15 reviews liked by Aveilein


FitXR

2019

This is less of a review and more just personal accountability. I've struggled with my weight for years and only dabbled in VR fitness apps here and there - but I'm gonna be using FitXR to try and finally shed this weight and feel good about myself.

Any words of encouragement would be welcome :)

I was planning on going in-depth in a video on this game, but this game really doesn't have a "story" or an angle you can go on about. It's ambitious, has great art direction and environmental design. It has great immersive features that helped me to self actualize in a way akin to Death Stranding.

Gameplay:
But ultimately the gameplay loop is unbelievably dull and poorly explained. It's a turn based RPG that has combo moves, like Indivisible or Valkyrie Profile and each action takes up an AP value. The issue is, that's all there is and each character is incredibly limited. For most of the game you'll be doing A into B into C, over and over and over without variation or intrigue.

Defensively, there's a timed dodge or parry, but it's wayyyyy too telegraphed with enemies showing the exact ideal timing with a flash of light. They often only attack once per turn too, and the variety of attacks is one or two total per enemy.

The exploration rewards you with a bunch of random craftables you won't care about, and the puzzles are a repetitive copy-pasted slog.

Story:
The story is a bunch of lore dumps and exposition heavy reading. The characters barely exist, and the ones that do exist are all stoic and unemotional, except for Vi. The actual "events" that take place are comparable to side quests, with the characters doing uninteresting chores or trying to overcome a setback.

Performance:

This is probably where things get the worst. The game has some pretty bad stuttering and loading issues, and beyond that the game has compatibility issues meaning that a lot of people can't emulate it or even run it. Most people don't have phones designed for gaming, and this game is certainly not optimized for the average person.

Conclusion:
I really wanted to love this game, and tout it as an ambitious consumer friendly entry to the mobile gaming space, but ultimately it's just a gimmick and there's very little to latch onto.

The developers try to pay homage to several different classic games that it's clear they either didn't play or didn't understand. Disappointing because the potential for something great is there, but the complete lack of any interesting characters or narrative stakes makes it hard to care.

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.

This game is so boring that I don't even want to really write anything about it. I seriously don't get the appeal. The copy abilities are fun and creative but the level design is so flat and the movement so slow that I found myself so tired of this game by the end. The only challenge came from me just holding right to try and get through the levels as fast as possible. Incredibly mid experience

TLDR - Dogshit.

Played out of boredom, as a joke, and out of curiosity. I unfortunately also borrowed Ch2 from a family member with Steam Share, but my thoughts on that game also mimic my thoughts here. It's 4:36am at the time of writing this and I'm very passionate about horror, so sorry for some lengthy and angry rambling.

Mascot horror is a hot topic in horror at the moment, I feel. Whether or not it's a valid subgenre, the quality of the games, the quantity of the games, what makes one better than the others, etc.

I get FNAF was the game to start the whole "mascot horror" trend. People have every reason to blame that game for running (MOST) indie horror games into the ground. If FNAF was the inventor of mascot horror and a game like Bendy and the Ink Machine the less than desirable pioneer that pushed things forward, then Poppy Playtime's the focus-group tested, corporate built-and-approved harbringer of it.

But I argue that FNAF, for all of it's major, glowing, glaring flaws, still had one major boon outside of some self-made messy charm - it understood horror is primarily about people. The physical, mental, paranormal limits of people, the survival of people, the trauma from people, but still people. The execution of the FNAF story is another discussion entirely, but at it's core it does understand that very basic concept of horror: it is about the murders of children, the murderer and his family, and the aftermath of that, both physically and emotionally with a paranormal veil. That last part makes it obvious that there is atleast a good, baseline understanding of what makes horror tick within it, even if it is a complete mess. It's far, far from perfect but it is competent and creative enough (most of the time) to be enjoyable - which is why it's retained it's fanbase after so long alongside some memes/nostalgia.

