307 Reviews liked by MangoBat


Dude you fucking wun't beliefve what they do to gender

For many, the term FMV springs to mind exaggeration and oddity. Sprouting into popularity in the 90's with CD technology, the medium opened up new doorways in the games market to connect with the film industry. Actors, filmmakers, and producers could all invest in a new medium by recycling assets from their projects while the games industry could profit off of celebrity cultural capital injecting into the industry en masse. ["Repurposing", as Ted Hoff coined it (page 69)](https://books.google.com/books?id=wgsEAAAAMBAJ&lpg=PA69&vq=Johnny%20Mnemonic%3A%20The%20Interactive%20Action%20Movie%20%243%20million&pg=PA69#v=snippet&q=Johnny%20Mnemonic:%20The%20Interactive%20Action%20Movie%20$3%20million&f=false). However, many of these creatives found that translating production into video-based interactive games was an awkward process and the infamous performances from the era remain impressionable to this day.

Rarely though, do we speak of the games of the era that found something deeply beautiful in the form. I don't mean to say that the majorly known FMV games aren't beautiful; rather, that throughout the 90's there was a style of New Age FMV that tapped into a specific beauty of presenting images through the utopian ideals of the era's technology that needs to be recognized specifically aside from FMV at large.

I'm talking about CD-I Tetris. I'm talking about the Angel Paradise series. I'm talking about Aqua World: Umi Monogatari.

Aqua World: Umi Monogatari is a game about experiencing fish. You look at fish, you read about fish, you watch fish swim. That's pretty much the entire game, there's no walking around, no mechanics, you click a button and just watch fish. It's an absolutely breathtaking experience.

Part of the game's enjoyment is similar to that of watching a nature documentary. You get to see creatures moving around their ecosystem and doing their thing. What sets Aqua World: Umi Monogatari apart from nature documentary though is that it doesn't have any film of real fish, all of them are CGI videos of fish rendered in CDROM video. Their animations are repetitive, stiff, and float around in empty blue skyboxes which the camera occasionally teases as a real world space with reflections above. The models are lowpoly and just slightly cartoonish in the lack of details in which they are rendered. At times, they simply hover in space, motionless. And yet, this is where the beauty of the game lies.

Turning on Electric Blue mode, which is a rad name for your fish viewing game mode by the way, the player can choose from a variety of bouncing bubbles that determine a viewing order of fish videos. Upon playing, these CGI fish wander around on screen, each species with a different song to represent their personality. A haunting distorted synth wobbles as the Cresthead Flounder creeps on the ocean floor. A playful little tune sings as the Spotfin Frogfish wanders around curiously. If you have ever stopped in a moment of a videogame to look at the way the virtual ecosystem presents beauty to you then you have experienced a similar bliss as this one.

Aqua World is a game for enjoying the bliss of the videogame image. It is a game for finding peace that resides in the videogame image. It's in this embrace of bliss in the videogame image that I consider it to be "New Age FMV".

There aren't many interactions asked of the player in Aqua World: Umi Monogatari outside of this mode. On the menu there are two other options outside of Electric Blue; Data Fish, and Mermaid. Each of these modes essentially give the player different ways to experience the various species that the game presents. Data Fish presents encyclopedia entries, photographs, and 3D model inspections on the fish. Mermaid lets the player fill an aquarium with the game's included species and swim around to look at them.

It's easy to imagine Aqua World: Umi Monogatari gaining the reputation of being a "non-game" for the lack of deep mechanics for the player to engage in. However, I would argue that to play a videogame is to simply make an emotional connection with an intermix of hardware and software technologies. That can mean that simply moving your fish sprite around a virtual aquarium for the joy of seeing and hearing the ecosystem presented. It can mean reading through the encyclopedia entries of fish and seeing all the little photos and models included. It can mean choosing a selection of fish species clips to view on repeat and fall asleep to.

And what more could we ask for in videogames, than to find something which resonates with ourselves so deeply?


(Gonna spew some shit from my mind; sorry if its kind of Doomer-y)

An Audio/Visual masterpiece. I want to get sucked into this realm; a forever realm of lost 90's vibes. Yeah, what the fuck ever I'm one of those "yearning for a time I never even experienced" knowing full damn and well it probably wasn't any better than My Now. This is my beautiful utopia escapism. I want to walk in nature to these beautiful music. I want to feel the childlike joy of Hot Wheel tracks filling my home. I want that imagined feeling of being a Mallrat.

