I'm always wary of western indie devs inspired by classic jrpgs--they usually miss what was actually fun about those games and opt for some awful mix of mechanics done better in those old games glossed over with some pretty paint. So, I went into In Stars and Time with a bit of a prejudice.

And...it was pretty good! For one, this game borrows its core from the classic rpgmaker game on dlsite--the rpg mechanics here are threadbare and function more as a narrative tool than "something you play", and the narrative thrust is all about the main character Siffrin delving deeper and deeper into every time loop, trying to find how to beat King.

My other worry coming into the game was that it'd be too...wholesome and twee? I was on tumblr in the 2010s, I've seen this art style acutely, the sort of overly-cute "lets hold hands and talk about our feelings and everything will be okay" sort of thing was completely endemic, and this game sort of has it but its not like, annoying about it?

In fact, its actually quite a delight learning more about how that sort of ethos is presented as worldbuilding. See, basically every single object in the game has copious amounts of flavor text if you interact with them--like, obscene amounts. You very quickly learn the interior lives of every person you meet, every little belief or habit of everyone and the world around you, in near-excrutiating detail. At first, I thought this was just a bit of narrative flourish--but then I beat the final boss the first time, the time loop nature became clearly apparent, and I understood.

See, this game really sells you on the tedium. You will likely go through "the game" 30 to 40 times over the course of the game, and all that flavor text adds up. You will get to the end of one run to see something new, learn oops you fucked up and forgot the random doodad you couldn't know you needed back at the beginning of the game, then loop back go through all that fucking dialogue(which yes has a skip feature for some of it), get the doodad, go back again before finding more shit you didn't know you needed. You start optimizing your runs--dodge the corner here so you can bait the random trash mob into walking in the other direction to skip that encounter, interact with only the few objects you need to continue progressing, skip over that room you don't technically need to, take the left-hand path around an atrium so your barrier maiden doesn't see her friend dead, keep going...it'll still take 20-30 minutes to go from beginning to end, but its faster.

it's all to wonderful effect. You are stuck in this loop too, watching the same shit happen again and again, its incredibly tedious to go through and makes you as a player mimic Siffrin's decent. But, it works, and I love it for it--because the game is well-paced and in spite of the repetition, there is always narrative thrust, always one more thing to investigate, or a new line you somehow missed before that makes it all never feel dull. I genuinely think adding more qol, more ways to skip past the uninteresting parts would hinder this game and it's impact.

Of course, it all wouldn't work if it was in service of an uninteresting narrative--which it definitely doesn't have. The game I think I compare it the most to is perhaps Disco Elysium--there's a similar conceit at play, whereas Revechol is initially presented as a pretty normal pastiche of east europe in that game, and all the weird fucky worldbuilding slowly creeps up and takes over the setting there, its similar for this--the game presents itself as a cutesy maou/yuusha story, and its only through repeated loops and investigation do you see how weird the world actually is. And, in perfect time loop tradition, it brings it all back home in the finale--it won't surprise you if you've read any number of past time loop stories, but the execution is quite good.

Altogether, a good time that I don't regret at all.

Reviewed on Jan 01, 2024


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