8 reviews liked by Thicc_Noodles


This review contains spoilers

Sea of Stars is a fine game that could have been an excellent game. The first few honeymoon hours of the game were bliss but as I started uncovering the deep rooted issues as the hours went on, I soured on the game rapidly.

Firstly, I wanna state that I'm not a JRPG person. I grew up playing the GBA and DS Pokemon games so the genre holds some nostalgia for me but I have little to no interested in modern JRPGs. Sea of Stars seemed like something that could be right up my ally: gorgeous pixel art combined with tropey old JRPG sensibilities but with modern improvements. And to be fair most of that statement it nails but sadly it's glued together with repetitive combat and writing that absolutely did not work.

Let's start with that combat because it was one of the parts I was the hottest on in the beginning hours and the Demo I had played a few months ago. I think the bones of this system is pretty solid but it just does nothing to grow in complexity after the initial tutorial and onboarding. I love, love, love the lock system where enemies can have their attacks canceled if you use the right combination of attacks on them. I think they could have expanded that immensely as the game went onward but after you have a handful of companions, it remains static. Would have loved some added depths to flex my strategy muscles but instead combat lands a good bit UNDER the complexity of Pokemon. I really do think a few subtle system changes and more complex encounter design in the mid to late game could have really gone a long way. The bosses however are an exception to this and I always found them extremely fun to fight up to somewhat-disappointing-but-still-pretty-cool final boss.

By far my biggest issue with the game is the writing. I think the general plot is decent enough. It hits pretty much every fantasy location you can think of and the pacing is nice and quick. I cannot say the same about the character writing. These characters are just some of the most boring motherfuckers I've ever heard speak in a video game. They're one-note, annoying, and forgettable. My partner asked me about the two protagonists when I was playing on the TV and I struggled to remember their names or even tell her anything of substance about them. I felt embarrassed, like I hadn't paid attention enough but then I realized there really isn't anything to them. They are blank slates even though the player has no choices which feels like the worst of both worlds. The side characters are all very flat: what you see if what you get. Badass assassin who doesn't talk much, comic relief bumbling sidekick, slime creature who is more eloquent than you'd think, and whimsical old potion guy. These are all well-walked paths for RPG characters and there's hardly any deviation from what you'd expect. What kills me if that the design of the party is so amazing. The traversal and battle animations FLOORED me pretty much up to the very end. There is such potential in these sprites and it's so sad to see basically none of it delivered upon. The biggest swing with the characters is what they attempt with Garl and, respectfully, I fucking hated him. He acts as a mouthpiece for the player and the protagonists the whole game. He keep the plot moving forward but his motivations are the generic "I like the help people hehe". He's wholesome and self-less to an extreme extent to where my expectation was that we was gonna heel-turn or have any sort of character development. Spoilers: He does not. He dies by sacrificing himself and then his ghost bosses you around for the rest of the game. I am ALL about wholesome games or wholesome characters but his characterization just felt like a mouth full of candy that you then pour sugar into. ANY bit of salt or spice would make him more interesting. Ughhhhh okay I'm done ranting but it's just so sad to see the artists creations literally become LESS interesting whenever they speak.

I wanna touch on some positives though because ultimately I did enjoy this game. There is a LOT of good here. I really loved the level design and the pacing of the areas you explore. I think the different traversal techniques feel super kinetic, especially the grappling hook. There's also a good few simple puzzles in the world are in a great sweet spot in terms of difficulty and time of execution. Then of course we MUST talk about this art. It's jaw-dropping. I wanna give the artists all a big, juicey smooch for all the work they did because this game looks so damn good. The style of everything is spot on and super consistent. Environments pop and the music underscores such a vibe with every area you explore. The character animations are wildly polished and I wanna shout out two in particular: The slime companion you get late in the game named B'st and the ghost pirate boss you fight in the early game called Stormcaller. You'd be hard-pressed to find better pixel art in any game that what Sea of Stars showcases.

When I got the credits of Sea of Stars, I felt awfully validated when I was reading the roles of the team. Sabotage is overwhelmingly artists and engineers with a few designers and one writer. This is a 6/10 that could have easily been a 9 in another life. I think the team should be extremly proud of what they made and carry on some big lessons moving into their next project.

Sea Of Stars might actually be the first major indie game that I abandon, despite me really thinking I'd enjoy it. I really wanted to love it, but there are certain elements of this game that just don't click for me.
I enjoyed The Messenger back in 2018, although I didn't think it was a masterpiece by any means. Just a good indie with a good length. I say that because I think this is where Sea Of Stars falls flat: its pacing.