I might be going boomer because I am rapidly thinking more and more that today is just getting worse. I am legit thinking corporations are just sucking the soul out of us all. I kind of refuse to believe that corp market research has found that the most boring minimalist UI and shit is what people want. Who wants fucking modern Xbox UI compared to the first Xbox or Blades? Websites keep updating to look worse AND be insanely worse at providing you the information you need.

Anyways theres my little rant about shit.

I kind of can't get over the fact that the humanoid fox was going to literally eat the humanoid bunny

this is very much a me problem, but i've found myself falling out of love with or retroactively disliking the direction taken by many nintendo franchises for years, with big disappointments like paper mario sticker star, luigi's mansion dark moon, animal crossing new horizons, and now pikmin 4. as someone who's love of games stems from being raised on the unconventional and often times unapproachable late n64 and early to mid gamecube eras, i'm ultimately not surprised that in a post-wii world that nintendo is trying to make their games appeal to as many people who own a switch as possible, but it's still pretty disappointing.

in terms of pikmin 4 itself, it's ultimately fine but i have plenty of issues with it. i feel as though pikmin 1's tone and atmosphere of a surviving on an oppressive, lonely, and seemingly abandoned alien world juxtaposed with cute silly creatures while fighting for your life is one of that game's biggest strengths, and absolutely none of that is in pikmin 4 other than the cute silly creatures. everything is so pristine and clean and preserved to give the illusion that these cute little critters could be having silly fun adventures in your backyard to the point where the game being "pretty" means absolutely nothing to me, and the already desecrated tone definitely isn't helped by having a decent amount of characters involved who have nothing that interesting to say. it's like the captains from 3 but more and worse, and all of this combined leaves pikmin 4 to feel shallow in a lot of the aspects that matter most to me. we're no longer fighting for survival completely isolated in a world we aren't familiar with as a race against the clock and anything that was originally tied to that feeling is now completely disconnected from it.

gameplay wise, however, pikmin 4 is not that bad. pikmin's gameplay has kind of become secondary to me in that i find it too accommodating to the player as the series goes on and i can only really get too engaged while playing 1 or 2 because of this, but 4 is still fun at times. i think the forced lock on, throwing stopping when you use the right number of pikmin, and lack of respawning enemies are all insanely stupid and poorly thought out choices that do nothing to improve the experience and i'm still not 100% sold on the 3-type limit, but they're all ultimately minor issues. caves are back and at this point i don't really care about them either way in 2 or 4, they aren't remotely what i've ever liked about the series gameplay but i don't find them as awful and offensive as i used to and i'm sure there's plenty of people who are happy that they returned. oatchi kinda ruins the actual moment to moment gameplay for me though, i feel like he's too centralizing and overpowered and it's weird that character's will say "Where's Oatchi?" when he isn't currently on screen and i really do not care for his design or "look at the new dog character!" additions in general, but if you don't upgrade him too much you can still have a decent amount of fun.

ultimately pikmin 4 is a fine game that does its job, but one made for a completely different audience than me. being alienated by a series aiming for mass appeal isn't a new feeling for me, but in our world a company is going to do what it can to make the most amount of money possible and i'm glad people are making the most out of that and enjoying what comes of that even if i can't.

I don't know who needs to hear this, but before you engage with my Wall of Nitpicks, I just want you to know that I had a lot of fun playing this game. It is very good. Here, I'll even give you a paragraph of the things I love about it.

This game is drop-dead gorgeous. The camera angle not being top-down anymore is a bit disorienting at first, but I do recognize that keeping it low to the ground helps emphasize just how small you are in comparison to these massive areas. You get to explore a lot of man-made structures, including a portion of a house, probably my favorite area of the game. Dandori Challenges are like the mission modes from Pikmin 2/3, but have been integrated into the main game, and they fit in very nicely. Caves are no longer randomly generated, therefore intentionally designed, and they're better off that way. The night expeditions are a fun distraction, even if they're pretty simple in execution. Pikmin tower-defense is a neat concept that I wish they did more with.

Alright, time to nitpick.

I really do not like Dandori Battle, if I'm being honest. The versus modes across the Pikmin series have always felt like afterthoughts to me. They're fun with friends, but not much else. In a 1P vs. COM setting, I just don't see the point. That, and I am absurdly bad at them. Feel free to slam me with the "dandori issue" insults, but the amount of unpredictable chaos just feels out of place to me. They also chose the worst possible style of split screen: a vertical slice. I can't see anything around me, how do you expect me to react to my opponent's actions, even though they're taking up the right half of my screen?

