Showing posts with label Sea of Stars. Show all posts
Showing posts with label Sea of Stars. Show all posts

Friday, January 26, 2024

Things about Sea of Stars

When I saw the first trailer for Sea of Stars, I thought, “That looks like they were thinking about Chrono Trigger”. Having now played a few dozen hours of Sea of Stars, i can tell you that the creators were thinking about Chrono Trigger and a lot of other SNES era games as well.

Loading Page: Valare and Zale standing in a neon fantasy landscape with the moon behind them. Magic whisps glow around their weapons.

I’ve talked about this a bit in my Games of 2023 post, but when Chrono Cross came out, I was always disappointed that it didn’t expand the things I loved about Chrono Trigger. Sea of Stars plays pretty much like how I wish a 1997 sequel to Chrono Trigger would have played. The world is beautiful it’s fun to run around in, the combos and the combat make sense and you get to root for your heroes to succeed in an easy, uncomplicated way.

I really recommend Sea of Stars to anyone with SNES nostalgia, but I think anyone can love the game and it seems to me like it’s a pretty good game for a younger person, although it does touch on things like death and loss.

Here are a few things I thought about Sea of Stars. Please beware of spoilers, both for the whole of this game and for a little bit of “The Messenger” as well.


Things I Liked


I’ve mentioned that Sea of Stars is a Chrono Trigger tribute, but moving through the world actually feels like an evolution of "Illusion of Gaia". You get to move fast, drop long distances, mantle up cliffs and hookshot (sorry, “graplou”) across bottomless pits. Just moving around feels really good and traversal is always interesting.

The puzzles in the game aren’t particularly taxing, but they feel like just the right amount of challenge. You almost never have to stop moving forward, but there’s enough resistance that you always feel accomplished as you run. The challenges always felt fresh and I didn’t feel like there was much that was reused from other games. They use a lot of block pushing puzzles, but these feel the same way, interesting, not too hard, and always clever.

Screenshot: Valare, Zale and Garl keep their balance as they walk across a rope stretched over a tall waterfal.



The combat in Sea of Stars really shines. In a lot of turn based RPGs it can be easy to develop a strategy that’s good enough for most of the fights and spam that over and over, at least until you get to a boss. Things like attack type or conditions aren’t often worth factoring in, but in Sea of Stars they really shake things up and make each fight in the game interesting.

The game uses “locks”, which are stronger enemy attacks, that you can stop by hitting the enemy with the right combination of damage. You might have sharp and blunt, or lunar and poison or three sharp, three blunt a solar and an arcane. If you hit all the types of the locks, then the enemy doesn’t attack that round. At the same time, other enemies are just counting down to their turn to attack and you can’t stop them.

This makes the combat decisions important. Do I hit the lock and stop the big attack or go for the weaker enemy and get it out for future rounds, do I go for the one that’s about to hit us next. There’s also a well designed push-pull between using your regular attacks to charge up your special attacks and keeping resources in reserve so that you can hit the locks.

I was pretty much never bored in combat and this system made it so that fights with mobs in the middle of the world need as much attention as the boss fights (and are sometimes harder). Different combinations make different fights feel different, and when a boss trots out a 10 point lock you really feel like you’re about the get crushed.

Screenshot: Valare, Zale and Serai fight a witch who has a huge lock with many types of damage needed. They're in a dark and gothic looking place.

Combat also serves to reinforce the characters in the game. Garl, who is your heart and plot driver, is a “Warrior Cook” and he loves to meet people and feed them. In combat, he’ll heal you with a snack or if he has to fight he’ll whack them with his pot lid or a pressure cooker bomb.

Overall I find the characters quite likeable, one of your team is hoping that you’ll come back to her planet and save them -- which turns out to be what you need to do to to beat the big bad. Another from that other planet is basically the kool-aid man and he’s here to punch things as hard as possible.

You have two playable protagonists Valare and Zale and you can choose which one of them you run around as in the world -- although you control everyone directly in combat and they’re both present in all of the cut scenes. They’re both good and good people, but they tend to have the same emotions at the same time and while not, silent protagonists, a lot of the feeling of adventure and travelling the world is left to the rest of the playable party (especially Garl).

In your party you also have a ninja/pirate/cyborg from another planet, who is often the character who has the knowledge necessary to save the world that Valare and Zale lack. You also have the soul in an unbreakable glass body (named B’st) and The Alchemist, who has lived so long as to be basically god, and is the brother to the big bad “Fleshmancer”. The Alchemist despite having made the world -- at least I think he made the world -- has to limit himself to your level for story reasons and later on has to step out and leaves you with an identical puppet of himself.