This game does not have that boon. It is purposefully designed to try to recreate FNAF's endearingly but admittedly insane and labyrinthine storytelling in the least likable way possible. It copies Bioshock of all things, scattering it's actual story throughout the world via physical tapes and papers in between the moments of "oooh scaaarrry mascot is chasing you!" because it doesn't have the guts to actually make it interesting to encounter or engage with. It's lore-dumps all the way down, and it's nothing but "what if we made really fucked up toys" and immediately following into "the mascots killed everyone oooooooooh fuck!" Not even the "lore-dumps" of FNAF (at least the original 6 games) are actual lore-dumps, it's all strung together implications and interpretation from minigames, small details and voicelines. This scrapes up a very big misunderstanding of horror baked into this game's design; this game is about the mascots exclusively. Not the people behind the mascots even though they are mentioned, not the tragedy that happened to the people behind the mascots despite that being what this should be about - this is about the colorful characters you see before you at every moment. They are the stars here. There is no emotional connection, because there's no emotion, and nothing to attach any actual emotion to. This is a game about some marketable, colorful, and annoyingly recognizable mascots being at war with each other.

The gameplay is somehow less depthful than it's writing; it is literally matching colors, and the occasional piss easy electricity puzzle that wouldn't be out of place in a mobile game, after walking in a straight line or into a vent for a majority of the game. Of course, this isn't bad on it's own. Sometimes games can just be simple like any other medium can be simple. However, the lack of any sort of challenge makes it hyper-popular with children, the target audience, because anybody can play through and beat this game. Which unfortunately gave it success, spawning it's own copycats and flooding indie horror with this subgenre.

It's like this in order to do the following three things: get free exposure via Youtubers/Streamers screaming at it, sell merchandise, and, most importantly, get people like MatPat to theorize about it so kids can spend endless hours thinking about it, for the "depth" that doesn't exist and is sending those poor bastards at Game Theory on a wild goose chase for anything properly coherent.

Y'know, I'm a big horror fan. This genre is arguably the most influential to my life and inspirational to my creative side. Resident Evil, Scream, Nightmare on Elm Street, The Exorcist, Evil Dead, Salem's Lot, Dead Space, Silent Hill, Alien, even FNAF all have impacted my life in one way or another, alongside so many horror-adjacent pieces. I've been around the block with this genre, both good and bad. Some of the most impactful pieces of my life are horror - but I've played, watched, read just as many completely dogshit horror pieces that do not understand what genre they're in and suck ass.

I think this is the absolute worst piece of horror I have ever personally experienced. (edit: 10/14/2023 - somehow Exorcist Believer has dethroned this, absolutely horrific movie.)

Not just because it's safe and boring trite, not just because it fundamentally misunderstands the genre it's in, not just because it's all an effort to cash in on FNAF's success, not JUST because it started a trend of copycats that are trying to follow it's own success now, but because out of every piece of horror I've ever interacted with, somehow, someway, this is the piece that I think has bought into it's own hype the hardest.

It is treating itself like it has FNAF levels of success, trying so desperately to live up to the mantle, without understanding that FNAF's superstar level of success was lightning in a bottle. Poppy Playtime is also successful on it's own - not because of charm, or a lucky break, or whatever other successful factor you can pin onto FNAF. This game is a by-design hit. It is successful because it aggressively forced itself into the door, trying to catch lightning in a bottle again, trying to do the same thing it's mascot-suit clad predecessor did. This thing exists to drive "hype" - sell merch, drip feeding the actual game out, get people to drive ANY attention to it (and it's copycats by complete accident) - all to try to mimic the effort of one guy who just liked making video games for his kids.

Because of Poppy's success, a lot of indie horror games are trying to hop on the bandwagon, even the pioneers of the bandwagon. Of course, with quite a few exceptions that are actually wonderful pieces of horror, or at least has roots deep in horror.

I went into this and Ch2 as a joke, out of boredom. I went in expecting to waste time by playing a below average horror game chasing the dream of being the next FNAF. I came out hating everything this game does, and the fear of any echoes it's left on indie horror seeping it's way into other mediums. I would say at least the admittedly creative artists are getting paid well, but that's not fucking likely considering NFTs released for it.

Fuck this game.

I know that it's a rpg series that doesn't do that much that SNES predecessors haven't already done, but i played this before those. The art is charming, some of the music insanely good, the characters are likeable, main villains intriguing, and you visit all kind of interesting places. The overarching story is a typical save the world affair, but it's done well (and like 90% of all rpgs come down to that in one way or another).That's enough for me to really like a jrpg.
If you have enough Djinn the combat can be played in a djinn set and summon only fashion, but i didn't mind that much. The summon effects were awesome even after spamming them for ages, i still remember all the rank 4 ones. I had to use a guide for my 100% playthrough, because a few of the djinn were in the open world on secret spots (not a fan of that). But most of them you discover naturally without to much chance to completely miss them.
I don't care that much for puzzles in a rpg, but that's a strong aspect in this game as well.