Why is the lock-on so bad in this game? Why can I not turn it off? Why is it exclusively automatic? Why is this such a downgrade from Pikmin 3's lock-on, which worked perfectly? Didn't this company effectively invent lock-on in Ocarina of Time, back in 1998? I feel like there's plenty that it shouldn't lock onto as well, like stray material shards. The lock-on also prevents you from throwing more Pikmin than necessary at items, which is a bit too hand-holdy for my tastes. Adding more Pikmin makes items get carried faster, but it's like the game wants you to not do that, and focus your attention elsewhere. It considers that task "done", and I'm here to say that you don't make those decisions for me, game.

Speaking as someone who finished ultra-spicy difficulty in Pikmin 3 Deluxe, I'm not sure how this game benefits from limiting the amount of Pikmin you can have in the field, and restricting you to using three Pikmin types. I know there's an overwhelming amount of choice when you have eight Pikmin types in a single game, but that's completely undermined by the game letting you push a single button to give you the exact types of Pikmin you'll probably need. Why would I ever use tools like the Survey Drone when the auto-select gives me an idea of what to expect anyways?

Oatchi is a very good boy. Too good for his own good, in many cases. It's not particularly hard to take down most enemies by gathering your team on Oatchi, charging a rush, and slamming your face into your foe. New additions like Ice Pikmin only amplify this kind of power imbalance as well. Spray 'em, Rush 'em, freeze 'em, shatter 'em, and turn them into more spicy spray droplets than I know what to do with, Oatchi alone is just that useful. On the other hand, I feel like the Pikmin AI has regressed a tiny bit. Pikmin seem to do whatever they damn well please once they've finished a task and should go idle. Instead, they gravitate towards anything they possibly can, whether it be something to carry, or something to attack. Listen, I love these little guys. I do my best to protect them, and feel remorse when I fail to do so. HOWEVER, when Steve casually decides to 1v1 a sleeping Bulborb of his own volition? That's his own damn fault, he was asking for it.

The pacing can be a real drag at times. I'm not talking about the moment-to-moment gameplay, I'm talking about the dialogue and cutscenes. Lots of repeat dialogue to sit through, and repeat cutscenes that you'll find yourself (graciously) skipping. The characters didn't really charm me as much as I think Nintendo hoped they would. They sure talk a lot for crew members that are sitting back and watching the Oatchi Rush Livestream all day, every day. Collin told me to rewind time because I lost a bunch of Pikmin during the final boss fight. Not cool, Collin. Not to mention there's like, a 30-second load time between the end of day animation and actually seeing your results. Many of the castaways you save have side missions for you to do, but they're all just busywork and things you'll already be doing anyways. Everyone begging Nintendo to add achievements to their games needs to realize that Nintendo can't make an interesting set of side objectives to save their life. The best rewards are saved for the absolute end of the game, when you won't have a damn reason to use them at all, because everything you can do has been done.

Listen, I'm sorry to those who think this game is a masterpiece. I'll reiterate, I still had a ton of fun with this game, my rating is just a stupid number! All the Pikmin games are good (except maybe the 3DS one) and you should play them! Miyamoto and his team cooked this one for a full decade, and you can feel that with how much content is condensed into this game. It may have ended up being too much for me though.

šŸšØLOVELY GAME ALERTšŸšØ

ABOUT AN ELF is full of boppin dembow beats, politecore trap music, occasional violin, a magical world brought to life with flawless art pop stylings (held back only by the budget of this gameā€™s two-person (ā€¼ļøā€¼ļø) development team) and šŸ” clue-based combat (I love guessing games!).
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itā€™s about an elf too: sheā€™s adorable, charming, approachable, delusional, with dreams of an elftopian promised land. She reminds me of one of my favorite people IRL, and if youā€™re lucky, itā€™ll hit like that for you too! Elf princess Dam is accompanied by Roland, feline hero-in-training. Wasnā€™t expecting there to be totally heartwarming moments along their adventure, but yup. Theyā€™re here tho!
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About An Elf reimagines the fantasy adventure paradigm of many classic RPGs as a visual novel with free-associative guesswork being itā€™s core combat gameplay mechanic. Win by correctly matching a visual clue with one of your elemental magic affinity of your weapons. For example, does a video of a goldfish mean you should select water magic or fire magic?