Still they’re an interesting group and they’re surrounded by a good group of people, such as the non-ninja pirates, some of whom are ghosts, and who are in every tavern in the game playing music from around the game -- because this is an indie game you can collect and give them more. You also have a travelling historian, who is able to tell you stories when you find significant artifacts. One of the moments of the game I found touching was very late in the game where she asks you to record your histories.

Screenshot: The whole party and their friends are gathered at a banquet with several roasts and cakes spread out on the long table.

The game is also really beautiful. The backdrops are lush pixel art and feel like the perfect successor to SNES games. I don’t know that I love the style, but I appreciate the style and I really like the way the world feels and how everything works together. They also play a lot with lighting and that just serves to make the game look even better.

Screenshot: Valare and Zale stand on an old wooden ship which has been repurposed as a bar. Palm trees, lights and flags are hung all around and it seems like a core part of the town.




Things I Didn’t Like


To be totally honest there’s not much I don’t like about Sea of Stars. It took me a while to compile this list, but I found a few things that I didn’t really like.

The first is that there’s no fast travel. The world is small and you eventually get the ability to traverse it very quickly, but if you are standing in one town and you want to be in another town you have to leave town, fly across the world, land, walk into town, and go to where you needed to be. If you need to switch worlds you also have to land on your ship, travel in to the wormhole, travel out of the wormhole, and fly again.

I’m usually a happy proponent of having the travel be as authentic in world as possible -- especially if it’s interesting, but there are some treasure hunting things they want you to do in the late game and it really became a slog to get anywhere, especially if you had to travel back and for several times, and especially especially if you didn’t quite do the thing you had to do, so you don’t even get what you’d expected.

Screenshot: In a desert with techno vibes, Valare and Zale and Resh'an's puppet are looking at a huge speedball capsule.

That has a very silly additional point in that when you are on the world map, you walk *very very slowly*. I don’t know why, in the dungeons and towns you get to dash around and the movement feels awesome, but on the world map you trudge along. They’re trying to call back to the world map of Chrono Trigger, which is cute, but for some reason it’s just slow. The map is pretty though...

Screenshot: The map shows the sleeper, a dragon wrapped around the mountain and the Town of Brisk visible off to the east.



The last thing I didn’t like is that the townie non-playable characters don’t get much personality or even names. When your heroes leave town, Villager 1, Villager 2, and Villager 3 tell them how loved they are and that everyone in town -- basically identical clones of each other, of course -- will miss them.

I know the developers had a lot to do, but having a little more personality in the background characters would have helped make the world feel bigger and richer and also maybe helped make the story feel a little stronger and more connected.




Things I Noticed


I found the story of the game interesting, I didn’t love it, but it has a lot of appealing qualities. In short it’s a good fit for a game version of a Young Adult novel, which again if you look at the SNES games it reminds me of seems right. Chrono Trigger, Illusion of Gaia, Secret of Mana and even the Final Fantasies have stories that are meant more for younger people. So  I think this is a great game for a younger person to play and it’s a lot more upbeat than “Eastward” even if they have some similar vibes and influences.

Where I think there are a few more problems is that the game is also tied into its predecessor “The Messenger”, which is set in the same world (more-or-less) but thousands of years into the future. A character goes in exile so as to avoid the problems of the world, they’re not forgotten, they’re in “The Messenger”. On the other hand, Valere and Zale are forced to learn to weave (or sew?) at the beginning and that’s just never mentioned again. I’d rather figured there’d be a part of the final boss fight, or the real final boss fight where weaving turned out to be key, but it’s just a “miserable thing we had to learn in magic warrior school” that’s out of the plot a few hours in.

(Spoilers intensify)


Where I think the creators of Sea of Stars really got things right is the death of Garl. In a Chrono Trigger reminiscent scene Garl sacrifices himself to protect Valare and Zale and he dies. And he stays dead. Until the ending. Valare and Zale mourn and the world mourns, everybody loves Garl, and the game lets you sit with that sadness.



I find that unusual, there’s a lot of games where they do a “Haha, only kidding” death, and your character pops back up an hour later and who are you to have even worried about it. Here they stick with it, they make it meaning full and I appreciate that.

