Sea of Stars - An old-fashioned RPG for the modern age
1 year ago - Diego Lourenço
Liked by 0 people
Sea of Stars is a turn-based role-playing game developed and published by Sabotage Studio. The game is set in the same universe as The Messenger (2018), which was also developed by Sabotage Studio. Sea of Stars was released on August 29, 2023, for the Windows (PC), Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S platforms.
A trip back in time
First of all, I'd like to talk about the game's aesthetic, which is very much focused on old, classic RPG standards, where the art is pixelated, the narrative is text-based, and the combat is turn-based, in patterns that remind me a lot of Final Fantasy or Grandia.
Everything from the visual art to the sound is very retro, given that the game is 16-bit. Even the way the story progresses reminds me a lot of games from the 90s and early 2000s, as it's a very "vanilla" narrative that reminds me a lot of anime or cartoon chronicles, in which, even though it goes deeper and develops each character, it ends up being a very light journey without too many philosophical or dramatic issues. Although I prefer plots that delve a little deeper, especially into human issues - well, if it isn't a psychologist talking - this is not a criticism; after all, they have different aesthetics.

In terms of the game being light and the story being somewhat casual, it reminds me a lot of Stardew Valley, where you simply consume the story without having to think too much, and it's a very pleasant and enjoyable experience.
The narrative of Sea of Stars really appeals to me; it develops the two main characters very well and the relationships they have with each other and with their "sidekick" friend in the group, Garl. In addition, the story also works very well with the context of the universe and what is happening around it. Overall, the plot was solid and developed in a very pleasant and fluid way.
However, my criticism only goes to how the combat-storyline balance is balanced, because in the first two hours of the game, much of the gameplay is summarized as walking around the map and reading the dialogues. In this context, I was intrigued by the narrative; I wanted to explore and understand what would happen, but at the same time, it felt like the game was lukewarm all the time; it felt like it lacked a little more action or spice.

The classic is also beautiful
Still on the subject of the game giving off a very calm vibe, let's talk about the graphics! In this context, the visual arts also contribute a lot by showing very peaceful and pleasant scenery and landscapes. The design of the world has many pleasant colors to look at, and you always find yourselfonn horizons full of nature. It was a very relaxing experience.
As for the character design, the protagonists have a very harmonious and beautiful plasticity and identity. The two main characters are linked by the powers of the Sun and moon, and it turns out that they fit in perfectly with the game's natural settings. However, the supporting characters are very much NPCs, totally indifferent in visual terms.

One thing I really liked was the visual effects, especially those of spells and skills. The artwork and animations are really cool, and I felt like playing using only skills.
The 16-bit sound
Once again, the game has a retro aesthetic, so the audio comes in 16-bit technology, too. As for the soundtracks, they are very pleasant and enjoyable, with variations for different regions of the map. However, because of the technology used, some of the timbres used in the soundtracks can end up getting annoying, depending on how much time you spend in that area.
As for the sound effects, I'd say they're a year old. I find it very difficult to assess this given that it's 16-bit technology, which implies a limitation in the construction of sound effects samples. In the end, I couldn't notice anything that bothered me, and I think that's the most important thing, but I didn't identify anything that was positively surprising either.

Modern meets retro
Talking a bit about the combat and mechanics: I find it very interesting how they've mixed the traditional turn-based combat mechanics that we're already more than familiar with with some new gameplay. There are a few things that, in my opinion, have made turn-based combat more dynamic and a little less stagnant: The first is the mechanic in which every attack, whether basic or skill, has the chance to hit the timing and end up giving bonus damage; this also applies to defense, as if it were a parry that reduces the damage received; the second is "vital mana", which is extracted from basic hits and allows you to add magic bonuses to any of your actions. All in all, these are very simple mechanics, but they make turn-based combat more dynamic and allow you to better forge your strategies.
The game focuses on map exploration combined with the presence of puzzles. Once again, the gameplay is very retro, so it turns out that the exploration is very old-school, without much action, and doesn't add much to the lore. I recommend it only to those looking for some loot to help them on their journey or to those who like to have gone through the entire map of the game.