I have to admit i don't like it as much as the first game. The Air Rock place which was way to big for something that early, almost made me quit the game. I can't stress how much i hated it.
There was enough to explore in this world, but i felt it missed something. There were way to many summons to all use effectively ( i don't even think i saw all their animations once), so a lot of them did eat dust the moment i acquired them. The two fire villains felt like cheap copy's of the two in the last game, i really wish they used some earth or wind adepts instead (would have gone nicely with the water adept villain). The ending also felt a bit sudden.

Don't get me wrong i enjoyed the game, but i somehow expected more in the narrative after i finished the first. A lot of the things the new party did didn't feel that important, and even when it did wrap up in the end i felt it had the potential to be something more. That might just have been me though.

One of those epochal clashes between dirty, abrasive, endearing eco-romance and cute, sinister Y2K-era techno-optimism turned satire of imperialism. These angles lock arms in a subtle but ever-looming creation story of what video games, as puzzle boxes and a storytelling medium, could become in the new millennium. Love-de-Lic finally mastered this kind of anti-RPG disguising a clever adventure, and L.O.L's occasional flaws rarely distract from the majesty and sheer emotional gamut this offers. Here's a Gaia of broken promises, uprooted existence, twisted social covenants, and how to survive and adapt in a harsh universe where we're the only love we give.

Completed for the Backloggd Discord server’s Game of the Week club, Jan. 31 – Feb. 6, 2023

If Moon RPG was a thesis polemic and UFO a dissertation, then Lack of Love was Kenichi Nishii & co.'s post-doctorate trial by fire. The era of overly experimental, often commercially unviable projects like this on PlayStation, SEGA Saturn, and now Dreamcast was slowly in decline. Almost all the post-bubble era investment capital needed to support teams like them would filter increasingly into stable, more conservative groups and companies working on console games. In a sense, they saw themselves as a dying breed, the kind that gets stomped all over in this year-2000 cautionary tale. I'm just glad Ryuichi Sakamoto helped produce this and get it to market, especially given the system's poor performance in Japan. His music and environmentalist/anti-capitalist stance stick out at times throughout the story, but he's mainly taking a backseat and giving Love-de-Lic their last chance to create something this ambitious together. In all the years since, the studio's staff diaspora has led to countless other notable works, and parts of L.O.L. both hint at those while revealing what was lost.

We're far from Chibi-Robo or the Tingle spinoffs here, after all. Lack of Love shows unwavering confidence in the player's ability to roleplay as this evolving, invisibly sentient creature who experiences many worlds on one planet, both native and invasive. Every real or fake ecosystem we travel to, whether by accident or in search of respite, offers enough challenge, task variation, and indulgent audiovisuals to keep one going. I wish I could say that for more players, though. It might not reach the difficulty and obtuseness of much older graphic adventures from the Sierra and Infocom glory years, but I've seen enough people who like classic games bounce off this one to know it's a hard ask. You have no choice but to poke, prod, and solve each environment with verbs you'd normally never consider, such as simply sleeping in a spot for longer than feels comfortable or, well, interesting. It's more than beatable, but I won't begrudge anyone for watching this or relying on a walkthrough. LDL designed L.O.L to be dissected, not gulped down. Tellingly, though, the game starts and ends with a titanic beast possibly devouring you unless you act quickly, instinctively perhaps.

One moment that frustrated me, but also revealed the genius behind it all, was trying to race the bioluminescent flyers on level 5. By this point I've transformed a few times, having become a frilly flightless fellow with plenty of brawn and speed. Darting across this mixture of bizarre swamp, desert, and grassland terrain has led to what feels like a softlock, a set of plant walls I can only squeeze by if I use the right tool. Lack of Love succeeds in telegraphing points of interest for most puzzles, be it the obvious dirt starting line for the night races in this grove, or the cold and minimalistic off-world objects and structures seen later. What's never as obvious is how exactly to interact with other creatures for more complex tasks. Helping out by killing a larger bully or retrieving a parent's lost child is straightforward, but something as simple as just entering the race used a good hour of my time here. Oh sure, I could win the race all right…but it took way too long for the game to recognize and reward me, forcing another long wait from night to day and back again since there's only one lap a cycle.

