I just started playing it, maybe for an hour or two, can't say anything special about it just yet. Maybe the pretty graphics, and in combat you can press a button when your weapon connects, for a bit of extra damage, or vice versa when getting hit for extra defense. That's the gist of it for now.Is it worth it and why did it get so many good reviews from what seems to be your standard run of the mill jrpg?
What does it excel in.
Maybe just better to wait for Star Ocean then.Personal opinion: it’s really well made and it’s the best attempt at replicating the 16-bit art style.
But it’s somewhat bland and grindy and I don’t think it was worth all that praise. In fact I found The Messenger (their previous game) way more interesting.
Yes, I would.Maybe just better to wait for Star Ocean then.
Really enjoyed... great game for rpg turn based lovers.. the story though specially near the end and the end itself SUCKS ASS .. one of the worst let downs endings I can think of... and the "true ending" is even worseIs it worth it and why did it get so many good reviews from what seems to be your standard run of the mill jrpg?
What does it excel in.
It is weird because it scored better than most jrpgs these daysIt’s great if you are having trouble sleeping.
You mean the Star Ocean 2 remake that’s already out? It’s absolutely leagues better in every aspect despite being a facelift of a PS1 game.Maybe just better to wait for Star Ocean then.
November 2ndYou mean the Star Ocean 2 remake that’s already out? It’s absolutely leagues better in every aspect despite being a facelift of a PS1 game.
Also if you look at recent indie JRPG style games I think I preferred Chained Echoes to Sea of Stars.
Some people got their physical copies already, but official date is November 2You mean the Star Ocean 2 remake that’s already out? It’s absolutely leagues better in every aspect despite being a facelift of a PS1 game.
Also if you look at recent indie JRPG style games I think I preferred Chained Echoes to Sea of Stars.
This is pretty accurate.Personal opinion: it’s really well made and it’s the best attempt at replicating the 16-bit art style.
But it’s somewhat bland and grindy and I don’t think it was worth all that praise. In fact I found The Messenger (their previous game) way more interesting.
Play chained echoes instead if you haven't already.
If it helps they lock the true ending behind a collectathon that will require you to rewalk most of the map if you miss one of the 60 rainbow conches. I mean sure you can watch it on youtube but this is not the type of game design we should be rewarding in 2023.
That’s a deal killer for me.When I sampled it on GP, the one thing I didn't like about it was when you move from room to room, the enemies always come right back even if you just cleared them. I got tired of seeing multiple paths, taking one to follow it to the end, come back and have those slow fights all over again.
When I sampled it on GP, the one thing I didn't like about it was when you move from room to room, the enemies always come right back even if you just cleared them. I got tired of seeing multiple paths, taking one to follow it to the end, come back and have those slow fights all over again.
There were also things I liked with my brief encounter with SoS: the visuals were fantastic, and what little of the story I saw, I liked. There's a period where you're training in a high island den up in the clouds, and you can see down below and it captures that old, 16 bit awesomeness of the old days.Oh, that sounds pretty bad in terms of a mechanic. I can immediately see how that makes exploration a slog, especially if your chances of escaping after entering battle are low.
Like, again, I'm playing Lunar 2 RN and you've got the visible enemies like in Chrono Trigger and all that. You can try avoiding them with sprinting, so on and so forth. However after you beat them, that particular encounter is permanently gone unless you exit the dungeon and come back; only then do they all respawn, and that makes sense.
Although later on, you can have some bad luck and run into another encounter right after escaping or beating one (and at least for me, fleeing isn't really my style because the penalty for a failed flee can be pretty strict in the damage you take before getting another chance to flee...which can also fail).
But overall I like the way L2: Eternal Blue (PS1 ver.; Sega CD one had traditional random encounters) does it in terms of on-screen enemies, ability to avoid them, leaving them gone after defeat unless you exit the dungeon (or Game Over). Having the enemies (actually, enemy groups represented by individual on-screen instances) respawn immediately after beating them just for going into another room in the same dungeon sounds a bit excessive.
That said, maybe in context of Sea of Star's other systems, it works balance-wise. Dunno, I haven't played the game yet.
There is no escape option in SoS. You enter battle, you're in to the bitter end.Oh, that sounds pretty bad in terms of a mechanic. I can immediately see how that makes exploration a slog, especially if your chances of escaping after entering battle are low.
There is no escape option in SoS. You enter battle, you're in to the bitter end.