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Sunday, January 5, 2025

Star Ocean: the Second Story R

A remake of a PS1 semi-classic, Star Ocean: the Second Story R keeps the elaborate design of the original while giving its presentation and performance a massive upgrade and adding in some new content.  But is this Second Story worth revisiting, or is it best left in the past?

Star Ocean is a game I remember playing in the Playstation 1 days, but didn't really enjoy; while it had a good concept in trying to bring western-style character skills and crafting mechanics into the JRPG format, it was plagued with a really dopey script, serious performance problems (including numerous post-battle freezes), a generally buggy and unbalanced combat system and some pretty heinous sound design, including some infamously bad voice acting and audio mixing even by the standards of the time period.  So I just kind of forgot about it and never really bothered checking out its sequels for the most part (other than briefly trying out the third game).  But after seeing it had gotten a remake on modern platforms by Gemdrops (and was on sale for exceptionally cheap during 2024's Black Friday sales), I figured it was finally time to give it another chance.

Well, having now played some of the remake I can state that the script is still pretty dumb, with a lot of really dopey dialog, childish humor and a general campy tone, but it's made considerably more bearable by the surprisingly high voiceover quality.  Spike Spencer and Eden Riegel voice the two main protagonists Claude and Rena, and they perform their parts with the same high quality they put into any project.  The rest of the cast gives their all too, so it becomes a much more bearable experience.  Combat is much faster-paced and considerably less buggy now, though there's still some dumb quirks, like stopping short while pursuing a running enemy and swinging at air over and over again until they finally decide to stand still long enough to be hit.  Your caster allies blow through their MP at a terrifying speed, resulting in me telling them to just avoid damage and cast only when specifically instructed to.  Another new mechanic is Break Gauges - basically enemy now has an "armor" bar alongside their health, and once it's broken they'll be stunned for a little while and take extra damage until they recover.  Bosses likewise have these, and when broken they'll unleash a shockwave that also stuns any another enemies in the battle it hits, making it a good strategy to target them first.  Formations are a bit more practical now - there wasn't much point to them in the original owing to the real-time and chaotic nature of battles, but now they grant cumulative bonuses as you land hits on enemies and avoid sneak attacks and stuns, which vary depending on the formation you choose - everything from bonus experience and money to extra damage.  Seemingly taking notes from The World Ends With You, up to five encounters can be chained together back-to-back, granting substantial bonuses to your gained experience, money and items if you manage to survive them all.  Hitting various milestones in battles (number of enemies fought, damage dealt, et cetera) fulfills a list of Combat Challenges, which often give rare items or experience/skill point bonuses when fulfilled.

But of course, the selling point of Star Ocean is its incredibly elaborate skill and crafting systems, and there's definitely a lot to unpack in Second Story's case.  Not only can you upgrade character stats and combat skills to enable things like faster casting, doing extra damage, shortening stun time or automatically dodging attacks, but there are a ton of non-combat skills as well - everything from Mineralogy to Herbal Medicine to Music to Biology to Aesthetics to Cooking, which lend themselves to item-based utilities and/or stat boosts for anyone who learns them.  Some more abstract ones (like Poker Face) lend themselves to higher-level skills like Pickpocketing, so even if it does nothing on its own, it usually serves a higher purpose.  Even some that seem pretty useless at a glance have surprising utility, like Bunny Call - this summons a giant rabbit you can ride on the overworld over virtually any terrain (just excluding the ocean), allowing you to both avoid random battles and reach many treasures that are otherwise out of reach.  Unlike in the original version, you don't have purchase skills at shops - everybody has all of them available to purchase at the start.  Instead, skill guilds now offer various missions you can complete for rewards, usually in the form of money, items or extra skill points to spend.

Many of these do of course pertain to random battles and powering up, and I found these to be quite a lot of fun to tinker with.  Scouting can raise or lower the encounter rate, Training allows you to take a penalty to your stats to boost experience gains, and Effort lowers the amount of experience needed to gain levels.  All of these combined with an experience-boosting Formation and the aforementioned chained battles mechanic allow you to power up at a surprising speed, and the Enlightenment skill lets you get less money rewards from battle in exchange for more skill points.  Determination lowers the point cost of all skills (so yeah... always max that first), and Purity bizarrely just gives an escalating cash payout each time you take it.  As you can imagine, all of these are quite abusable early on in the game, though as Star Ocean famously has a quite steep challenge curve on the highest difficulty setting, so they're pretty much necessary to make any headway in that mode.