I recognize that my impatience got in the way of just accepting this, one of life's many setbacks. So I simply waited all day and half a night to repeat the ritual until I got it right. A majority of L.O.L's dialogue with players and critics comes down to how it considers rituals, those habits justified & unjustified which define our daily lives. If anything, the interrogation of normalized behaviors, and the true intentions or lack of them hiding behind, define the studio's short career. As I gorged on helmet-headed stilt walkers and headbutted tree-nuts to slurp up their fruit, it dawned on me how well this game handles repetition. Many times did I get entranced into calling, roaring, and pissing all over each map to see if some cool event or interaction could happen where it'd make sense. Most of these levels are well-built for quickly crossing from one relevant hotspot to another. That desire to see it all through, no matter when I got humiliated or had to slog past something I'd solved but failed to do just right at just the right moment…it makes all of this worthwhile.

Progression throughout Lack of Love isn't usually this janky or unintuitive though. The game's main advancement system, the psychoballs you collect to activate evolution crystals, accounts for skipping the befriending process with some of your neighbors. It makes this a bit more replayable than usual for the genre, as you can leave solving the tougher riddles to a repeat run while continuing onward. I wish there wasn't anything as poorly built as this firefly race, or the somewhat tedious endgame marathon where your latest form can't run. But while that impedes the game's ambitions somewhat, it usually isn't a dealbreaker. LDL's crafted an impressive journey out of life's simplest moments, pleasures, and triumphs over adversity, from your humble start inside a hollow tree to the wastes of what the eponymous human resettling project has wrought. There's only a few "special" moves you can learn, from dashing to

In short, L.O.L. is a study of contrasts: the precious, vivacious yet forever dangerous wilds of this planet vs. the simpler, stable yet controlling allure of organized systems and societies. Nothing ever really works out in nature, not even for the apex predators like me. Yet everything has to work according to some plan or praxis in any form of civilization, something made possible through explicit communication. Love de Lic's challenge was to treat players with as much respect for their intelligence as possible before giving them something inscrutable—no straight line to triumph. This game had to feel alien, but still somehow understandable for its themes and messages to resonate. It's an unenviable goal for most developers. Just ask former LDL creators who have moved on to more manageable prospects. Obscurantism is a mixed blessing all throughout the experience, and I can't imagine this game any other way.

The opening level at least prepares you for the long, unwieldy pilgrimage to enlightenment through a few key ways. Popping out of the egg, swimming to shore, and the camera panning over a creature evolving via silver crystals gives a starting push. Then there's the initial "call for help", a newborn creature struggling to get up. Getting your first psychoball requires not aggression, but compassion for other ingenues like you. On the flipside, you end up having to kill a predator much larger and stronger than yourself, just to save harmless foragers. I definitely wish the game did a better job of avoiding this Manichean binary for more of the psychoball challenges, but it works well this early on. Maybe the initially weird, highly structured raise-the-mush-roof puzzle west of start was a hint of more involved sequences either planned or cut down a bit

Crucially, the following several stages demonstrate how Lack of Love's alien earth is far from some arcadian paradise. The game simply does not judge you for turning traitor and consuming the same species you just helped out; regaining their trust is usually just as easy. One look at the sun-cracked, footstep-ravaged wasteland outside your cradle portends further ordeals. LDL still wants you to succeed, however. The start menu offers not only maps + your current location for most levels, but a controls how-to and, most importantly, a bestiary screen. It's here where each character's name offers some hint, small or strong, pointing you towards the right mindset for solving their puzzle. Matching these key names with key locations works out immediately, as I figured out with the "shy-shore peeper" swimming around the level perimeter. Likewise, the next stage brought me to a labyrinth of fungi, spider mites, and two confused gnome-y guys who I could choose to reunite. Taking the world in at your own pace, then proceeding through an emotional understanding each environment—it's like learning how to breathe again.

L.O.L finds a sustainable cadence of shorter intro levels, quick interludes, and larger, multi-part affairs, often split up further by your evolution path. Giving three or five psychoballs to the crystal altars sends you on a path of no return, growing larger or more powerful and sometimes losing access to creatures you may or may not have aided. The music-box pupating and subsequent analog spinning to exit your shell always pits a grin on my face. Rather than just being punctuation for a numbers game (ex. Chao raising in Sonic Adventure, much as I love it), every evolution marks a new chapter in the game's broader story, where what you gain or lose with any form mirrors the existential and environmental challenges you've faced. As we transition from the insect world to small mammals and beyond, the heal-or-kill extremes ramp up, as do the level designs. I wouldn't call Love-de-Lic's game particularly mazy or intricate to navigate, but I learned to consult the map for puzzles or sleeping to activate the minimap radar so I could find prey. It'd be easy for this evolve-and-solve formula to get stale or ironically artificial, yet LDL avoids this for nearly the whole runtime!