Ultimately, Sea of Stars proved to be a solid retro RPG where everything converges into a fun and relaxing experience. It's a great game for anyone who identifies with this classic RPG aesthetic.
For this review, Sea of Stars was played on the Windows platform (PC) via the Xbox Game Pass.
First of all, I'd like to talk about the game's aesthetic, which is very much focused on old, classic RPG standards, where the art is pixelated, the narrative is text-based, and the combat is turn-based, in patterns that remind me a lot of Final Fantasy or Grandia.
Everything from the visual art to the sound is very retro, given that the game is 16-bit. Even the way the story progresses reminds me a lot of games from the 90s and early 2000s, as it's a very "vanilla" narrative that reminds me a lot of anime or cartoon chronicles, in which, even though it goes deeper and develops each character, it ends up being a very light journey without too many philosophical or dramatic issues. Although I prefer plots that delve a little deeper, especially into human issues - well, if it isn't a psychologist talking - this is not a criticism; after all, they have different aesthetics.

In terms of the game being light and the story being somewhat casual, it reminds me a lot of Stardew Valley, where you simply consume the story without having to think too much, and it's a very pleasant and enjoyable experience.
The narrative of Sea of Stars really appeals to me; it develops the two main characters very well and the relationships they have with each other and with their "sidekick" friend in the group, Garl. In addition, the story also works very well with the context of the universe and what is happening around it. Overall, the plot was solid and developed in a very pleasant and fluid way.
However, my criticism only goes to how the combat-storyline balance is balanced, because in the first two hours of the game, much of the gameplay is summarized as walking around the map and reading the dialogues. In this context, I was intrigued by the narrative; I wanted to explore and understand what would happen, but at the same time, it felt like the game was lukewarm all the time; it felt like it lacked a little more action or spice.

The classic is also beautiful
Still on the subject of the game giving off a very calm vibe, let's talk about the graphics! In this context, the visual arts also contribute a lot by showing very peaceful and pleasant scenery and landscapes. The design of the world has many pleasant colors to look at, and you always find yourselfonn horizons full of nature. It was a very relaxing experience.
As for the character design, the protagonists have a very harmonious and beautiful plasticity and identity. The two main characters are linked by the powers of the Sun and moon, and it turns out that they fit in perfectly with the game's natural settings. However, the supporting characters are very much NPCs, totally indifferent in visual terms.

One thing I really liked was the visual effects, especially those of spells and skills. The artwork and animations are really cool, and I felt like playing using only skills.
The 16-bit sound
Once again, the game has a retro aesthetic, so the audio comes in 16-bit technology, too. As for the soundtracks, they are very pleasant and enjoyable, with variations for different regions of the map. However, because of the technology used, some of the timbres used in the soundtracks can end up getting annoying, depending on how much time you spend in that area.
As for the sound effects, I'd say they're a year old. I find it very difficult to assess this given that it's 16-bit technology, which implies a limitation in the construction of sound effects samples. In the end, I couldn't notice anything that bothered me, and I think that's the most important thing, but I didn't identify anything that was positively surprising either.

Modern meets retro
Talking a bit about the combat and mechanics: I find it very interesting how they've mixed the traditional turn-based combat mechanics that we're already more than familiar with with some new gameplay. There are a few things that, in my opinion, have made turn-based combat more dynamic and a little less stagnant: The first is the mechanic in which every attack, whether basic or skill, has the chance to hit the timing and end up giving bonus damage; this also applies to defense, as if it were a parry that reduces the damage received; the second is "vital mana", which is extracted from basic hits and allows you to add magic bonuses to any of your actions. All in all, these are very simple mechanics, but they make turn-based combat more dynamic and allow you to better forge your strategies.
The game focuses on map exploration combined with the presence of puzzles. Once again, the gameplay is very retro, so it turns out that the exploration is very old-school, without much action, and doesn't add much to the lore. I recommend it only to those looking for some loot to help them on their journey or to those who like to have gone through the entire map of the game.

Ultimately, Sea of Stars proved to be a solid retro RPG where everything converges into a fun and relaxing experience. It's a great game for anyone who identifies with this classic RPG aesthetic.
For this review, Sea of Stars was played on the Windows platform (PC) via the Xbox Game Pass.
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Scoring Criteria
About the game
Sea of Stars
- Release date: August 29, 2023
- Developer(s): Sabotage Studio
- Publisher(s):
- Game mode(s): Single player
- Platform(s): PC (Microsoft Windows), PlayStation 4, Xbox One, Nintendo Switch, PlayStation 5, Xbox Series X/S
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