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kylelabriola
@kylelabriola

It's an exciting day when another dev, especially an indie dev, is able to publish their very own "feature-length" RPG. Chained Echoes, Virgo Versus the Zodiac, Bug Fables, Crystal Project, etc. have all been cool projects to see make it across the finish line and into our living rooms. It should go without saying that I'm immensely impressed by, proud of, and happy for any developer who manages to see their vision for a game like this all the way to completion and into the players' hands.

The latest success story in this lineage is Sea of Stars by Sabotage Studio, a kickstarted RPG with a for-the-fans-by-the-fans ethos. By all accounts, it seems to be doing quite well financially and in the hearts of many of its players. It attempts to combine the best parts of Chrono Trigger, Super Mario RPG, and various other "RPG classics" into one modern-retro blend.

Unfortunately, it doesn't work for me. And despite the fact that I had zero hype or expectation before going into this one, I've never felt more disappointed and let down by a game by the time it ended than I have with Sea of Stars.

As it stands, I would mostly recommend Sea of Stars for folks who haven't played "the old RPG classics" themselves, may be new to the RPG genre, and/or may not hold story as a high priority for them when they play RPGs. Those are all completely valid, and I think the game is worth the purchase if that sounds like you.

For everyone else, maybe not so much.

FULL SPOILERS for Sea of Stars below.


Anzekay
@Anzekay

I've been watching this game during its development with a lot of anticipation, and the only reason I haven't played it yet is because I'm trying not to buy new video games right now.

Hearing that the writing for it ends up being really mid is a big let down. I'd initially read some launch reviews that (aside from one) had either praise for the writing or just nothing particularly bad to say, but I'm wondering if they were based on earlier parts of the game rather than the entire thing (it does sound like it's long) or just don't quite have the exacting standards that some other folks (like myself) might have.


HedgeMom
@HedgeMom

Like, between this, starfield, and other big turds lately with nicer reviews, it's just so often a completely different world the critique lives in

I watch this guy called skill up cause I want game news, and if this guy sucked phil Spencer's nuts harder they'd fall off

Just so often a completely seperate reality


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in reply to @kylelabriola's post:

Great post that gets at all the problems I had with the writing in the game. You nailed it with the idea that it doesn't seem to have a "purpose" to its writing.

i didn't actually play the game so i can't comment on most of this (other than to say "whoof that does sound bad"), but i just wanted to note that i did download the demo and found it immediately off-putting that it made a big deal of letting me choose which protag would lead the party, gave each protag a little description, and then put in brackets (by the way you can change it and it doesn’t affect the story)

why even bother, then...? couldn’t this have been a simple toggle after you started the game, like “remember you can press “START” to change which character leads the party”?

it’s a small thing, but when that’s the first impression shared with a new player, it’s concerning

(what little i played of the actual demo was also concerning. they literally put in things like "after some adventures, they went to..." and "I will use it to [REDACTED FOR SPOILERS]." like... was there not a better way of presenting this. it may as well have said "you're not here for the story right. come run around in this pretty landscape." which i could have possibly been okay with if it was lampshaded as comedy! but it wasn't...?)

yeah it's weird. it's really much more like Pokemon asking you to "choose a gender" at the start, but it's different here because both characters are the protagonists anyway? It's not like a different story, different perspective, or anything, and doesn't seem to have a difference on how cutscenes play out. It's literally just whoever is walking at the front of the line in the overworld, which is something that many other RPGs have let you switch in the menu.

like you, I don't want to dunk. also like you, the flaws are so egregiously bad that to pretend the game is an 89/100 and worthy of comparison to Chrono Trigger is insane

it's a bad story, poorly written, with lousy pacing and non-dimensional characters. it doesn't even hit the level of the most generic trope-filled JRPGs, because it lacks enough conviction to even just be fine

It's really fascinating to me how it compares to other JRPGs that are not praised for their writing. Like Fire Emblem Engage or, like, Hyperdimension Neptunia or something, and countless anime-style ones that are really tropey. But those games are determined to be a very specific type of thing, which I can respect in their conviction.

the thing is, Fire Emblem Engage and Hyperdimension Neptunia both at least knew what they were and how to accomplish those goals. even if the writing wasn't deep or emotional, I think the writers and localizers for those projects understood what they were making and why. Sea of Stars... not so lucky

I haven't played the game but I appreciate your analysis and framing ("I know that it is easier to shit on a piece of art than it is to make one. I don't want to do that." etc)

The whole post -- and particularly the "wouldn't it be cool if we did that too?" comment -- reminds of this video essay: https://www.youtube.com/watch?v=81fdKWOHrdE (hbomberguy analyzing RWBY in a similar way; 2.5 hours (!))

i've been watching a streamer play bits of it, and the writing for the singular scenes i've seen function well enough. they have a sort of casual tone about them, the way that The Messenger did, but less dump-y than The Messenger was. like, the npc in TM would just talk for awhile and sometimes it was funny but it just went on and on, as one might do in a casual conversation. so it's weird that the dialogues in Sea of Stars are shorter, even when more characters are involved in scenes.