Early hours of traipsing around a violent but truly honest little universe give way to a mysterious mid-game in which L.O.L. project puppet Halumi intervenes in the great chain of being. An impossibly clean, retro-futurist doll of a destroyer plops down TVs in two levels, each showing a countdown to…something big. Nothing good, that's for sure, and especially not for the unsuspecting locals you've been trying to live with. So far it's mostly just been a couple short tunes and Hirofumi Taniguchi's predictably fascinating sound design for a soundscape, but now the iconic tune "Artificial Paradise" starts droning in the background. Musical ambiance turns to music as a suite, a choreographed piece overriding the vocals and cries you know best. Then the terraformer bots come, and the game introduces another stylistic dalliance: the disaster movie removed from civilization. We've gone from colorful, inviting, mutualistic landscapes to invaded craggy rocksides, a very survival horror-ish insect hive where you play Amida with worker bugs, and a suspiciously utopian "final home" for our alien cat and others just like us.

The final levels satisfyingly wrap all these loose threads into a narrative on the ease with which precarious lives and ecology fall prey to not just the horrors of colonization, but the loss of that mystery needed to keep life worth living. Neither you nor the last creatures you help or save have time or dignity left as the L.O.L. project faces its own consequences, radiating across the world in turn. But I'm familiar with that shared dread and understanding of what it's all coming to, as someone living through destructive climate change my whole lifetime. How does one carry on in a land you remember functioning before it was poisoned? What can family, friends, mutual interests, etc. do against the tide of sheer, uncaring war or collapse?

There's a definite rage hiding behind Love-de-Lic's minimalist approach, only rising to the surface at the game's climax. You can taste the proverbial cookie baked with arsenic, a barbed attitude towards living through these times after growing up hoping and expecting a bright tomorrow. To make it out of this world alive takes a lot of seriousness, but also heart and a sense of humor, which Lack of Love never lets you forget. The ending sequence had me beyond relieved, overjoyed yet mournful about how no environmentalist hero's journey of this sort seems to work beyond the plane of fiction. Is it a lack of love consuming us, or the forced dispersion of it? L.O.L. justifiably refuses to give a clear answer, something even its developers are searching for. It's not the most sophisticated kind of optimistic nihilism anyone's imbued in a work, but a very fitting choice for this adventure.

Plot and thematic spoilers ahead

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Friendship, whether convenient or desirable on its own, becomes even more important during the second robot attack you suffer through. A mutual species has been living with your newfound family, and one of these more plant-/shroom-shaped fellows is still mourning their dead feline pal near the bottom of the map. Yet again, though, rituals and routines like the egg worship above supplant the ignored pain and due diligence owed in this community. Shoving the guy away from an incoming bulldozer, only to get squashed yourself, is the most you end up doing in this apocalypse. It only gets worse after awakening not in the natural world, but an eerie facsimile of it, built aboard the L.O.L. spaceship that we saw dive into the planet with a virus' silhouette. Even highly-evolved lifeforms, now able to talk in bursts and build a structured society, lose sight and make mistakes. But only humanity can play God for these fauna and flora, such that you're imprisoned in a hell superficially resembling home.

Gone are the toils of comprehending other species, or stumbling haphazardly through situations that should have killed you long ago. All that Halumi and the humans want from you, their obscure object of desire, is to pass basic push-and-pull block mazes. Imagine sitting down for your high school exams, having studied the world and its intricacies for so long, only for them to hand you an arcane IQ test. There's no assumption of ecological intelligence in the robot's data banks or AI model, just a delight in watching you wriggle through Backrooms Sokoban. Halumi merely chuckles as you clear each room, then lures you into an abstract abyss of phosphenes just to play tag. We then watch the banal. comically on-the-nose mission video recounting humanity's failure to manage their own planet and ecosystem, meaning they must export their hopes, dreams, waste, and destruction to another. Some reward for getting this far in a contrived, worthless series of "tests" they're apparently obligated to perform.