So blessed this work of art exists. Issa vibe.
šŸ‘€ Watch the trailer

ELF LOVE
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the discrepancy between top banana's advertised aesthetic, signified by its cover art, and the manifestly psychedelic artwork reflected within is ferociously disorienting. ive never felt such abrasive whiplash, anticipating a rote and teed-up but hamfistedly executed platformer and getting instead what can only be described as environmental rave horror.

im pretty happy to walk into games knowing next to nothing these days, people love inadvertently ruining the joy of discovery online nowadays. i sat there for half an hour, adjusting the settings of my amiga emulator, trying to get this damn thing to work with no knowledge of the games mechanics or stylings. for a time i was accompanied only by the lovingly recreated whirring and chugging of the amiga emulator reading my floppy disk files, presumably orchestrated so as to reflect the sounds an actual amiga might make. we're segued into the game with a loop of a music video entitled 'Global Chaos' featuring protagonist KT, and then momentarily halted by copy-protection as the game asks us to use a specific word from the game's manual as passcode. following this, the player is unceremoniously thrust into the game proper and finds they must contend with an arcane control scheme. z moves left, x moves right, the enter key fires hearts, the quote key jumps, and the / key will stop jump momentum at any interval, bringing you down to a platform.

according to the manual, top banana's world is facing calamity: "not from slimy aliens or evil wizards but from direct consequences of our own greed and stupidity." in plainer terms, corresponding to the systems of the game itself, the manual lets us know the goal is simple: reach the top of the stage, prove your skill and courage in the material world, and become the top banana after seeking ultimate wisdom in the Mind-Scape. along the way you navigate perilous floods and you vanquish foes, among them bulldozers and emaciated individuals, with the power of love, akin to an off-kilter love-de-lic experience. it would be a straightforward endeavour were it not for some frankly eerie sound design, evocative of silent hill and siren, setting the tone for the experience. note that i wouldnt make that comparison lightly. this is compounded further by some genuinely eye-straining and cluttered visuals.

and this is where my interests in top banana as an ineffectual and rudimentary, but otherwise somewhat functional platformer end and my interest in top banana as an aesthetic experience begin, something of a vulgar, perverse mother 3. because it's clearly not up to snuff as an arcade platformer - controls are slippery, the ruleset is abundantly unclear, visuals are sometimes indecipherable, the effects of powerups are very rarely beneficial - despite being obsequious to the general rule of thumbs for a variety of very difficult arcade platformers, ie directing the player to adhere to a strict choreography in order to progress effectively. but it is, in many ways, something of a forward-thinking experience that could only have been constructed by a multimedia collective, not fully dedicated to games but instead interested in their form, structure, and conveyance. a lot of the spritework and textures in top banana wouldn't feel too out of place in something from jack king-spooner's body of work (like a boss that's a cross between a police helmet and a spider), with the claustrophobia of its platforming feeling not dissimilar from itch.io works, or something like problem attic. and obviously the sound design is very much worth mentioning too, with its rainforest stages all sounding like a turbulent mix of either raging fires in the distance or generic jungle ambience; the mind can't quite decide initially. all told, the game's environmentalist journey has you traverse hollowed-out industrial cities, crumbling religious temples, and a "psychedelic hip-house", the haze and splendor of a mind flayed, as you fight against your "fears, dreams, and illusions". kind of earnestly bleak stuff, kicking you back to the starting point ghosts n goblins style, without any felt impact on the world or its inhabitants but instead jeering and laughing from the game itself. love, self-actualization and self-prioritization, and spiritual enlightenment aren't enough in the face of the world's evils, it seems.

i also think it's noteworthy that it takes its environmentalist bent to the furthest extent it can, releasing with environmentally friendly packaging and even allowing for a supposed large breadth of freedom with regards to editing sprites and sound, kind of riffing on that sustainability. put your money where your mouth is and all that, serves as a nice implicit acknowledgment this medium is a nightmare wrt exploitation of environment

it's really quite fascinating playing something that feels modern in sensibilities and tone with relation to the medium, despite releasing into a media zeitgeist already dominated by themes of environmental preservation as it relates to encroaching technological advancement (with even dinosaurs ending with its cast confronting corporate-engineered apocalypse). no doubt in my mind rainbow islands is the better game but there's something about this games tailored spitefulness im enamored with. it's cynical and cruel, i kind of love it. KICK IT TO EM.

played this while recovering from a major surgery in a hospital. there's probably like entire underground societies and institutions dedicated to this shit, dudes out there formulating the perfect monkey situations and learning optimal placements on each map. there's gotta be like one guy out there with a balloons tower defense tattoo. to me, it's that game i played while bleeding and dying and watching red letter media videos. i don't wanna know it any more intimately than that. it was like a cast for a broken arm on my brain, bracing the suffocating agony of my white ass away from insufferable boredom and loneliness. for that week, i understood the life of the ipad baby.

