little depth in the story's main characters for me to care about any of them. I doubt anyone would argue against the fact that Zale and Valere are completely boring blank slates, which was likely due to the developers deciding to make their dialogue interchangeable depending on who the player decided to lead their party with. While I kind of thought Garl was kind of cool at the start, the more I played, and especially after I realized that he would die, I started to become really annoyed at how much the game was insisting on how nice of a person he was. The game just can’t help but constantly remind the player that Garl is a nice person that everyone likes, and there was a point where I started to get annoyed by it. His cheery attitude isn’t even an interesting contrast to a bleak world (even post-Dweller apocalypse), everyone in this world is kind and polite and hopeful, so much so that even in a haunted depressed town the residents are only indifferent towards you at worst. He’s a kind soul in a world completely inhabited by kind souls that typically occupy similar idyllic RPG settings, and so the writers must make him distinct by cranking up his kindness to 11. There’s a point where Garl stops feeling like a character and starts feeling more like a caricature, and this is a big reason why his death scene had no impact on me. The game is so desperate to make you like Garl so that his death scene feels impactful, but for me, it just looped back around to pure indifference, even resentment, towards him. The writer’s intent with this character was just so transparent I could never see him as a character, just as some sacrificial lamb to be killed off for story impact.

The thing is, Garl’s death scene is genuinely written in a very creative and interesting way. Just before Garl is hit with the shot that will eventually kill him, Resh’an freezes time and has a conversation with Aephorul. It’s a pretty effective moment that revels in its dramatic irony and fleshes out the interesting and complex relationship between Resh’an and Aephorul, and it even manages to fit in a fun tie-in with The Messenger without it feeling forced. It’s a shame that this moment felt retroactively ruined for me when it's later revealed that this was all set up for the writers to bring Garl back to life for the true ending of the game. This moment failed for me not only because I didn’t care that much for Garl, but also because it represents the storytelling not having the balls to live with the consequences of its decisions. The game wants to have its cake and eat it too; it wants you to feel sad when Garl is killed off, but it doesn’t want Garl to be permanently removed from the story. Do the storytellers not understand that character deaths are impactful due to the knowledge that they can’t magically be revived? That death without permanent consequence holds no weight? It’s not like he even does anything once he comes back, he just fulfills his wish to eat at the Golden Pelican and then convinces Aephorul to fight the main cast by being rude to him. The already weak story changes from one about characters overcoming their grief for the greater good to one about a bunch of kids using the power of friendship to kill a god. It’s amazing how the writers managed to make their poorly written story even more boring and generic.

Admittedly, the relationship between Resh’an and Aephorul is something I found to be genuinely interesting, but unfortunately it isn’t developed that fully and leads to another issue that drained me of the last bit of investment I had in the plot of the game. The thing is, the story isn’t actually about Zale and Valere versus The Fleshmancer, this conflict is microscopic compared to the one that is revealed later as a conflict between Resh’an and Aephorul that spans several timelines and dimensions. As a result of learning about this bigger conflict in the world, suddenly the conflict between the protagonists and The Fleshmancer within their own world feels small and petty in comparison. It became impossible to be invested in anything but Resh’an and Aephorul’s conflict, but this aspect of the story just isn’t developed enough in comparison to Zale and Valere’s comparatively small conflict. Before the end of the game, Resh’an just straight up leaves the party as a result of a new revelation about Aephorul he makes, since he needs to “return to the archives and run more models.” You’d think he’d come back at some point with his new learnings and revelations, but he doesn’t show up again until the end of the game, where in both endings he comes back just to leave with Aephorul. It’s such a bizarre choice, like the writers just got tired of writing dialogue for him and arbitrarily took him out of the story for some reason, despite this aspect of the story being the most interesting part for me. Nothing about his character arc ends in any conclusive matter, it’s just plain disappointing.

Weirdly enough, this problem of characters just kind of exiting the story for seemingly no real reason didn’t just apply to Resh’an. The way they handled Elder Moraine felt similar, like they just got tired of writing his character and so just demoted him to NPC status. The four Fleshmancer acolytes that were the main source of conflict in the first half of the game also just kind of disappear, they’re all presumably still at large by the time the credits roll. It’s bizarre, to say the least, and I honestly can’t think of any good reason for these characters to have their stories so abruptly and unceremoniously cut off.