And you'll quickly notice your suffering isn't that unique, either. The quote-unquote habitat caging you is policed by Halumi's robots and, more bizarrely, flying baby androids dispensing this game's send-up of pet food. It's clearly nothing too healthy or appropriate for the menagerie of organic inhabitants imprisoned on this ark. They're literally shitting themselves everywhere they go after eating! And those who fail the tests get treated as literal waste, too. Falling into the scrap closet, with its once-pristine walls peeling and the remaining animals suffering without dignity, shows the depths that this whole "sustainable" planetary resettlement program has sunk to. Some might say the game gets much too unsubtle at this point, which I can agree with. But given the current state of poaching, zoos-as-businesses, habitat displacement, industrial ranching, and careless pet adoption in our own world, maybe these messages work best when they're blunt. Halumi forcing his units to not kill, study, and presumably burn you up after just for failing a test is perhaps the only sign of remorse this antiseptic dungeon offers.

Impressing Halumi with each test comes to a head when we're given a Hobson's choice: the hilariously, insultingly ugly baby-bot or the friend we had sacrificed our safety for back in the pridelands. Predictably, you get thrown in the trash again for making the better choice. Choosing the infant, and all that humanity represents through Halumi and their army, merely makes you a glorified pet for the robot, stuck in the same fancy hotel room as two other dubiously lucky critters (plus Dave Bowman on the bed, out of camera—IDK, this feels like a 2001 reference just as much as the game's intro). Did I mention we haven't evolved for quite a while now? Guess what you become next: an awkward, baleful mirror of the baby from earlier, unable to run and too oversized for these new comforts purportedly made with kids in mind.

No one's at home here, not even the robots if that's even a concept they're built to comprehend (which I doubt). We may be out of hell, but this purgatory isn't much better. After helping the alligator with the shower and the flowery bloke with table manners, the soft but melancholy downtempo lounge of Sakamoto's "Dream" rings out from the hi-fi stereo. Beyond being one of my new favorite melodic ambient songs in any soundtrack, it perfectly conveys how much these "successful" test animals have lost, something we're used to even as we resist the circumstances. It's their last respite, just as playing this game might, for some, be an escape from our own degrading world in which we're seemingly powerless to stop the bleeding.

To the master robot's credit, they aren't too keen on keeping us here at all costs. Halumi's got big plans to fulfill, as they're quick to shoo us off from the ship's bridge. A quick peek outside the rocket shows the beginnings of an American-style highway going nowhere good, and an abnormal dust storm blowing every which way. I tried looking at my map here and found, to both horror and amusement, that there is no map at this point in Lack of Love. The protagonist's been disconnected from the outside world for so long, and exposed to the hubris and demystification of these captors, that only what intuition's left can lead the way out of here. L.O.L gives you compelling, frustrating predicament: stay in the Artificial Paradise—the map of the realm consuming the realm itself, Borges' fabled copy corrupting and then replacing the original—or finish your pilgrimage, an impossible trek through a ruined, desiccated, hopeless bastardization of home?

LDL already knows I'm going to press onward. That’s what they taught me, this new citizen of the earth, right from the start! And of course it's painful, having nothing to feed on as I crawl desperately towards a far-off exit, saving a primate friend in the process. But hope re-emerges when reuniting with that friend from the village, waiting so long to see if we're okay. The story's optimistic views on mutualism within anarchy finally collide with all the forced order and folly of its antagonists. Few moments in video games feel as biting and final as this last set-piece, a forced run away from falling tectonic plates as the L.O.L project finally collapses under the weight of all its systemic damage to the planet. We also have one last metamorphosis, saving you from death by hunger and replacing the corrupted infant form with one resembling an early human, alternating between running on twos and fours. All the player's achievements, elation, and suffering have built up to this, whether there's survival or mere death waiting at the end.

In the end, L.O.L. opts for a happy ending it's done everything to suggest can't happen. The planet rejects the virus, despite having deteriorated so much it loses its magnetic field. All of Halumi and the robots' systems suffer systemic collapse, preventing much more fatal consequences had they continued sapping the global lifeforce. Most importantly, our "hero" and boon companion crest the mountain in time to witness god rays breaking through the storm that had slowed us and threatened doom. I put hero in quotes because, just as with Moon RPG a few years prior, Nishii can't let us leave this fantasy as models to be revered, icons of victory beyond reproach. Even our protagonist had to invade, predate, and take from others their tokens of trust and acceptance, all to reach this point. But in an imperfect reality, this hardly makes us the villain either. This remarkably smart, courageous, and wise duo prevailed against odds not to prove something or selfishly leave this world behind, but to support each other during an eschatological nightmare. Just as that lack of love nearly ruined this world, the overwhelming abundance of it is finally enough to get you and someone else through the end times. Even if it didn't work, would it not have been worth it?