I also really appreciated that they gave a lot of warning in the story. There’s a cloud … mist .. which can tell the future and he warns Garl and tells him what he needs to do get more time. There are other things as well, but once Garl realises its the moment he’s able to ask The Alchemist who’s there with them for more time, from then on for as long as Garl has purpose he will remain in the world, but he’ll pass away as soon as his mission is accomplished. Garl uses that time well and intentionally and with his usual charm and grace, but then job finished, he dies and Valare and Zale take him back home and bury him under his favourite tree.

You then travel on, meet new people and sometimes talk about Garl and they say they’d like to have met him. You finish the game and Valare and Zale go off to protect the universe, but they come back home once a year to visit Garl’s grave. The ending feels satisfying, but definitely sad.

(SPOILERS INTENSIFY)


Then, as you start thinking about New Game+, the game challenges you to finish up. You don’t have to complete everything, but there are a bunch of important side quests and collectibles that you need to go find and if you finish all of the objectives you get the option to open up a hole time in and space. Valare and Zale and their unbreakable glass buddy B’st, end up right back at the moment of Garl’s death. B’st trades places with Garl, but being unbreakable just pretends to die. Garl returns with Valare and Zale and they go and dig up B’st from Garl’s grave. And now Garl joins the whole party as a Warrior Cook who really kicks ass -- seriously he’s functionally more powerful than everyone else in the game. Like when Garl died, the game gives you a moment to absorb and celebrate, and then you get to go wrap things up again.

Now when you get to the end of the game, rather than letting the big bad wander off. Garl gets in his face and you fight the true boss and get the true ending. It’s a hard fight -- although I may just be bad at it -- but very fulfilling, plus there’s just something very funny about Garl being able to just toss this guy who’s been an existential menace for the whole game.

So it might feel like an ass pull, but for me, especially the extra work they make you do and the fact that you have to finish the game once without Garl really made the story feel right to me. Now when you see the guardians return on Garl’s birthday, Garl gets to enjoy it too.



The other thing I’ve thought about a lot is the designer’s choice to use timed hits -- did I mention they called back to SNES RPGs?. They open saying that the timed hits are totally optional, but they’re not quite. I found that if I missed the block or the bonus damage, or primarily the extra hit to the lock, it was a big deal. I think they’re a good choice, but I wish they’d be acknowledged more and the optionalness been managed in a different way.



I have some concerns about choosing the difficulty generally. As I said, I found the game to be just a little easy, except for the bits that were hard. I’m 40-something now and my hands don’t work as good as they once did, disability is a changing thing and I’d like to see that acknowledged by more software. I think there are parts of the games that other people might have found harder or easier.

The developers address this, in a way I almost like. You can buy or find “relics” which allow you to turn things on and off, so you can turn on a relic that automatically allows you to do the timed hits, or you can get one that makes the enemies significantly tougher. Those are great, and they have quite a few, but they’re found in the game and I feel like those need to be in the hands of the player up front, or when the game says, there are timed hits, but they’re optional, display a list of options for how you can modify them. Finding them in shops, even if they’re cheap might make sense from the perspective of story telling or immersion, but I think we need to put all of the game play options we have in the hands of the player and trust them to make the right choices from the start.

This feels a bit low, but I’ll also point out that they wouldn’t need a relic to tell you if you got the hits right if the sprites animations read just a little bit more clearly.


Things I’d Include in a Game

 

The biggest thing I’d be influenced by in Sea of Stars is just how great the traversal is. Playing games like Hollow Knight or Super Mario Odyssey always make movement a joy, but it’s not a thing that I’d thought about in conjunction with RPGs before. Sea of Stars is just a really fun to run around and they do a good job of giving you interesting places to run through the whole game.

The other thing from Sea of Stars is just how great a great typed combat system can be. I’ve written about how much I like the way conditions work in Secret of Mana and how typed combat has always been a bit of an after thought, or something that’s included in a game because it’s expected not because it makes it more fun. The typed combat is one of the things that makes the combat in Final Fantasy X so good. Most designers have left it out of newer games or minimised it, but I absolutely love the way the Sea of Stars team pushed it to the fore and used it to make every moment of combat meaningful.







Final Things


I really appreciate Sea of Stars, it hits all of my nostalgia buttons and I think it’s a great game on its own. I also love that it feels like an entry point to games and RPGs that echos the early / mid 90s games that I entered games with. I really appreciate the time and the effort that the team has put in, they’ve made a game that fits together perfectly and I appreciate that the size is just right to appreciate how the game fits together.






Friday, December 29, 2023

Games of 2023

Looking at a lot of year in review lists, 2023 is another year like 2017 where a lot of very good games were released. I’ve started playing more games on “PC” now, although I went back to long time favourites (not least because the old Mac Laptop I’m playing on is not exactly a modern graphics powerhouse).