Yes, eat the rich, alienation of the proletariat, riot protests... Yes I see you I get you I FEEL YOU.

... But why a game were a clear leader, instead of a group (no definition of socialist group aside from the swarm of minions), leads (duh) workers in a very utilitarian way?

To say nothing of either the state censorship this company has experienced from the government of China nor the uncritical anti-Chinese and anti-Communist frenzy that has rallied certain dumb ass gamers to this game...

Unlike Devotion, RedCandleGames' follow up project to this one, Detention isn't burdened by a proven boring mode of storytelling--the Blooper Team style horror walking sim--and so their talent for luring you into emotional complicity with the drama of the game is able to shine especially bright. I would say, except for the last 30 minutes (or last chapter) of this story, where things become ambiguous and surreal as psychological horror stories have always felt like they have to, Detention offers a really compelling story that is grounded in a place, time, and sequence of psychological motives. This is an emotional kind of horror, which is less scary but more haunting than anything made by (sorry to mention them again, they just suck this bad and are far too popular) Blippo Team. Detention is just about 2 hours long, I guess. It's a wonderful experience, with beautiful understated art, a simple control scheme that is operated with one hand, reminiscent in non-cringey ways of the great Silent Hill, and a really satisfying story as well. Along side maybe The Cat Lady, I think Detention is one of the best indie horror games that has graced any digital storefront.

Real golf is one of the most boring things to watch. Fake golf though. It's great, and in Golf Story, it's so much fun. This game is awesome. The story is fun and light-hearted. The music is calm and serene, but a little generic. The golf, however, is awesome. I loved all of the little mechanics in the game. Like, how different colored birds carry the ball to a different spot if you hit it towards them. I liked this game a lot and I think it is one of the more underrated indies on the Switch.

This review contains spoilers

"Hey there, everybody. It's Zane, from hypno. Did you know? My favorite things are... jumping into the sludge, stale sloppo, chill soda without any ice, the newest album of Sipage, aaaand Terds. See you in the Slayers X, everybody."

As an FPS, Slayers X is a wild ride, calling back to the Build Engine games of the 90s with an insane amount of interaction with the maps and the content, making real spaces while having fun with the encounters inside them, and using the weapons as extensions of the aesthetics rather than just your standars tools of the trade. One outstanding example of this is the glass blazta, functionally the shotgun of the game, using pieces of the enviroment as ammo, merging scavenging and exploring to a deeper degree.

The presentation of this game is something else, too. Captivatingly ugly yet a smooth play from start to finish, a gift to the cool teens from the 90s from their adult self. Almost looking like it shouldn't work, the way everything looks like it's barely holding together really elevates everything in here, somehow making what appears to be a very basic palette of colors look like a rainbow in comparisson to what other games bring to the table. The devs are complete masters of this whole shtick, and I really can't wait for what they cook next.

Now humor me for a second here. I'm gonna go on a completely weird metatextual tangent on what I feel the game is actually about, and I'll spoil both Hypnospace and this game. I recommend scrolling a bit on his wikia page, particularly on the twitter hyperlinks it has to learn more about the character outside the games. This is entirely my own theory (my GAME THEORY) so expect me to overread everything to hell. If the vibes are not to your liking, please pretend it's all a joke and read the weird parts with that voice hbomberguy and SuperEyepatchWolf use at the "serious" parts in their videos. You know the one.

The narrative of this game explains that what you're playing isn't a 100% exact recreation of the game designed by teenager Zane, edgy kid from an alternative reality 90's, and a survivor of a dream internet Y2K event, but adult Zane, a dad working a deadbeat job tackling this as a way of giving his past self some bragging rights. You can see a lot of this in the "scrapped" levels you unlock after finishing the game, with an almost 40 years old Zane taking great pride in how much his past self made as a hobby, recreating places he used to be around that time. Yet you start to see some cracks in his demeanor while you play.