Crafting is an enormous part of the game too, and there's a lot to cover under that umbrella.  Making new weapons and armor and combining weapons with materials to transform them into other weapons is of course present, but one can also create musical works, cook meals with various effects, boost the effect of mundane healing items with Herbology (boosting their low 22% heal to a whopping 52% at max), transmute materials into stronger stuff, raise Appraisal to get better prices in shops, and paint portraits to sell.  Perhaps most broken of all is Writing, which allows a character to create skill books and teach them to other characters at minimal cost, saving tons of skill point farming in the long run.  There is of course a substantial random chance to all of this, with cooking in particular being somewhat annoying - rather than choosing what you want, you simply get one of a list of random items based on a particular ingredient you're using.  So if you're after a particular type of food for some reason (like completing a mission), you just have to keep buying ingredients and rolling the dice until you get it.  Failed rolls occasionally get you bad items too, like Bounced Checks (which cost you money to sell and continually deplete your cash as long as you have them in your inventory), so that's something to beware of too.

Several modern conveniences are added into the game as well.  As mentioned above, the game's presentation is massively improved; not just with the voice acting, but by giving its audio and visual design a massive overhaul.  Like many of Square's modern titles it utilizes a blend of 2D sprites for the characters (the same one as the PS1 version, in fact) and 3D backdrops, and it works surprisingly well here - the environments are gorgeous to look at and a joy to explore.  Another addition is fast travel - one can quickly zip to not just any town they've previously visited, but any shop or even mundane house within that town, and even to the entrance of most dungeons.  Private Actions (unique dialogs to build up affinity with characters) are now activated with a press of a button while you're in town, rather than on the world map, and items that can be created with a particular skill are now given convenient in-game lists so you don't have to go digging through an online guide every 5 seconds.  The Voice Selection is now actually completable, unlike the original PS1 game, and there is indeed a trophy for doing so.  There are a total of 99 possible endings to achieve based on the affinity you've built up with characters by the end, though you only need 15 to get the trophy for it, and it's fairly easy to just restart, use items to build up affinity with a different character and finish the final boss again to get new ones.  There are also trophies tied to getting each and every recruitable character, though, and some characters are only recruitable if you choose to begin as Claude or Rena, so you will still need to do at least two playthroughs.  Finally, my personal favorite new addition is a fishing minigame.  Yes, you can indeed fish at just about any body of water on the overworld, and even trade in fish for various unique rewards with an NPC named Lure.  Plenty of fun.

So, with all that said, Star Ocean: the Second Story R is an excellent update of a flawed PS1 title, upgrading pretty much every element I disliked about the original while keeping everything good intact.  The story is still nothing special (and the dialog pretty moronic a lot of the time), but there's no shortage of elaborate mechanics, challenging battles and intricacies to discover, and the quick pacing of the gameplay and strong soundtrack make it a fun journey to undertake.  Gemdrops did a fantastic job updating the game, and while RPGs aren't really their wheelhouse, I wouldn't mind seeing them remaster some other forgotten games under the Square Enix umbrella.  Like say... Bahamut Lagoon or Treasure of the Rudras?

 

Developer: Gemdrops, Tri-Ace
Publisher: Square Enix
Released: 2023
Platforms: Playstation 4, PlayStation 5, PC, Switch
Recommended Version:  I have only played the PS5 version but they all seem to play pretty much identically.

Wednesday, January 1, 2025

My Top 100 RPGs (as of Jan 2025)