instead the dialogue seems like it has one purpose: to direct you to the next town, dungeon, boss, etc, and nothing else. all the writing i've seen seems to follow the general vibe of, "we need to go to to get in order to . we might run into , who is a <enemy/elemental archetype>." but that's all it does! whenever a character starts to say something that could be character arc-y, another character speaks up to say something like "yeah we knew" or "oh you don't have to worry about that, we trust you" and the matter is settled and the conversation ends there so that you can go to the next place to get the next thing to fight the next boss. it is as if someone told their writer(s?) that all the good character stuff you want from an RPG is needless exposition—and as we all know, Exposition is Bad Writing™—and so they only say enough to suggest something, but then throw up a "this road is closed" sign to keep you on track.

maybe the writer is a BIG fan of jj abrams?

The big red flag to me was a few hours in when the game introduces an NPC whose dialogue was all jokes ragging on tired JRPG tropes, in a game that is leaning so hard in to ham-fistedly playing tired JRPG tropes straight as an arrow without doing anything new or transformative with them. If you're going to be lazy that's fine I guess but maybe don't remind me repeatedly how lazy you're being.

I think so! I think your intuition and passion for telling a specific story (emphasis on "story", not just a string of characters and events that happen) to your player will get you really far.

I think another thing is that you really need to be your own Editor (or, ask someone for feedback.) Not to be mean to Sea of Stars, but it has big "I thought of a bunch of ideas and put them all in the game" kind of energy, instead of revising or trimming ideas that might no longer be relevant to the story they're telling. You can always save ideas for another story, or put them in optional lore content.

I got the "True" Ending and... Yeah, i agree the writing is the weak point of the game. I do feel like (having played through NES And SNES RPGs over the last year and a half) SNES-level writing isn't that good in the first place.

it's a cold comfort, sure, but... I think a SNES-style RPG can easily succeed with subpar writing. I don't go to that type of game for the stellar writing because nothing can compare to my nostalgia-tinged recollections of Chrono Trigger (that's why Chrono Trigger will probably never be dislodged from its position as most important game to me.)

I still placed Sea of stars pretty high on my ranking list. And I think with time, I'll soften even more on the game, since i will mainly remember the cool moments over the bits that felt meh.

This felt like a nice meal of whatever comfort food you find most comforting (For me i would say home-cooked lasagna).

It's not gonna win Michelin stars but it's enjoyable and comforting.

Basically, I think I liked this game more than many because i didn't come to a retro-style game for modern-style writing. The ending still is Awful, though. I certainly felt that slap in the face too.

Yeah I agree that SoS is great for gameplay/art/comfort food etc. I think that's definitely what it is. Like you said, home-cooked lasagna.

My only complaint about the gameplay is that I feel like, over time, the breaking-elemental-weakness system feels a little constraining because of how it forces you to use certain moves.

i'm like 20 years late to this post but i wanted to thank you for writing this!! i haven't played this game, but i still found myself connecting with the part about your growing worries as a writer, and the specific highlights about the ending & weak points of the story... idk this is probably weird lol, I just felt like re-examining and putting in more time to pinpoint the themes/direction of my own projects after I read it. Excellent Freaking Post

For years I tried to get a job writing on a game development team. I assumed that so many games had poor or minimal writing only because game devs were unable to find writers, so I figured my chances of being hired were pretty good. Wouldn’t game devs look forward to having a real writer on hand? Imagine my shock when I looked at one website after another, and almost never saw any demand for writers. Game devs look for artists, level designers, musicians, programmers, and so on - but not writers! And it always seemed so odd to me, because obviously you can’t make art, music, and functional code without specialists. But then why would they leave something as important as storytelling to chance? Why run that risk? Most writers are desperate and will work for pennies, or even just “exposure”. But the fact is, they’re not even wanted!
I’ve asked around and heard some of the strangest reasoning why this is the case. One idea is that artists and level designers and all those other people stay in touch with each other during development, but a writer would be out of the loop. And it’s like, okay, what? Why would they be out of the loop? Does a writer go down into his bunker and cut off any form of communication so he can write the story? As absurd as this sounds, this is a common belief! It only sounds ridiculous because I’m saying it out loud!
Another goofball idea is, well… a writer wouldn’t understand video games, or how to write for video games. Again, this is just completely bonkers. I can only imagine that game devs think of writers as existing only in publishing houses, maybe chained to 1950s style typewriters. I don’t know, I’m trying to rationalize an idea that isn’t rational. Or maybe they think that a writer can ONLY write books, and if they try to write for a game, they’ll just print a wall of text thousands of pages long, and then be like, “What do you MEAN you can’t make a game out of this?!” which would be quickly followed by, “Look, I don’t even know what the HELL a video game even is! I write BOOKS for a living… not toys for children!”
The situation is absurd but ultimately, it will never, ever be solved. So if any games are going to have good stories, it will have to be because one of the people already on the team just so happens to be gifted at writing as well as coding or visual art or level design or whatever they’re already doing. If you’re a writer and you want to get into game development, go ahead and get used to writing game reviews for free, because that’s as good as it gets for us!