In the first level, you learn your mother has been killed by the psykos, the enemis of the game, to which Zane just responds with a "RIP Mom" at first. Yet there's something in his voice when this happens, a weirdly sad delivery from the voice actor playing Zane as an adult. When you finally go around and reach her apartment room, you hear a clearly uncomfortable Zane talking about how he misses his mom and wishes she was still there, looking at her stuff and chocking a bit before speaking. Maybe because I also lost someone dear to me recently, I'm trying to find a way to connect with this fictional character that I found really charming on a game I played before this person passed away, happy to see him alive and well. In a digital way, at least.

Similar situations happen fairly repeatedly on the game, with Zane revisiting his game 20 years in the future and out of discomfort or just straight up "growing out of it" editing parts of it, never fully commiting to erasing what that 15 year old kid was cooking, so you see strange things like a fence separating in half the bed his mother and step father slept in, a lack of interest in acting the death by his own hands of his teenager sweetheart in a boss battle, making them feel like bumps in his own road to having a good time while revisiting his old memories.

You can also feel this in the way the game feels like it's being future proofed for his own son, with cursing being entirely removed from it, with even some already admitely safe words being replaced (something you also see in Hypnospace, yes, but I chose to read that as a mix of Zane trying to avoid getting banned for harsh language when I played and the weird American culture of avoiding extremely tame subjects) with stuff liek "terds" for turds to try and shape them into what he thinks a proper person should be, while also trying to look cool with the cartoonish yet bountiful gore inside the game.

I know this can totally be seen as going in too deep, Zane is presented as somekind of idiot after all, constantly making spelling mistakes and going out of his way to look cool while sounding deadpan, but I can't pretend some moments got me completely undefended and shaped what I thought of it.

What a game, man. I'll be thinking about this for a while.

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 Studioā€™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 thereā€™s something to be said about how much my positive experience with the game was due to how I wasnā€™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 donā€™t typically enjoy JRPGs as a genre, but the more Iā€™ve come to understand the games that I like the more I realize that I donā€™t actually have any inherent issues with JRPGs. Iā€™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 Iā€™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 Iā€™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. Thereā€™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 ā€œpuzzlesā€ 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 thereā€™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 donā€™t exist in the first place. I find a locked door, thereā€™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 youā€™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 wouldnā€™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. Thereā€™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 isnā€™t particularly challenging, thereā€™s an interesting idea thatā€™s executed well, and the same can be said for most of these shrines. Itā€™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. Itā€™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 couldā€™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.

Letā€™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. Thereā€™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 arenā€™t used to create similarly fun, open-ended jungle gyms.

In any given JRPG, thereā€™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 bossā€™s lair. Itā€™s not something you think about when playing any other JRPG but itā€™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 youā€™re exploring feel more realistic. The reason that Iā€™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 Iā€™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 couldnā€™t help but be annoyed at how slow my character was moving as a result of the plank of wood. Itā€™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 doesnā€™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 Iā€™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 isnā€™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 thereā€™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.

Iā€™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 didnā€™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 donā€™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 arenā€™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 whoā€™s wearing it, but there are so few of these in the game that you arenā€™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 donā€™t really work for me when they come with some mechanic that disincentivizes actively focusing on a specific stat, which Sea of Stars does. Iā€™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 wonā€™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, letā€™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 isnā€™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 wouldā€™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 thereā€™s just no reason not to try to break every lock every time. Even if youā€™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 thereā€™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. Thereā€™s a lack of meaningfully unique mechanics tied to one character, one of the only examples being Seraiā€™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 isnā€™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.

Thereā€™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 youā€™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 snailā€™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 youā€™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. Itā€™s also worth mentioning that while there are a significant number of combo moves, thereā€™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 ā€œkeysā€ 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 doesnā€™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. Itā€™s honestly hard to know where to even begin, but I suppose Iā€™ll start by saying that while Iā€™ve tried to keep the rest of the review relatively spoiler-free, in this section Iā€™ll be going over specific story sections of the game that didnā€™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 theyā€™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. Itā€™s funny then, that this decision had the exact opposite effect on me.