Here's the way I see it. The visuals are incredible here; pixel art and animation together. It's absolutely stunning, even down to the idle and attack states of enemies presenting some awesome animation. All great, and not too surprising coming from The Messenger.
One extreme positive checked. That leaves us with gameplay and story, the former which I think is just... fine? I get that this game is directly inspired by Chrono Trigger, which is designed to have not-so-random enemy encounters, but I personally think it's a flawed design that limits the ability for players to grind out and level up their characters for easier progression. Sea Of Stars has handicaps available to the player sure, but then the difficulty itself is all over the place, being either too easy or too difficult. Alongside these repetitive enemy encounters that feel more like barriers than challenges (although the weakness system is a nice touch to turn-based strategy), exploration and traversal itself seems like it tries hard to be akin to a 2D Zelda game, but lacks the depth and memorability of those puzzle-adventure titles.
With the gameplay being underwhelming for me personally, that only leaves us with story, which brings us back to my issue with the pacing here. The Messenger was a 10-hour game that was a simple, condensed plot that was tolerable. A little over the 10-hour mark of Sea Of Stars, passing a moment or two of twists that I found to be pretty interesting, and I still have no attachment to these characters, nor do I have the desire to know what exactly is going on. Masked people with portals? Cool. Sailing the seas with a cast of pirates? Not my thing. I get that this is supposed to be "RPG length", but this truly just seems like the writers had another simple plot established like The Messenger, but attempted to stretch it out and triple its length by throwing in a bunch of lore and exposition wherever they could. Aside from Garl being a lovable dork, it's just a boring tale.

I'm disappointed that Sea Of Stars doesn't do much for me, because it's obviously pretty to look at. In the end though, this really is just an indie take on Chrono Trigger, for better or for worse. If you enjoyed the cheesy nature and witty writing of The Messenger so much that you want 20 more hours of it, then this is an accessible enough RPG for any newcomers of the genre. But if you want an intriguing RPG with enjoyable combat and a story that'll make your 30 hours of life spent on it feel satisfying, then it's simply tough for me to recommend this to you.

I love you, Sabotage... but stick to something a bit less ambitious next time. (Keep your artists, though. They're insanely good.)

So chill. Gorgeous visuals, such a well crafted world. The climbing mechanic is phenomenal - really translates the feeling of looking for handholds in actual rock climbing, and alternating the triggers whilst moving becomes almost hypnotic after a while. Procedural animation is phenomenal also, sells it so well. The game is short but sweet - completed it within 3 train commutes and it did not outstay its welcome. Story was scant and I'm not the greatest fan of piecing backstory together via letters, and I did find myself sometimes wishing there were more meaningful interactions with the environment, but that's not what this game is and I accept that.

Really delightful. I was wondering how they were going to make a rock climbing game fun but Jusant has just enough mechanics to make traversal feel like a puzzle in itself, tense at times but mostly a chill-out game where you cruise up cliffs and slowly make progress toward the top.

Jusant has a vague storyline that is detailed through artifacts you can pick up and read, but I didn't need much more story than trying to get to the top. I liked how the environments changed throughout the climb and added new challenges, like limiting stamina or changing wind patterns. The physics of swinging on ropes across chasms is a lot of fun too and I liked seeing what shortcuts the game would allow me to get away with.

Jusant comes super highly recommended from me as a GamePass title and one players will be remiss not to check out.

In the mid to late 2010's, it felt like you couldn't swing a dead cat without hitting a survival, crafting, resource collecting game. There was Rust, The Forest, ARK, Raft, Don't Starve, and the king of them all, Terraria and Minecraft. After being sorely disappointed by The Forest and getting bored with its story and gameplay, I wrote off almost all survival, crafting games as both a waste of time and a derivative genre in general. This was a shame because around the same time I started seeing trailers and gameplay for Subnautica and had already made up my mind on what I thought about "those" games. I never gave it a chance after its initial release and moved onto other games and genres. How could this game be any better than the 100 other popular survival, crafting games?

Boy was I wrong. A couple years later and a few months into COVID, I gave Subnautica a playthrough and this game blew me away. From the addicting progression system to the interesting and fresh plot, Subnautica is an amazing game from the moment you step out of your crashed lifepod. The creatures are unique and the environments are so incredibly detailed that you can explore for hours and still have plenty to see. I love the fact that the game has a beginning, a middle, and an end. There is a cohesive plot through all of Subnautica that gives you motivation to keep playing. Resources feel fair and balanced and the game finds the perfect balance between giving you easier access and still having it feel substantial when you go out to collect things. For each benefit you get with the new things that you develop, there's two more mountains that stand in your way for you to tackle and the reward once you get there is incredibly satisfying.

If you haven't played this game or you are considering getting it, do it. However. you should be prepared not only to sink about 25 hours into the game per playthrough, but also how much of your life this game will consume for a brief period of time. You'll be at the grocery store and think that you could be playing Subnautica. You'll be at your girlfriends apartment and think that you could be collecting titanium to build your second outpost. You'll be at your uncle's funeral service and think about how close you are to unlocking the Cyclops.

I'm working on my second playthrough of this game and I love it. I think it's not only one of the best survival, crafting games that rivals the big boys of Minecraft and Terraria, but one of the best games of the 2010s alongside AAA titles like Skyrim, The Witcher 3, and Breath of the Wild. Yeah, it's that good. Just play it already.

Best roguelike ever, every run is completely different and they can get absolutely ridiculous with some of the item interactions and synergies.

Committing 9/11 on the school computers