Star
Ocean 2: The Second Story is Sony's second domestic RPG release
for this year. (The first, of course, being the excellent Legend
of Legaia.) Developed by Tri-Ace and Enix, the maker of the
famous Dragon Quest series, Star Ocean is their second
signature series which takes RPG gameplay involvement to new levels.
Enix's RPGs have always promoted story and characters above flashy
graphics. This can be clearly seen in the style of their Dragon
Quest games. For some companies, this would be a criticism.
It's helped Enix to be the major competitor against Squaresoft in
Japan. Star Ocean, while not revolutionary by any means, is a
strong contender to succeed in the increasingly crowded North American
RPG market.
Continuing from the First
Story, which was released only on the Super Famicom, the sequel tells
the tale of the son of the main hero from the first game. Claude is an
ensign in the Earth Federation on a mission with his father to
investigate a mysterious energy field on an abandoned planet.
Upon arrival Claude becomes impatient
and rashly activates an alien device which sends him to the world of
Expel, the setting of the game. There he meets Rena, a native girl who
is not what she appears. Together they set off on a quest to solve the
mystery of the Sorcery Globe, a meteorite which collided with her
world and has been producing evil monsters ever since.
Eventually,
the plot takes on an epic scope with a huge world, up to 12 usable
characters, and infinite replay potential due to the 86 possible
endings. The game can be played from the perspective of either
Claude or Rena. Whomever the player chooses as the main hero
effects the route of the game and the character
interactions.
Adding to this complexity is
the Private Action option that appears in every town. Here, the party
can be separated and go off on their own. Talking to members of your
party scattered around the town can trigger certain events or
flashbacks which delve deeper into the backgrounds of the characters
or may affect the plot in some way. Up to 3 or 4 different Private
Actions can be triggered in each town, allowing constant branching of
story events.
Finally, each character has
what's called an Emotion Level. Based on your relationships with the
characters developed through conversations, a certain affinity level
between sets of characters can arise. This feature basically
determines who gets paired off with whom and results in one of the
possible 86 endings. While this may seem too complex for some, I found
this feature very interesting. Characters really developed their
feelings gradually and you never knew what direction their
relationships would turn next. While the story was slow to start, it
really got going by the second continent and held my interest
throughout.
The graphics, while not overly
spectacular, are still very dynamic. Characters are
sprite-based, but generally small in the style of old school
RPGS. The backgrounds are pre-rendered and have a rich color
scheme. Details -- such as birds flying over houses or fog
setting on the city streets -- add an immense atmospheric feeling to
the game. The overland environments are three dimensional and rotate
left and right with a map screen in the corner. Dungeons include
caves, forests, ravines, and mountains -- each with extensive detail
that brings the game alive. Added to this is a spectacular FMV
opening and further impressive sequences throughout. The
beginning feels like a Star Trek movie (only better) because it really
delivers the epic dimensions of the game and the series.
What really stands out is the
music that goes along with your travels. Each piece is suited to
the game environment and ranges from spectacular orchestral themes to
subdued melodies which serve to add to the plot. Some areas,
like the castles, have their own particular music which complements
the colorful feel of the buildings and the royal settings.
The translation from the
game's native Japanese to English is adequate, but lacks the humor and
cultural jokes of other recent RPGs. Characters also react to
most situations with bubble effects above their heads, such as
question marks, dots, tears, or other assorted pictographs. While
funny to look at for a while, it does slow the game down. Generally,
though, this is a small fault for an otherwise very solid game.
Gameplay
is where Star Ocean makes its greatest innovations for the
genre. Combat is action-based with all of the characters running
around the 3D battlefield, attacking or healing depending on what
strategy is set for them. Each has his or her comments to make
and battle cries to shout during combat. On the surface, the
translation for these is uproariously funny. It adds a certain
hectic feel to the combats, which either leaves the player
confused and overwhelmed or really into the combat. The combat
mode takes extra steps to remain above the common boring encounters in
more traditional turn-based battles.
There are three settings to
the combat. These include Auto, which basically is turn-based;
Semi-auto, where the character has complete freedom of movement but
must target an enemy before attacking; or Manual, which means you
actually have to hack the enemy in real time. During combat, the
player can control only one character at a time but there is an option
to change your selection. Each character can either run in and attack
with a weapon, stay back and fight with magic or use items. Each
non-player controlled character has numerous combat settings ranging
from defensive to offensive strategies. Each character also has
special Killer Moves which get stronger with usage. Additionally, a
certain item in the game allows combining Killer Moves into even more
deadly attack chains which will pummel even the strongest of
enemies. Knowing which character to control, how to make use of
their talents effectively, and targeting your enemies at the right
times adds limitless strategic value to the combats.
Another very important feature
of this game is the skills system. Each character starts with a
certain set of skills ranging from Metalworking, Scientific Knowledge,
and Alchemy, to seemingly useless Whistling, Cooking, and Drawing.
Upon gaining levels, the characters acquire skill points which can be
distributed to any skill the player desires to develop. At some point,
the character can master a specialty, which is a combination of lesser
skills. Even the specialty can be leveled up.
Characters can use skills for
item creation, another novel concept. From minerals, foodstuffs, and
strange potions found throughout the world, valuable items can be
created. These can include healing and status effect items to
armor and weapons which are stronger then anything you can buy in the
stores scattered throughout the game. Because the possible
combinations of skills and items are limitless, you never know what
you are going to get.
As the game progresses,
characters can buy skill sets from skill masters and increase the
range of what they can develop. While these endless options may
be too complex for the casual gamer, they nevertheless add immeasurable
depth to the game world and story which is lacking in simpler RPGs.
Conversely, the player can simply avoid the Private Actions, skills,
and item creation tasks and just go for the main story progress which
itself is intriguing and challenging to even the most jaded RPG
player.
Star Ocean is a game of
great depth and substance which shows what epic RPG storytelling is
all about. The characters and plot matter in this game and, because of
this, Star Ocean is a winner from all sides.