Thereā€™s also the weirdness surrounding Zale and Valereā€™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 donā€™t interact with each other for years. The game even makes a point of mentioning that Garl isnā€™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 havenā€™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 theyā€™re all buddy-buddy like nothing ever happened. The most baffling part of this moment isnā€™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. Itā€™s natural to assume that the relationship between two people that havenā€™t seen each other since kids isnā€™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 doesnā€™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 didnā€™t work for me, but in my opinion, thatā€™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 gameā€™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: ā€œWhen the time comes, you will be the one to create paths on waterā€. Not only did this one feel comically videogame-y compared to Zaleā€™s prophecy about ā€œconfronting the darkness within himā€, but Valere also seems very confused about the meaning of this prophecy. ā€œHe said I might be able to ā€˜create paths on water.ā€™ What does that even mean?ā€ 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 donā€™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 didnā€™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 doesnā€™t make them any less convenient. Itā€™s a bandage fix for lazy storytelling that just failed to land for me.

As comical as I found Valereā€™s prophecy, ultimately it was thinking about Zaleā€™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 Valereā€™s prophecy, Zale mentions that he believes that the ā€œnight inside of himā€ 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 couldnā€™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 couldnā€™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. Itā€™s what I was talking about when I said that Sea of Stars punished me for putting thought into its story. Maybe thereā€™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 Iā€™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 Iā€™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 thereā€™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 didnā€™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 shouldnā€™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 weā€™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 Brugaveā€™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. Thereā€™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 itā€™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 itā€™s framed as the justification for why they join the great evil. I get why theyā€™d accept the offer that the Fleshmancer acolytes gave them but I donā€™t understand why approaching them in the first place made more sense than just running off or just ignoring their duty. It just doesnā€™t make sense, I think itā€™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 couldā€™ve made it more clear. Itā€™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 (itā€™s never explained how she knew), and for some reason she didnā€™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 Iā€™m highlighting this since itā€™s yet another example of imbalanced priorities in the storytelling. The writers didnā€™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 thereā€™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 canā€™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 isnā€™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. Heā€™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. Thereā€™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 writerā€™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, Garlā€™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, Reshā€™an freezes time and has a conversation with Aephorul. Itā€™s a pretty effective moment that revels in its dramatic irony and fleshes out the interesting and complex relationship between Reshā€™an and Aephorul, and it even manages to fit in a fun tie-in with The Messenger without it feeling forced. Itā€™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 didnā€™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 doesnā€™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 canā€™t magically be revived? That death without permanent consequence holds no weight? Itā€™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. Itā€™s amazing how the writers managed to make their poorly written story even more boring and generic.

Admittedly, the relationship between Reshā€™an and Aephorul is something I found to be genuinely interesting, but unfortunately it isnā€™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 isnā€™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 Reshā€™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 Reshā€™an and Aephorulā€™s conflict, but this aspect of the story just isnā€™t developed enough in comparison to Zale and Valereā€™s comparatively small conflict. Before the end of the game, Reshā€™an just straight up leaves the party as a result of a new revelation about Aephorul he makes, since he needs to ā€œreturn to the archives and run more models.ā€ Youā€™d think heā€™d come back at some point with his new learnings and revelations, but he doesnā€™t show up again until the end of the game, where in both endings he comes back just to leave with Aephorul. Itā€™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, itā€™s just plain disappointing.

