Review
08/28/2023
Sea of Stars Review
Combining the lucid charm of the old with the exciting innovation of the new, Sea of Stars is a spellbinding masterpiece that will hold you in its world and remind you why you fell in love with the RPG genre in the first place.
From the moment Sabotage Studios announced its sophomore outing, Sea of Stars, I’ve felt like we had something special on our hands. So often, we see games that try to recapture the magic of older RPGs. And while many scratch that itch, I’ve never seen one that also manages to do what titles like Chrono Trigger accomplished: Pushing the genre forward with a firm understanding of what to leave behind in the past. Sea of Stars is unquestionably that game, but it’s so much more than just that. To merely compare it to the classics like Chrono Trigger and Super Mario RPG would be a detriment to the mesmerizing and beautiful adventure Sabotage Studios has created here. It’s a game that understands the trappings of the RPG genre, and that same core philosophy drives its every move. While the game clearly wears its emotions on its sleeves, it also dares to challenge them, resulting in a spellbinding masterpiece that will hold you in its world and remind you why you fell in love with the RPGs in the first place.
Story
Right from the start, it’s clear that Sea of Stars knows every cliche and trope in the book, and it will make you very aware that it knows. Rather than let its meta-commentary come across as gimmicky, however, it presents a world that stands on its own entirely, with Sabotage’s penchant for tongue-in-cheek humor serving as icing on an already delicious cake. You'll laugh as much as you did in The Messenger, but you may also be surprised by how captivatethis second game makes you feel. I don’t want to say too much about the story, but I also think it would be a mistake to merely talk about the plot. Sea of Stars is a game more about the world than what’s happening in it. There are highlights, make no mistake, but I found the most significant strength comes from the game’s wildly imaginative lore.
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I don’t know a better compliment I can give than to say that the game, at no point in its entire 40-hour run, wastes any material. With each new level you step into, you’re treated with a new fantastical development about the way the world of this archipelago functions. Whether that be a town of mole men who have carved a mountain to use the wind to play a song that lulls a giant sky serpent to sleep or the endless conflict between a former pirate captain seeking revenge upon his lover as she is doomed to sail his ghost ship for eternity, I guarantee you’ll be enthralled at the whacky and wonderful world Sabotage has created here. The tale of three sisters, each embodying the three states of morality, was a particular favorite of mine.
You are the children of the solstice, Valere and Zale, and your mission is to utilize the lunar eclipse in order to defeat the dwellers, minions of the mighty antagonist, the Fleshmancer. If all that sounds wild, trust me, you’ve seen nothing yet. While Sea of Stars may not outdo your absolute favorite RPG stories with its plot developments, the mythology on display here is so enthralling that it props everything up. It’s as if the developers sat in a room and contemplated for days over the craziest and most imaginative ideas they could think of and then found a way to logically fit them into the world.
This culminates in the optional campfire story element that allows players to seek out relics that the world’s last historian, Teaks, will collect. And your reward for doing so is a charming story about the history of that relic's meaning. I cannot recommend enough that players take time to listen to every one of these. The ideas here are so much fun and fascinating to learn about.
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It's the small moments, such as sitting by the warm fireplace as the tavern plays the game's soundtrack, that make this a special experience.
It’s not Dark Souls. You won’t have people puzzled endlessly about symbolism or history. Sea of Stars, instead, embraces the idea of simplicity and proves how underrated it can be. Everything is easy to understand with just a little extra room for interpretation and speculation. Think of it like one Hell of a good children’s fairy tale.
As for the main story itself, it’s divided chiefly into individual substories that move the ultimate plot forward. Each presents you with new ideas and a slew of fantastic new environments, each different from the last. I won’t say much about the story, but I’d bet money that players will fall in love with the pure-of-heart and loyal Garl, the warrior cook and longtime friend of Valere and Zale. His journey takes him and his friends on a quest to defeat the last of the dwellers, and discover the true history of the fleshmancer and his counterpart, the enigmatic immortal alchemist.
Of course, Sea of Stars is indeed a prequel to The Messenger, and I was surprised by how true this ends up being. I expected nothing more than a few cheeky references. But while players will not have to play The Messenger to understand what is happening in Sea of Stars, those who have experienced Sabotage’s premiere project (and if you like platformers, you should) will be significantly rewarded. I am saying absolutely nothing more about that.