Our story passes on into collective memory, but Halumi's is just beginning. They're an embarrassment to their creators' hopes and whims, the once innocuous but now disgraced mascot of colonialism. Moreover, bots like Halumi and the minions are simply expendable metal to forge anew. L.O.L. ain't gonna stop at just one failure on a single planet, not with humanity's future at stake. So they'll try their luck elsewhere, and probably destroy that wandering rock in the name of civilization. But not this world. This once dominant predator from the heavens is just another vulnerable denizen now, and that's what frees them. The giant who once wielded an army and crushed all biomes to bits now gingerly steers clear of the smallest critter it meets. Halumi's learned to love the world as it is, not from orders on high or as a sandbox to redevelop. And so the circle of life incorporates one more host, a guilty conscience on the way to carving a new, more empathetic destiny from what's left.

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End of spoilers

One has to wonder how delicately and effortlessly this game touches on something as complicated as anarchy vs. hierarchy. Both protagonist and antagonist ultimately seek a place in their world: a mercurial, fluid entity among the bio-sprawl, or a cybernetic King Canute damming the primordial ocean of life and commanding its tides. There's a clear throughline from Moon RPG's evil-hero-good-interloper dynamic to the equivalent in this game, but L.O.L. sees room for redemption. It avoids the easy pessimism this premise could thrive upon, albeit not by asserting humanity's exceptionalism in the face of catastrophe. Halumi's just one more anthropomorphic tool exploited by the powers that be to accomplish their foolhardy wars on worlds they think are beneath them. This weaponized cuteness only works until the illusion of respectability or shared gain has evaporated; now they're just a tin can ready to rust away on an abandoned Eden. It's time to stop fighting. It's time to survive.

Lack of Love leaves me wanting despite all that it's evoked from me. Another late-game stage expanding on the prairie village's growing pains, and the tensions between tribe mentality and complex new hierarchies, would have made me rate this even higher. The best bits sometimes get drowned over tetchy player controls, or poorly telegraphed puzzle designs in a few spots. And there aren't quite enough rewards for exploration like I'd hoped, with areas like the desert near the end feeling very barren of interaction or secrets off the expected path. But these all point to the constraints, low budget, and limited time Love-de-Lic had to realize a vision so ambitious that few are trying anything like it today. More privileged groups like mid-2000s Maxis struggled to realize their own comprehensive story of life growing from nothing and adapting to everything. And then there's fanciful but less compelling evolution legends such as EVO: The Search for Life and its PC-98 predecessor. Still I love those projects for their own ambitions, just as I've got nothing but love for L.O.L, warts and all.

Sadly the general public and most game fans either didn't know about it or had other priorities, leaving Love-de-Lic to disband and try their design approach elsewhere. How sad but fitting that any indelible interactive story this ahead of the times should find rejection until decades later. From what interviews and retrospectives we have, it seems as though Nishii, Sakamoto, and others understood this would be the company's end. There's no glory there, just a resignation to the harshness of the video games market and what it quickly excludes from view. All I want now is for you to try giving this a little love, too. Do for L.O.L. now what was improbable when it released into an uncaring media landscape all those years ago. For lack of a better answer to this indignity, I've ended up playing one of my new favorite games, and maybe you could too.

ᴀʟʟ ᴛʜᴇꜱᴇ ᴡᴏʀʟᴅꜱ ᴀʀᴇ ʏᴏᴜʀꜱ ᴇxᴄᴇᴘᴛ ᴇᴜʀᴏᴘᴀ
ᴀᴛᴛᴇᴍᴘᴛ ɴᴏ ʟᴀɴᴅɪɴɢ ᴛʜᴇʀᴇ
ᴜꜱᴇ ᴛʜᴇᴍ ᴛᴏɢᴇᴛʜᴇʀ
ᴜꜱᴇ ᴛʜᴇᴍ ɪɴ ᴘᴇᴀᴄᴇ -quote from 2010: The Year We Make Contact

Whoever thought that same turn reinforcements were a good idea should be executed