  1. Earthbound
  2. Final Fantasy Tactics
  3. Ultima VII: the Black Gate
  4. System Shock 2
  5. The Legend of Zelda: Link's Awakening
  6. Suikoden II
  7. Fallout: New Vegas
  8. Chrono Trigger
  9. Ultima Underworld: the Stygian Abyss
  10. Illusion of Gaia
  11. Phantasy Star IV: End of the Millennium
  12. The Legend of Zelda: Tears of the Kingdom
  13. The Legend of Zelda: Twilight Princess
  14. Planescape: Torment
  15. Ultima V: Warriors of Destiny
  16. Fallout 2
  17. Grandia
  18. Terranigma
  19. Undertale
  20. The Legend of Zelda: Majora's Mask
  21. Persona 4 Golden
  22. Dust: An Elysian Tail
  23. Deus Ex
  24. Deltarune
  25. NetHack
  26. Ultima IV: Quest of the Avatar
  27. Final Fantasy IX
  28. Baldur's Gate III
  29. The Legend of Zelda
  30. XCOM 2
  31. Final Fantasy VII
  32. Dragon Quest VIII: Journey of the Cursed King
  33. Slay the Spire
  34. Divinity: Original Sin II
  35. Dark Cloud 2
  36. Starflight
  37. Star Control II: the Ur-Quan Masters
  38. Legend of Zelda: a Link to the Past
  39. Shin Megami Tensei: Nocturne
  40. Final Fantasy V
  41. Castlevania: Symphony of the Night
  42. Dragon Quest XI S: Echoes of an Elusive Age Definitive Edition
  43. Hades
  44. Startropics
  45. Mother 3
  46. X-COM: UFO Defense
  47. The World Ends With You
  48. Shantae: Half-Genie Hero
  49. Ikenfell
  50. Lunar: Silver Star Story Complete
  51. Dragon Quest V: Hand of the Heavenly Bride
  52. Super Mario RPG
  53. Legend of Zelda: the Wind Waker
  54. Eiyuden Chronicle: Hundred Heroes
  55. Shadowrun: Dragonfall/Hong Kong
  56. Sea of Stars
  57. Ultima Underworld II: Labyrinth of Worlds
  58. Final Fantasy XII: the Zodiac Age
  59. The Elder Scrolls III: Morrowind
  60. Panzer Dragoon Saga
  61. NieR Automata
  62. Breath of Fire: Dragon Quarter
  63. Phantasy Star
  64. Phantasy Star II
  65. Dragon Quest IV: Chapters of the Chosen
  66. Valkyria Chronicles 4
  67. Breath of Fire
  68. Caves of Qud
  69. Sweet Home
  70. Ultima Worlds of Adventure II: Martian Dreams
  71. Persona 3 Reload
  72. Fallout: A Post Nuclear Role Playing Game
  73. Diablo II
  74. Prey (2017)
  75. Ys VIII: Lacrimosa of Dana
  76. Kingdom Hearts
  77. Symphony of War: the Nephilim Saga
  78. Shantae and the Pirates' Curse
  79. Mega Man Legends
  80. Transistor
  81. Suikoden V
  82. Ultima VII Part 2: the Serpent Isle
  83. Ys III: the Oath in Felghana
  84. Dragon Quest III: the Seeds of Salvation
  85. Grandia III
  86. Wildermyth
  87. Valkyria Chronicles
  88. Final Fantasy III (1990)
  89. Ys IV: Dawn of Ys
  90. Final Fantasy VI
  91. Persona 3 Portable
  92. Shadow Hearts: Covenant
  93. Grandia II
  94. Puzzle Quest: Challenge of the Warlords
  95. Crystalis
  96. Castle of the Winds
  97. The Guardian Legend
  98. Kingdom Hearts: Birth By Sleep
  99. Final Fantasy XVI
  100. Betrayal at Krondor

Tuesday, December 17, 2024

NetHack

One of the most famous names in roguelikes and one of the longest continually-developed games of all time, NetHack is a legendary title in many ways; not least of which is its unflinching difficulty level.  But does this minimally-presented adventure still hold merit today, or is there little reason to visit it now with the surge in other well-known, fiendishly-tough dungeon crawls?


Arguably the most enduring RPG of all time, NetHack debuted in 1987 and is still under active development today, continuing to get bugfixes and new features with each patch that comes out.  A fork of an early game simply titled "Hack" that was a clone of genre-definer Rogue, Nethack features similar, yet much deeper gameplay.  You make your way through a 50-floor dungeon seeking an artifact in the name of your god, hoping to escape the dungeon with it and achieve transcendence.  But of course while you can make anything sound easy, getting the task done is a pretty monumental achievement; so much so that people who have played hundreds or thousands of rounds of NetHack can count their victories in single digits.  Even being able to call upon divine intervention from your god only gets you so far; it's something best saved for when you're in a very dire spot, as calling them too frequently or frivolously will anger them and possibly bring down their wrath upon you.