As I’ve mentioned before, this is a game that fully believes and commits to its vision. Because of that, I don’t remember the last time I’ve seen an RPG that leaves no dead air whatsoever, aside from… Well, Chrono Trigger. There are moments when you might feel like you’re on a fetch quest, but not a single mechanic or side element, such as the addictive fishing mini-game, feels squandered. Every aspect feels carefully put together with love and conviction, and that couldn’t be more true than with the game’s combat.
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I don't remember the last time I played an RPG this dedicated to what it's trying to be.
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Gameplay and combat
The best way to describe Sea of Stars' gameplay is "focused." Each mechanic in combat and exploration is so clearly made to bounce off one another; in a way, I must admit, even the greatest RPGs struggle to achieve. Take cooking, for example. I was pleasantly surprised to find just how useful taking a break from the action to whip up a tasty treat was. The game is clever by capping items off at 10, meaning that the days of hoarding hundreds of potions for no reason just to dump them all on the final boss are long gone. And because of such a small cap and because healing techniques cost so much MP, using items feels like a genuine intention in battle.
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I'll be curious to see if people are as enthralled by this world as I was.
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Potions and elixirs have always had an unspoken taboo nature in games. I avoid using them in Kingdom Hearts for whatever reason. But the truth is that they often fall into one of two traps: They’re either collected with no actual purpose, or they are so overly useful that they make a game disappointingly easy. I never found that to be the case here. However, those seeking an even easier or stricter challenge will find just what they are looking for, thanks to the game's relics system. This tool allows you to modify the game to fit your needs.
With no random encounters to speak of and one heck of a satisfying grappling hook on hand to initiate battles with style, combat begins right there on the screen with no transitions. Not one to settle for replicating the greatest game of all time (You know which one); however, Sea of Stars adopts another favorite of mine, Mario RPG, with timed hits implemented in nearly every combat action. Correctly timing your strikes results in a beautiful sense of accomplishment for going the extra mile. You don’t have to utilize these, but you’ll be rewarded for doing so.
Regular attacks generate MP, and live mana orbs power up moves and imbue them with the character’s associated element. This makes it so that
your MP stat isn't just a resource you use and refill with an item or a tent. It's a constant balancing act of trying to keep it sufficiently surplused at the proper moments. Skills often add the bonus trait of AOE, and each is balanced beautifully so players won’t feel the need to spam one repeatedly. By hitting (especially with proper timing) with attacks or magic attacks, the party builds up its combo meter.
Two party members can initiate incredibly powerful Chrono Trigger-style dual techs with each combo point. You’ll take time utilizing each of these mechanics to engage in combat’s bread and butter, the lock system. As an enemy begins casting a powerful move, symbols corresponding to attack and element types will appear above them, and by hitting the enemy with the respective symbol, a lock will break. Break all locks to prevent the enemy from using its move altogether. It’s pretty satisfying.
But brilliantly enough, the game is designed so players won’t have to feel bad for missing the chance to break all of an enemy’s locks, as each lock broken will still weaken that enemy. Live mana orbs add a strategic element to the game by counteracting the locks. I often found myself strategizing whether to use them swiftly or save up for one large attack at the right moment. Should I break all the locks on one enemy I have trouble timing blocks for? Or should I break multiple locks on several enemies to weaken each of their hits? These are the decisions I loved making during combat.
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Every battle in Sea of Stars is its own dance, forcing you to figure out the best rhythm and strategy
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There is nothing that goes without purpose here. While combat is simple and easy to understand, each of these mechanics builds an incredible feedback loop in which each piece synergizes with another. You won’t find yourself spamming the same move repeatedly or mashing the attack button to breeze through a battle. It’s not that kind of game. Those who enjoy a more laid-back experience may feel deterred at first, but if you’re looking for a combat system that is involved and interactive, it doesn’t get much better than this. Each battle requires a proper level of thinking and proper MP management. It could grow tiresome, but since every enemy has a unique pattern to its moves and block timing, it stays constantly fresh.
If I do have one negative to mention here, however, it would have to be the game’s boss battles. They’re some of the most impressive and imaginative I’ve seen visually, but– and this was very surprising to me– most of them are actually relatively easy. The first half of the game will challenge you well enough, and enemy encounters remain dangerous til the credits roll, but boss battles take a hit in the second half of the game. Perhaps it’s because the game revolves so strongly around preparing for an enemy to attack that when given ample time to do so for a single enemy, no matter how viscous-looking, you’ll be able to punish it quickly. This is especially true if you use Serai’s slightly overpowered disorient ability, a mandatory move in combat.