Weirdly enough, this problem of characters just kind of exiting the story for seemingly no real reason didnā€™t just apply to Reshā€™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, theyā€™re all presumably still at large by the time the credits roll. Itā€™s bizarre, to say the least, and I honestly canā€™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, itā€™s saddening how anticlimactic both endings felt for me. In both endings, the protagonists fight and defeat a big evil being, which prompts Reshā€™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 Reshā€™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, Reshā€™an just takes him away and the audience is left wondering whatā€™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 couldā€™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 doesnā€™t represent a great victory for the heroes, itā€™s just yet another thing the game said would happen thatā€™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 didnā€™t have a good time with it, but my problem with Sea of Stars ultimately lies in the fact that thereā€™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 ā€œwowā€ moments in the game will fix the fact that thereā€™s just nothing noteworthy about the gameplay and story. Itā€™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:
Hereā€™s a list of nitpicks that felt difficult to naturally fit into the review. The review is already way too long but Iā€™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. Youā€™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 didnā€™t happen. Itā€™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 didnā€™t follow any conventional wisdom (that I could discern, maybe Iā€™m just dumb). Discovering enemy type weaknesses is often a matter of trial and error, but even after learning enemy weaknesses Iā€™d often simply forget just because thereā€™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 Zaleā€™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 wasnā€™t a one-off thing either, it happened a few times throughout my playthrough since thereā€™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 Iā€™d just like to emphasize that thereā€™s just way too many healing options between all the party members. Zale can heal, Valere can group heal, Garl can heal, Reshā€™an can heal, Bā€™st can heal, thereā€™s a combo move that will full heal, and Reshā€™anā€™s ultimate full heals. Itā€™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 Reshā€™an and throws it at the Dweller of Strife annoys me. The implications of Reshā€™an being involved in the conflict were clearly explained but Serai makes this dumb decision regardless and it directly leads to Garlā€™s death. Reshā€™an doesnā€™t even really make any physical effort to stop her. Itā€™s not awful, I guess, I can kind of understand why Serai would do it, but it still rubs me the wrong way.
- Thereā€™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 ā€œportal ninjaā€ concept for Serai feels underutilized in her kit (thereā€™s just so much creative potential that just isnā€™t tapped into with her concept), it feels like there shouldā€™ve been some explanation as to why we canā€™t use Serai or Reshā€™anā€™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 canā€™t think of any reasonable explanation as to why she had to keep this information from the others. Youā€™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 isnā€™t altered in any meaningful way and there is no sense of urgency in progressing the main quest.
- The giant golem being named ā€œYā€™eetā€, the existence of ā€œJirard the Constructionistā€, 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 thereā€™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.
- Thereā€™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 ā€œgood enoughā€ to play, but I think part of me was powering through out of pure spite.

For a game that is ostensibly a send up to the classics of the genre, Sea of Stars seemingly does not understand a single thing about what makes those games so timeless.

There's a certain level of insincerity that permeates the whole experience. The writing feels very concerned with letting the player know that they're in on the fact that JRPGs are steeped in tropes and can be a bit silly, but all those winks at the camera inherently make me less invested in the world and characters, because it feels like the person writing this actually doesn't like what the genre is but rather what they perceive it to be. There wasn't any moment that I felt like the game was trying to say anything of any value, not even something as simple as "friendship is good" is articulated well, because the characters that are involved in those friendships aren't believable at all. Then out of nowhere they'll dump a bunch of lore on you that seems completely irrelevant to the actual plot or characters of this game, and I assume that's because large chunks of it are related to The Messenger or are setting up more threads to be continued in a later game? Either way the lore dumps aren't actually interesting and often times come off as extraordinarily edgy and completely at odds with the rest of the tone. All this without mentioning that virtually every plot beat of the game is 1:1 ripped from Chrono Trigger and rearranged in a way that only seems to undermine the efficacy of those moments.

The combat system likewise feels like it's a bunch of disparate mechanics stitched together from other games they liked without really considering why these elements haven't been combined before. The positioning mechanics lifted from Chrono Trigger and the action command system lifted from Super Mario RPG are obviously only included because the developers liked both of those mechanics on their own, and yes, both of those mechanics are fantastic in the games they originated in. However, it doesn't take long before you realize why these mechanics have never been combined, and that's because they are fundamentally at odds with each other. Action commands require action-game-like precision timing in order to execute at the maximum level of efficacy, but due to the random positioning of enemies you oftentimes end up missing timing because it wasn't clear where an enemy was in relation to you, or the timing of an attack was slightly different than usual because of the distance, or an enemy will completely obscure one of its comrades so you can't actually see their animation, or the UI will obscure an enemy, or an enemy or your party member will get stuck in a wall, and so on. This might not be such a big deal if the encounters were balanced in such a way that the action commands weren't completely essential to your survival, but unlike in a Mario RPG you're not dealing with tiny integers where the difference between a block and taking a hit is 1 HP, rather the difference between taking a block and a hit could be half of your life bar. It demands 100% of your attention from nearly every single encounter, and after a while that just becomes exhausting because each character only has 3 skills so you're never really getting any stronger so the entire experience just feels really flat.

The one thing that really did resonate with me was the dungeon design. I did find it really compelling overall, you can tell this is a team that cut their teeth on action games (for better and for worse). There's a constant forward momentum and while the puzzles aren't all that difficult to figure out, there's a certain joy in actually executing them that did feel like it came from that action game DNA.

All in all Sea of Stars really does feel like a tacky pastiche of better games made by a team that was really confident they understood what made the genre tick when in fact they did not. Love that pixel art doe.