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Showing posts with label Developer: Tri-Ace. Show all posts
Showing posts with label Developer: Tri-Ace. Show all posts

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), so don't come in expecting intelligent science fiction or any particularly deep characterizations. 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 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.

Tuesday, January 23, 2018

Valkyrie Profile

Valkyrie Profile was Tri-Ace's first attempt to break away from their Star Ocean franchise and try a new style of gameplay that combined elements of action, platforming and fighting games into the RPG formula.  But does Valkyrie Profile succeed in doing so, or is it just a game that, like Star Ocean, tries to do too much and ultimately collapses under its own weight?


Tri-Ace was, at least in the '90s, a relatively unknown company.  Consisting of developers who split from Wolf Team (who would later be absorbed by Namco and create the Tales series), they made a splash in Japan with Star Ocean, a game which utilized an action-oriented combat system and even had some digitized voice samples, as well as a small dating sim element (with different scenes throughout the game and endings appearing depending on the player's affinity with the rest of the cast).  Star Ocean 2 would later be released in North America, keeping the same general idea while also adding in an Elder Scrolls-esque crafting system, and while Star Ocean 2 was only a modest success, it drew a loyal fanbase with its combination of eastern and western elements and significant replay value.

Valkyrie Profile was Tri-Ace's next effort, which once again attempted to combine some elements of sidescrolling platformers and western RPGs into the mix - missions and recruitable characters were randomized each playthrough, and many enemies in the game could only be reasonably damaged by utilizing certain weapon or spell types (more than a little reminiscent of games like Dungeons and Dragons).  The game's combat system was also a significant departure for an RPG, combining some elements of a fighting game into a turn-based system.  Each of the four characters (Einherjar) in the party is mapped to one of the four face buttons, and pressing that button in combination with the D-pad will cause them to use one of three different attacks.  However, with properly timed attacks, one can create some impressive combinations, earning damage multipliers as the combo grows longer.  A power bar is also present, allowing the player to unleash a character's super move at the end of a combo that adds a large amount of extra damage and hits.  Considering that there are a grand total of 21 characters to utilize and it's impossible to see all of them in a single playthough, this adds quite a bit of depth and visual flair to the game and is easily its strongest aspect.

Other aspects of the game are less well-handled.  As mentioned, story events and dungeons in the game are not fixed, but instead randomly awarded to the player by pressing Start on the map screen.  These random events often lead to a new character, but other times may just be a randomly-generated dungeon with enemies that tend to be far above the player's level and can wipe out the party in an instant.  In an ill-advised way to offset this, the player is occasionally given (or can buy) weapons that can instantly kill some stronger enemy types (the Dragon Sword, for example, will do massive damage to Dragons); however, these have a high chance to break each time you use them, which quickly leaves you high and dry or burning through your extremely limited currency in short order.

Not aiding these matters either is the fact that one is given only a set amount of random events per each chapter, and once they've gone through three or four, they are basically left with nothing to do (even level up) for the rest of the period. There aren't any extra dungeons that are always available, and towns seem to have no purpose whatsoever as townspeople do not divulge important clues nor sell any useful items.  Several times I found myself getting stuck in the later chapters because randomly-awarded missions in earlier chapters didn't give me enough experience to survive my way through, even though I went to the trouble of killing every enemy I encountered.  Limiting the experience one can gain is never something I like in an RPG, and Valkyrie Profile is one of the big reasons why - when paired with its random events, it's completely up to luck whether you do well in the next chapter or fall behind and get slaughtered by any random battle you run across.  This only gets compounded further in Hard Mode, where the starting levels of all Einherjar are all set to 1, requiring the player to get them caught up in order to make them a viable fighting force (not the easiest thing when they're so weak that basically any enemy attack will kill them instantly).  Even Event Experience (awarded to the player after defeating a boss, which they can then distribute among their party any way they wish) doesn't really help much with this.

Further compounding this frustration is the backstory, which dictates that you train your characters and then send them to fight in Ragnarok; this permanently removes them from the party, denying you access to their skills for the rest of the game.  Simply not doing this isn't an option, either, as if the war starts going too poorly you'll get into a fight with Freya, and whether you win or lose, the game ends right then and there with the worst ending.  Making things worse is that the path to the good ending renders the war entirely meaningless from a story perspective, which only leaves me wondering why this mechanic exists when all it does is actively hinder your experience and trick you into wasting valuable resources.

The best ending is itself another detriment to the game; in order to reach it, one needs to acquire a specific "Seal Rating" at a very specific juncture in the game, send a specific Einheirjar (one of the very few that a player is guaranteed to get in a given playthrough) at a specific time, take specific items out of "forbidden" chests they've been thoroughly warned away from by that point,  and win out against a rather tough late-game boss; if any of these cues are missed, they are locked into either the neutral or bad endings.  Worse, the game provides absolutely no clues for any of this, all but requiring the player to have a guide handy if they want to get through it; to say nothing of being strong enough to beat the boss, which is completely up to a roll of the dice.  But even if one does all of that correctly, the final boss gauntlet is absolutely, insanely difficult to overcome - I still to this day have never beaten that dragon that spews gouts of flame that do enough to wipe out my entire party in a single turn.

But of course, the developers (and their fans) are all too eager to tell you that it's your fault, not the game's, when it fails to give you enough experience to level up.  And that there is an item crafting system in the game.  And that it's so obtuse and badly-explained that it basically requires another guide in itself.  And, of course, that you need to use the ice crystal ability in the platforming segments in an extremely specific way to create ice towers to reach high treasure chests that are either positioned far out of reach or offscreen entirely, so you'd never know they were there unless you went to the trouble of exploring every innocuous nook and cranny for valuable items, which are apparently your only chance of victory in the final gauntlet.  Maybe that's fun to you, but I certainly don't enjoy basically having to cheat in order to complete a game; no thanks.

So the game is badly balanced and almost entirely up to chance, but surely the storyline makes the constant resetting and restarting worth it, right?  Tee hee, no.  Of course not.  There's very little in the way of development for any character other than the main one (Valkyrie Lenneth herself), and what little there is only shows up in the opening cinematics, sporadically through the guaranteed story scenes, and at the very end of the A Ending path, which, as mentioned, requires the player to jump through tons of ridiculous and obscure hoops to reach.  And when you finally get there, it's short, unsatisfying and doesn't answer any of the big questions in the story.  So no, not even Valkyrie Profile's story can save it, nor make it worth the effort to play.  It's not aided by some laughably bad voiceover or cheaply-animated anime cutscenes, either.

When all is said and done, Valkyrie Profile was a major letdown.  While it makes a strong first impression with its dazzling visual effects, amazing music, creative combat system and unconventional mechanics, it doesn't take long before one realizes that completing the game is essentially a matter of memorizing a player's guide and being extremely lucky in order to be strong enough to face the final trials.  That, paired with the lack of a decent storyline or memorable characters, made this just another bad Tri-Ace game that I had no interest in completing.  But at least it never crashed on me or corrupted data on my memory card, unlike their other big game of the time (THANKS, STAR OCEAN 2).



Developer: Tri-Ace, TOSE
Publisher: Square Enix
Platform: Playstation 1, Playstation Portable
Released: 2000, 2006
Recommended version: The Playstation Portable version is apparently based on the original Japanese release, carrying over none of the fixes and upgrades of the Playstation 1 version and censoring some elements of the story.  So go for the Playstation version if you can find it.