Bosses did very little damage to me toward the end of the game, and I found I could pretty easily stop them from using most of their strongest moves. But it does have to be mentioned that I explored every nook and cranny of this game, and as it rewards exploration (Yet another feat other RPGs struggle with), I was pretty decked out with some amazing accessories toward the end. You decide whether that’s a negative statement on the game’s boss battles or praise for its rewarding exploration.
Music and visuals
Sea of Stars will tickle your brain with its wild lore. It will force you to stay engaged with its amazing combat, and it will not make you feel like a single mechanic is wasted.
But without any doubt, the greatest strength of this masterpiece is the atmosphere. I may have never played any game that has enthralled me as much as this one has in its ambiance. The foliage blows in the wind, the birds chirp in the background, and the sound of rushing waves and waterfalls soothe you. The environments are breathtaking, with the best sprite work I have ever seen. Utilizing a dynamic day and night system, each has its own feel and personality. The moorlands emit a melancholic sense as they are buried in historic architecture, while the coral cascades are bright and tranquil, as if the characters get a brief vacation to a beautiful island resort on their way toward their goal.
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Sprite work does not get better than this
My personal favorite (in the material I can talk about) has to be Wraith Island, the spooky domain of Romaya, the necromancer, and the poor, cursed town of Lucent. If it sounds like there is variety here, I assure you not one environment looks the same. I don’t remember the last time I played an RPG that didn’t once recycle its elements. These were my favorite moments in Sea of Stars. Standing by a rushing waterfall, feeling as though I had to walk more slowly in the chilling mansion or feeling the tension ease away as I mingle with the villagers of Mirth, a quiet and peaceful snowy refuge… It dazzled me to no end.
It’s not just a world you can see but one you can touch. That waterfall there? You’re not just going to look at the pretty blue colors; you’ll swim down it into a deep pool below and maybe even find a treasure chest! Nearly every surface is also climbable, which makes for some terrifically-designed dungeon crawling and exploration. You won't find any flat planes and hallways here.
And the music… Dear God, the music. Pardon my language here, but God freaking damn the music. It may sound redundant, but here is another example of how every piece of Sea of Stars feels carefully put together with love. Every track elicits a different tone, with the incredible Eric W. Brown somehow outdoing his already toe-tapping masterpiece of a soundtrack in the Messenger. There is so much personality here. I can’t wait to find out which ones become fan favorites, though I have my suspicions. Sea of Stars has one of the best soundtracks I’ve ever heard. It’s not hyperbole to say it stands right there with the all-time greats of the RPG genre.
And yes, the magician himself, Yasunori Mitsuda, lends some tracks to the game, and… I am absolutely not spoiling those. But be on the lookout for his mansion and sailing theme. The former is still under my skin.
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While fishing is excellent, I became addicted to the in-game mini-game, Wheels.
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Sea of Stars is all about these moments. The little touches in games can be so often overlooked, but if anything, this is a game entirely about them. You’ll sit by the cozy campfire with your friends as Teaks reads you a story, and you hear the crackling and sizzling of the cooking pot. You’ll wind down with a game of Wheels (Gwent and Triple Triad enthusiasts, watch out for this one) as the tavern band supplements it with your favorite track. I’d be shocked if people don’t fall in love with this world.
Verdict
Picture your favorite RPG from the past. Now imagine that every limitation it faced at the time has been removed. That’s Sea of Stars. It’s a game that doesn’t just fully understand why those games worked; it understands why others don’t. With a combat system that considers every mechanic and bounces them off one another perfectly, a world you can not just see but touch, and a finer attention to detail and small touches than most, it moves the genre forward in ways I’ve never seen. This is a game unquestionably made with love. It combines the lucid charm of the old with the innovation and understanding of the new to create an enchanting experience that will stick with you for a long time. We have a new Chrono Trigger on our hands.
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Final playtime: 40 hours
Platform: Switch
Completion: 100%
The highlight of the game's story has to be its wild and imaginative lore and worldbuilding.
Pros
. Recaptures the spirit of RPG classics brilliantly
. Fully committed to its vision
. Toe-tapping fantastic soundtrack
. Kinetic, involved combat
. Whimsical atmosphere that will stick with you
Audience
. Those who live by the RPG classics but admit that some things are better nowadays.
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. Those who want to get lost in a world.
Cons
. . The bosses in the second half are a bit too easy
. Underwater exploration could have been more.