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Review: ‘Sea of Stars’ offers up retro RPG vibes

This indie role-playing game (RPG) embraces a Japanese style reminiscent of the Nintendo SNES days. Supplied
This indie role-playing game (RPG) embraces a Japanese style reminiscent of the Nintendo SNES days. Supplied
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15 Jan 2024 09:01:06 GMT9
15 Jan 2024 09:01:06 GMT9

James Denselow

LONDON: In the era dominated by blockbuster games that take years to develop, featuring extensive teams of game designers, it is comforting to witness more traditional titles demonstrating how a simple blend of aesthetics, music and playability can captivate players.   

“Sea of Stars” – available on all platforms – achieved remarkable success by selling a quarter of a million copies in its first week of release, and the reasons behind this accomplishment are evident. This indie role-playing game (RPG) embraces a Japanese style reminiscent of the Nintendo SNES days. Despite its simplicity, it combines exploration, puzzle-solving, and combat to appeal to modern gamers.   

While “Sea of Stars” may lack the depth seen in recent “Zelda” releases, providing around 30 hours of gameplay, it compensates with a lack of daunting scale. The game, best experienced on Nintendo’s Switch console, lets you choose one of the Solstice Warriors before embarking on adventures across land and sea.   

Originality may not be its strong suit, as the storyline follows the classic battle against an arch-villain; in this instance, the monstrous creations of the evil alchemist known as The Fleshmancer.   

Despite the basic good-versus-bad premise, the game offers rewards through hidden treasures in vibrant environments, accompanied by a lively musical score, humorous dialogue with a diverse cast of characters, and a central combat mechanic.   

Battles can involve up to six teammates and require a strategic approach, involving the selection of the right attack, combination, skill, or item to exploit enemies’ weaknesses and thwart their impending attacks. A touch of button timing allows players to amplify special attacks. Balancing all these factors, along with managing team health and mana points, is crucial for victory, although battles may feel repetitive without delving into the various upgrades available.  

 Players can level up characters and craft health and combat assets from items obtained through purchases or mini quests. However, the lack of significant consequences, given that party members only get knocked out and can return, diminishes the sense of jeopardy.   

The imaginative surroundings transition to a macro map, enabling traversal of islands on a pirate ship but offering limited interaction. Each distinct location, from clifftops to deserts, exudes a strong sense of feel and identity. The game’s puzzles are creative but not overly challenging, and micro-challenges like fishing add more variety than one might expect.  

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