So of the five 2023 released games I played all were on the Switch and three of them were from Nintendo.

As is traditional, I've organized the games I've played into a few rough categories:


The Alright


Advance Wars 1+2: Re-Boot Camp

Advance Wars 1+2 Re-Boot Camp

 We’ve established that a) I like strategy games and b) I’m not *good* at strategy games. This leaves me with the exact position of “I kinda liked Advance Wars, but it’s harder than I think is fun,” so it’s alright. I’m also just hitting a point right now that I’d like to play strategy games that aren’t combat / warfare based. What does that look like? I’m not sure yet, but it’s making me think.


Mineko’s Night Market

Mineko's Night Market

 

I picked up Mineko’s Night Market hoping to play a light crafting / store management game. It is that, but honestly the technical problems on the switch are keeping me from enjoying it. It does an alright job of the crafting and store management, but it’s maybe a little too self aware for it’s own good and when it’s not being self aware it seems a little short on charm and personality (the only interaction with towns folk is them demanding things from you, often stuff you have to buy). The game feels a lot like the art took the lead (and the game is gorgeous) and game play and technical functionality got lost.

 


The Very Good 


Pikmin 4

Pikmin 4

Pikmin 4 might actually be great. It certainly hits all of the things that make me happy about Pikmin games and there is a lot of it. Sometimes Nintendo accidentally irons out the fun when they polish their modern games, especially those based on older series and I think they’ve done that here. They added in a lot of very good fun as they went, but it’s just less charming than the nonsense that was Pikmin 1, 2 and 3.

Super Mario Bros. Wonder

Super Mario Bros. Wonder

 I’m not super in love with the 2D Mario games and Wonder has kinda followed along. There’s something in the mode of 2D exploration that just doesn’t make me want to spend a lot of time, the way I did when I was a kid. Based on Dan's PlayFrame Let's Play, I've tried to slow down and really explore the world, but I just find compared to exploration in something like Odyssey, or even 3D World, I’m not that engaged.


The Great


Legend of Zelda: Tears of the Kingdom

Legend of Zelda: Tears of the Kingdom

Tears of the Kingdom is great. I think this it’s actually two great games which is kind of what keeps it from being excellent. It takes all of the things that were excellent in Breath of the Wild and improves on them. The game play is better, the story is better, the experience is better, the side characters are better. The Zonai building mechanic is amazing and a ton of fun.

When I play Tears of the Kingdom, just like when I played BoTW, I am totally absorbed in a way almost no games absorb me. Each moment of game play is fun and fulfilling.

The thing that holds me back, just a little but from totally and unreservedly loving this game is that it doesn’t feel like it matters. Riding a horse across Hyrule felt like a feat in BoTW, but in ToTK it’s a dumb thing to do because you can just *fly*. I played the game wrong, and hunted down the side quests when I should have just pushed through the main story, loved it and then delved so deeply into the world flying around on my flying “Akira” bike. I did it to myself, but there’s just that tiny bit of how much more I could have loved this game.

Sea of Stars

Sea of Stars

Mountains’re nice.

Chrono Trigger is still maybe my favourite game of all time. (No I’m not writing down a list, it’s more fun to warp it to whatever I need.) Chrono Cross was not the sequel that we wanted. However people feel about Chrono Cross (I myself feel at least 3 ways about it), at the end of the day the feeling and the heart of Chrono Trigger aren’t there.

Sea of Stars is made by people who understood that feeling and that heart. I spend so much of my time playing saying to myself “Yeah, that’s how that’s supposed to be”. So you meet a monster in the first bit of the game and he tells you not only that “mountains’re nice” but also that “this is the life,” and “man, you’re noisy.” Your teammates gather around the campsite and chat with you about what’s going on. You team up and combine your powers to clobber enemies that you stunned on the screen.

If Sea of Stars had no references to Chrono Trigger, it would still be a great game. Traversal is fun and the puzzle solving is just the right level to be satisfying without being boring or frustrating. I also think that a lot of the puzzles are unique to the game. I think the story is just a little shy of brilliance, but that’s because I’m 40-something now and I read a lot of stores.

Sea of Stars is a great game for anyone who likes turn-based JRPGs and it gets better if you liked Super Nintendo turn-based JRPGs and better still if you loved Chrono Trigger and wanted that true sequel of the heart.