Pivoting back around to the ending of the game, it’s saddening how anticlimactic both endings felt for me. In both endings, the protagonists fight and defeat a big evil being, which prompts Resh’an to come back and leave with Aephorul, and then Zale and Valere ascend to Guardian Gods and kill a World Eater in a jarring shift to shoot-em-up gameplay. I think a lot of the lack of impact of this ending is a result of the knowledge of the larger-scale conflict between Aephorul and Resh’an. After you defeat the great evil, even though Aephorul is not dead, the game congratulates you and rolls the credits. Even in the true ending when you actually fight and defeat Aephorul, Resh’an just takes him away and the audience is left wondering what’s changed as a result of his defeat since the World Eater still comes and everything else plays out the same way, except Garl is now alive. I think the lack of impact could’ve been mitigated had the game better explained the implications of the Solstice Warriors ascending to Guardian Gods, since what the ascension entails is kept very vague. If the ascension was perhaps better explained to have a notably tangible positive effect on the world and other worlds, I could remain satisfied with the ending resulting in them ascending, but from the way it looks they just kind of shoot off into space, kill one World Eater, then just fly around for the rest of time. As a result of the unclear implications of ascending to Guardian Gods the ending doesn’t represent a great victory for the heroes, it’s just yet another thing the game said would happen that’s currently happening. For all I know, multitudes of other worlds are currently being ravaged by Aephorul as a result of the fact that he never truly dies. It lacks both narrative and emotional impact, and unfortunately, it fails to stick the landing in any satisfactory way.

Overall:
You might argue that many of the points I brought up as criticisms are petty and nitpicky, and I would have to agree. No individual complaint I had about the game was the smoking gun revealing why I didn’t have a good time with it, but my problem with Sea of Stars ultimately lies in the fact that there’s not a single aspect of the game that lived up to any sort of standards, the game is less than the sum of its mediocre parts. No amount of pretty pixel art, decent music, or cool “wow” moments in the game will fix the fact that there’s just nothing noteworthy about the gameplay and story. It’s style over substance, and it failed to capture the magic that I felt when playing through The Messenger. While fans of JRPGs may find a lot more fun in this game than I did, unfortunately, Sea of Stars is just one of those JRPGs that makes me think I hate JRPGs. It always hurts a little when a game that I want to love turns out to be a disappointment.

