RPGFan’s Review of Sea of Stars

We’ve all experienced those moments when we’re only half paying attention to a game show or a series of trailers when suddenly, something unexpected grabs our attention. A smile appears on our face because amidst the monotony of everything else, here is something different, something truly special. That’s exactly how I felt the first time I saw a trailer for Sea of Stars. As a distant prequel to The Messenger, an indie retro-style action platformer by Sabotage Studio, Sea of Stars immediately caught my eye with its vibrant 2D pixel graphics and classic RPG influences. A demo released earlier this year heightened my excitement for the full game, and now that it’s finally here, I can confidently say that Sea of Stars lives up to all my expectations.

In the world of Sea of Stars, an evil and immortal alchemist known as the Fleshmancer plagues the land along with his minions, fearsome monsters called Dwellers. The only ones who can stand against these terrifying adversaries are the Solstice Warriors, children who are born on the summer or winter solstice and are trained to wield their unique solar and lunar magic. Enter Zale and Valere, two newly chosen Solstice Warriors who embark on a quest to defeat a powerful Dweller, accompanied by their loyal friend and talented chef, Garl. As they explore the diverse islands of their world, they encounter a captivating cast of characters, some of whom join their party while others play supporting roles. My personal favorite character turned out to be Seraï, an enigmatic assassin whose backstory reveal comes as a delightful surprise and adds to the game’s overall intrigue. Garl, the cheerful chef, brings warmth and laughter to the group, and the game is filled with unexpected twists and turns. Despite the classic battle of good versus evil, there are intriguing nuances woven into the story, taking it in unexpected directions at times. While the ending may feel a bit abrupt and not all loose ends are tied up, I found myself satisfied with the adventure I had experienced and the captivating world I had delved into.

One aspect that sets Sea of Stars apart is its fascinating lore, greatly enhanced by a traveling historian named Teaks who joins you at campsites. Teaks shares stories relevant to the areas and characters you encounter, enriching your understanding of the world without overwhelming the main narrative. Sea of Stars expertly maintains a brisk pace without sacrificing depth, an achievement that deserves praise. Speaking of the world, Sea of Stars is a visual masterpiece from start to finish. Modern features like dynamic lighting and real-time reflections beautifully complement the intricate 2D environments and charming hand-drawn animations. Each area exudes a unique personality and showcases meticulous craftsmanship. The character designs, even when it comes to non-playable characters, are endearing, and the pixel art portraits accompanying major characters are stunning. The addition of cinematics through the game’s Kickstarter stretch goals enhances the overall experience, even if they occasionally lack polish. Nonetheless, they seamlessly blend with the character art and handcrafted aesthetics. When not lost in admiration of the stunning visuals, players will find themselves engaged in a variety of activities, from running and jumping to climbing and swimming through environments. Sea of Stars surprises players with its platforming elements, allowing for greater exploration, hidden secrets, and clever puzzles. The game also incorporates a Metroidvania aspect, enabling players to acquire new tools, like a grappling line, to access previously unreachable areas and overcome obstacles in different ways. Additionally, the ability to manipulate the time of day adds a captivating layer of depth, unveiling new possibilities such as transforming mushrooms into bouncing platforms at night or using sunlight to melt ice blocking your path. This blend of mechanics elevates the exploration and sets Sea of Stars apart from more traditional RPGs.

The combat system in Sea of Stars follows a “retro but modern” design philosophy, infusing turn-based battles with its unique Locks system. Enemies charging special moves display a series of locks that players must break using specific attack types. Breaking these locks reduces the power of the enemy’s attack, and if all locks are successfully broken, the move is canceled. However, enemies do not make it easy, often overwhelming players with more locks than they can feasibly break or imposing short countdown timers. This introduces a strategic element, forcing players to prioritize which attacks to block and which to risk enduring. For example, some enemies may summon allies or erect barriers, prompting the player to focus on negating those moves at the expense of other charged attacks. The Locks system intertwines with timed hits and blocks akin to Super Mario RPG, rewarding players who properly execute attacks or defenses with increased or decreased damage, respectively. This synergy between the Locks system and timed hits adds depth to combat, enabling additional hits and making it easier to disrupt or cancel enemy moves. While timing requires precision, I found it manageable in most instances and even appreciated the in-game options available to assist players who find the timing challenging. An intriguing aspect of combat is the live mana mechanic, where regular attacks leave behind clumps of magic power that characters can utilize to enhance their next attack. This mechanic further impacts the Locks system by empowering attacks and allowing for the breaking of multiple locks in a single strike. Combos, powerful dual attacks between two characters, and ultimates, flashy super moves reminiscent of limit breaks, further intensify battles in Sea of Stars.

Despite the seamless integration of various mechanics and the overall fun factor of combat, I do have a few minor concerns. Visibility can sometimes be an issue when it comes to identifying the enemy linked to a set of locks. Additionally, character repositioning during skills can occasionally obstruct the view, making it harder to time attacks accurately. Furthermore, players may find themselves backtracking in the game to search for missed items or utilize newly acquired tools to uncover hidden treasures. While it is possible to avoid combat in old areas, once engaged, players cannot escape. Lastly, the cooking system, which allows players to gather ingredients and create restorative dishes at campfires, may feel somewhat restrictive. The maximum inventory limit of ten items can sometimes hinder the use of surplus ingredients, leading to missed opportunities. However, these concerns are minor and may not significantly impact individual playthroughs.

Sea of Stars boasts an abundance of side content to complement the main story. Engaging NPCs offer side quests, fishing spots entice players, optional puzzles and bosses await exploration, and a captivating town-building feature adds another layer of immersion. Players may even stumble upon a secret quiz show for added entertainment.

Overall, Sea of Stars impresses with its unique blend of retro aesthetics and modern features. The attention to detail in its visuals, the engaging combat mechanics, and the depth of its world-building make it a delightful and memorable gaming experience. Minor flaws aside, Sea of Stars stands as a testament to the creativity and passion of indie developer Sabotage Studio, and it is sure to captivate players looking for a truly special RPG adventure.

Reference

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Denial of responsibility! Vigour Times is an automatic aggregator of Global media. In each content, the hyperlink to the primary source is specified. All trademarks belong to their rightful owners, and all materials to their authors. For any complaint, please reach us at – [email protected]. We will take necessary action within 24 hours.
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