Monday, December 11, 2023

Blog: Video Games of November 2023

I spent a lot of November down with COVID, so I don't really remember the month and certainly didn't have a lot of energy to play. I'd planned to pick up Sea of Stars around my birthday and that turned out to be a pretty good speed when I had the energy for it.


My top five games (by play time) for November were:

  1. Sea of Stars - Sea of Stars is a lot of fun. I think it stands up on its own, but it's also the modern extension of great SNES role playing games. It's certainly made with a lot of Chrono Trigger in it's heart and kind works as the sequel I'd been imagining, rather than Chrono Cross.
    Screenshot: The three heroes talk to a wanderer on a mountain top at sunset. The Wanderer says 'Mountains're nice'


  2. Dicey Dungeons - Dicy Dungeons has been the thing to play when I don't want to use my brain too much.
    Screenshot: The Inventor, an orange D6 faces off against Beatrice, a vampy bee woman. The invetor has a shocked card, which they can't use without adding a die, a two handed sword which will do at least six damage plus another die's worth and a jackhammer where when you push the button your opponent's equipment will be shocked.


  3. Tactics Ogre: Reborn - I started a new playthrough to look at the differences of the routes. I'm finding the overall story a little flat, and some of that is due to them trying to keep a dark and gritty tone. The game play in each mission is always fun, so as long as you don't think about the war crimes you keep committing, it's fun.
    Screenshot: Our heroes, lead by the Hawkman Canopus, fight their way up a large rough fortress on a dark and stormy night. The battle seems to have turned with only a few opponents remaining.

  4. Stardew Valley - I found it hard to come back to Stardew Valley. It's still a good an enjoyable game and the core farming is enjoyable, but I found having played through all of the story years ago, I just didn't really connect.
    Screenshot: Our farmer looks at a patch of Kale in a rather patchy looking farmyard.


  5. Mineko's Night Market - I thought I'd try this out as something new in the farming / store management genre. It's fun, but not quite what I'd hoped. It's slow on its own and then has some fairly severe technical issues on the switch that make it frusterating to play.
    Screenshot: A closeup of a white cat, looking bewilderedly at the front of a van which has been made to look like a snail.


Here's my total play time for November:



And here's a chart of how much I've played over the month:




Sunday, March 05, 2023

Video Games of February 2023

 February was pretty busy and I didn't really have much of window to sit down and play something big. Tactics Ogre ended up producing the bite-sized play I mostly was looking for. Towards the end of the month I wanted to play something a little more interactive and responsive and so I started poking Hollow Knight again.

My top five games (by play time) for February were:

  1. Tactics Ogre: Reborn - I spent quite a while being foxed by a mission that I just couldn't beat. Then I finally read a walkthrough that suggested I go and grind money by going on a hunt and I've throughly enjoyed myself. Also hopefully made a ton of money to give me the stuff I need to beat the mission I got stuck on. The level cap is a good addition, but it does cut down on the smashing through stuff that sometimes you just want.
    A lot of Dark Knights of Lodos decend on our heros at the bottom of the pile of a fortress.


  2. Xenoblade Chronicles 3 - Replay is going along at a fairly good pace, although the days have been pretty busy so I haven't settled to play much. Pushing through ignoring sidequests really does make the main plot more engaging, and the reduction in weird bad guys who are just hanging out reduces the number of questions about what's going on.
    Noah and Lanz fistbump in a city park.


  3. Hollow Knight - I've now played a lot of Hollow Knight, despite having not finished it ever. This time however I feel like I'm finally getting good enough to really get somewhere. I've been replaying the last 10 hours or so and now I'm finally setting out into the unknown again.
    The Bug Knight and the Mantis Elders bow to each other.


  4. Sea of Stars (Demo) - Sea of Stars certainly looks like Chrono Trigger if it was made in the year 2023. I wasn't sure if it was an honestly good game or just something satirical (which I've had the impression that Messenger - the dev's previous game - is), but while the demo was definitely fourth wall breaking the rest of the game felt pretty good and it seems like the game itself is going to be fun to play. The RGB "puzzle" was a really neat inclusion.
    A wide shot showing a town, The Port Town of Brisk, the rocky surrounding country and what looks like an elder dragon asleep on a mountain with it's tail in a hotsprings.


  5. Mario Kart 8: Deluxe - Vroom vroom.
    Rosalina blasts through the air towards the chalette and finish line, with onlookers in the stands and also hot air baloons.

Here's my total play time chart for February:


And here's a chart of how much I've played over the month:


Reading

I’m not sure that anyone, myself included, really needs this post. On the other hand, I read a thing about re-reading and I want to write ab...