Yes, NetHack is legendary for its extreme difficulty.  In addition to cursed and unidentified items to deal with, you also have to manage your character's hunger; get hungry and you start fainting, which puts you in extreme danger; go too long without any sustenance and you die.  You start with a few rations and can occasionally find more, but for the most part you're reliant on eating slain enemies.  Only specific ones, though - eating critters like rats or bats will poison you, while undead can cause food poisoning, which is almost always fatal.  Partaking of cannibalism or eating cats or dogs will likewise aggravate all monsters in the game, making you an easier target.  The flipside is that some critters will also grant you resistances or temporary benefits like invisibility, but the only way to know is to experiment (and die a lot) or look up a spoiler list online.  Meat also spoils fairly quickly unless you store it in tins, so it's not something you can easily hoard in large quantities either.

That's just one aspect of the game's difficulty, too.  There's plenty of traps waiting to snare you, dump you to lower levels or poison you and no shortage of monsters with nasty tricks to inflict on you, like being poisoned or paralyzed or cockatrices turning you to stone or werebeasts infecting you with lycanthropy, causing you to uncontrollably morph into one of them; all of which will severely hamper you or bring your run to a quick end if you're unprepared for them.  Similarly, going around equipping items willy-nilly is a very quick way to screw yourself.  Find a nice weapon or piece of gear that seems too good to be true for the stage you're at?  Yeah, get that guy identified before you even think of putting it on.  Oh, and be sure to carry backups, because metal equipment rusts and falls apart when exposed to acid, water and other hazards.

Something else Rogue didn't really have was character classes - you just started up the game and went for it.  This is definitely not the case in NetHack - you get to pick your gender, your alignment, and, based on those, one of thirteen different classes.  Some fit into the usual Dungeons and Dragons inspired archetypes like the Knight, Priest, Monk, Rogue, Wizard and Barbarian, while others are a bit more silly.  Cavemen, for example, are not penalized for cannibalism or eating tripe rations, but have relatively weak weapon and armor options.  Archaeologists are very clearly modeled on Indiana Jones, starting with a bullwhip, leather jacket and fedora and a few convenient items.  Tourists can be considered the "joke" class of the game, as they generally have a lot of money to start but very lackluster equipment and low stats, plus shopkeepers charge them more and give them less money when they sell items.  Each class has very distinct capabilities and strategies to employ as the game progresses, so learning their quirks, advantages and disadvantages is key to success; or at least, not dying so quickly.

Each class is optionally accompanied by a starting pet ally; some (like the paladin's steed) can be ridden, while others have useful traits like detecting traps or helping you find cursed items.  They also fight alongside you and require food to stay alive, and can even change into new forms if they live long enough to gain experience.  Monsters of all sorts in the dungeon can also be tamed, charmed and controlled, which goes a surprisingly long way in keeping you alive - after all, enemies attacking them aren't attacking you.

Another thing you can turn to your advantage are shops, where you can of course sell various items, identify things and buy others to give yourself an edge.  It may also be the first roguelike with the badass shopkeeper trope - if you anger the shopkeeper by attempting to steal things, damage his goods or outright attack him, he'll go hostile, wielding his arsenal of items with lethal force (including wands that cast Death and other nasty things), or summon an enormous horde of Keystone Kops to attack you.

I've only covered some of the basic elements of NetHack's gameplay in this review, but it serves to highlight my point: there are hundreds of variables and endless possible permutations thereof, and figuring out how to deal with them is mostly down to trial-and-error and learning to utilize subtle clues, with one slip-up putting you at serious risk of death.  But that's also the game's strongest trait.  Nethack's dense and addictive design, solid sense of humor and endless replayability gave it strong appeal in 1987, and its ongoing development ensures it will continue to do so for years to come.  It may not have top-notch voice acting, movie-like cutscenes, achievements, epic music, amazing sound design or even graphics (unless you install and enable tilesets), but it's got tons of depth and timeless design, and that's enough to make it an immortal classic.

 

Developer: The NetHack DevTeam
Publisher: The NetHack DevTeam
Released: 1987+
Platforms: PC, Linux, Mac OS X, Windows CE, OS/2, Unix, BeOS, VMS, Haiku
Recommended version: They're all based on the same source code so they all play pretty much identically at their core.  I'm personally most fond of the MS-DOS build since I can run it in DOSBox on virtually anything.