Misc:
Here’s a list of nitpicks that felt difficult to naturally fit into the review. The review is already way too long but I’m choosing to include these for the sake of being thorough. The depth of my disappointment with this game just needs to be expressed on this website.
- The game splices in short animated cutscenes in moments it deems important. While these cutscenes are very well made, the art style sticks out like a sore thumb compared to the pixel graphics, and these cutscenes are often too brief for their existence to feel justified. You’ll quickly cut to a 2-second cutscene of Brugaves and Erlina waving at the main characters before cutting back to the pixel art graphics. It always felt jarring and out of place, not to mention that the important moments that the game chooses to show always feel arbitrary. There were many moments when I wondered why there was a cutscene to introduce it and many other moments where it felt like the kind of scene that would justify a cutscene that just didn’t happen. It’s a lot of effort put into something that I think made the game worse off.
- Exploring the world there are lots of subtle animations and lighting that make it feel more alive, but ironically enough the humans in this game are the least lively part of the game. While some of them wander around, too many NPCs are just placed in the center of the building they occupy, staring at their door, waiting for the player to interact with them. Not to mention, talking to all the NPCs in a town reveals them to be part of some hivemind with how often their separate dialogues are just rewordings of the same statement.
- With only a few exceptions most enemy weaknesses and resistances to certain types of damage felt like they didn’t follow any conventional wisdom (that I could discern, maybe I’m just dumb). Discovering enemy type weaknesses is often a matter of trial and error, but even after learning enemy weaknesses I’d often simply forget just because there’s no discernable logic behind them in the first place.
- The one notable exception to the above problem is that Fleshmancer enemies are always weak to solar and lunar damage. Even though these enemies should be the most intimidating ones in the game, this simple fact means that many encounters with them will be dealt with in one turn through the use of moonerang or Zale’s flame dash whatever move. Their strong resistance to everything else also led to a funny moment where I used Vespertine cannons on a Dweller, which I believe has the longest animation of the ultimates, and it would deal only 10 damage. This wasn’t a one-off thing either, it happened a few times throughout my playthrough since there’s a decent chunk of time when Vespertine cannons is the only ultimate move available to use.
- I briefly touched on it in the combat section but I’d just like to emphasize that there’s just way too many healing options between all the party members. Zale can heal, Valere can group heal, Garl can heal, Resh’an can heal, B’st can heal, there’s a combo move that will full heal, and Resh’an’s ultimate full heals. It’s so excessive, there is almost never any risk of dying, even in late-game fights where bosses have moves that just set your HP to 1.
- The Wheels minigame is 10 times more fun than normal combat.
- The moment when Serai grabs the Vial of Time off of Resh’an and throws it at the Dweller of Strife annoys me. The implications of Resh’an being involved in the conflict were clearly explained but Serai makes this dumb decision regardless and it directly leads to Garl’s death. Resh’an doesn’t even really make any physical effort to stop her. It’s not awful, I guess, I can kind of understand why Serai would do it, but it still rubs me the wrong way.
- There’s the whole cutscene/sequence with the funeral whatnot after Garl dies for real, and it felt a bit tone-deaf for the sequence to end with a pop-up textbox accompanied by a jingle telling us that the main characters have now learned their ultimate abilities. It felt kind of emphasized by the fact that the jingle causes the somber music to completely cut out before it fades back in.
- It feels like the game often forgets that you have two party members who have demonstrated that they can create instant warp portals to other locations. Apart from the fact that the whole “portal ninja” concept for Serai feels underutilized in her kit (there’s just so much creative potential that just isn’t tapped into with her concept), it feels like there should’ve been some explanation as to why we can’t use Serai or Resh’an’s portals to fast travel or unlock new shortcuts around the overworld. It feels like too obvious of a solution for the game not to acknowledge it in some form.
- Serai has the big reveal when she turns out to be a cyborg, but I can’t think of any reasonable explanation as to why she had to keep this information from the others. You’d think that informing them about her situation would help her achieve her goals but she just kind of tags along with the gang, never mentioning needing help until the protagonist's journey just so happens to take them to her world. I guess she somehow knew that they would eventually end up in her world? How'd she even travel between worlds to begin with? Did I miss something in the story explaining this?
- The revival of the Dweller of Strife felt like it was supposed to be a big turning point in the story, this was the being that killed off every Solstice Warrior except for Brugaves, Erlina, and Moraine. We even see Brisk being destroyed by meteors, but a few cutscenes later everything is fine with the world. Even Brisk goes back to normal pretty quickly. The world just isn’t altered in any meaningful way and there is no sense of urgency in progressing the main quest.
- The giant golem being named “Y’eet”, the existence of “Jirard the Constructionist”, and various other weird jokes were intentionally put in the game by the devs to kill me on the spot for saying bad things about their game.
- Lots of games have obligatory Kickstarter rooms, having them is not inherently a problem. The game going out of its way to force you to enter the Kickstarter room is a problem however since it tricks the player into thinking there’s something worthwhile to discover. All the build-up to entering the crypt for the first time builds up intrigue that turns into disappointment when it is discovered that the crypt is just Kickstarter messages.
- There’s probably something to be said about how I spent almost every spare hour I had post-launch playing this game despite how many issues I had with it. I suppose in lots of ways the game was “good enough” to play, but I think part of me was powering through out of pure spite.

the paragraph long monologues on the human condition are good, actually

better than most gachas but it's still a gacha that you drop after a month at best

The yuri in this goes hard

Fun. Gets tedious but as long as you don't try to 100% you can beat it before you can't stand it