How’d It Age #8 – Star Ocean: The Second Story R

More Info from Square-Enix

  • Genre: JRPG
  • Platform: PS5
  • Also Available On: PS4, Switch, Windows

In a year of wonderful remasters and remakes I’m finishing the year on another wonderful remake. This one is very similar to Super Mario RPG in that it left the gameplay largely intact while overhauling the visuals, but it took a decidedly more retro approach. Luckily, like SMRPG, it is also similarly still a ton of fun.

Having somewhat recently played some Star Ocean I apparoached this kind of knowing what kind of game I was getting into. I knew that combat wasn’t going to be overly complicated, but I knew it was going to be fun. What surprised me was how well this one scaled between low and high enemy counts, which is something that newer entries don’t necessarily do.

One of the big things that separates this entry is that there’s a very well telegraphed attack tell, which you can combine with a dodge button to knock away at a stun meter. You can also do that through normal attacks, but the dodge is way more effective. In a one-on-one or party-on-one situation, this is INCREDIBLY effective at knocking down the meter and stunning an enemy. However, you can also play a game of prioritizing attack cancels and just preventing the enemy from attacking nearly wholesale. This works great in multi-enemy fights as you can spread your party to focus on individual one-on-one fights. However, there are some fights that really penalize this and force you to set the party into full focus. Figuring out the fights with different strategies really works well to push some variety and keep combat from getting stale. It’s surprising to see how well this is achieved in such an old title, as the newer Star Ocean games really failed in this regard.

However, you start to see the age of the game when it comes to balance. It happens sort of slowly throughout the game, but over time the game’s intended balance of what you’re fighting and the practical balance of the bosses got clearly off. I never really narrowed it down to what I was doing wrong, but to not be one-shot by the end game bosses, I was ending up about 15-20 levels higher than the game was telling me was “appropriate” for my party, but it got me through. Luckily the game compensates – intentionally or not – with some grind reduction systems. Once an enemy icon changes from red to green, there’s a system to auto complete the fight in the overworld. This basically runs stretches of getting a level from minutes to 30 seconds or less, so the time to actually level up and move up is pretty forgiving. If you aren’t at the right spot in power, you just run around and auto battle a bit, adjust strategy a bit, and good to go.

This was ultimately probably a problem of me not digging deeper into the underlying crafting systems, partly because I’m lazy and partly because they are just too deep. There’s a three-page menu of crafting and helper-style stuff that you can level up per party member. It runs the gamut from actual equipment crafting to item creation to cooking to buff creation to stat up creation and more. It’s just so deep that unless I had time to really invest in a strategy to min/max my party, I was always going to fail on doing it right. As it stood I did it well enough to get decently high end items, but I think there was a clear path for me to do better and get more out of it to make my overall path through the game far more efficient.

The rest of the remake from a visual and audio perspective is extremely impressive. It’s obvious that Square is really leaning into the HD2D style that they started pushing in Octopath Traveler, but this one is a bit different. The environments are still pretty low-tech, but they’re a lot more traditional 3D with really good 2D character sprites to create a fairly interesting mix in styles. From an audio perspective it’s still the pieces you’d want with modern orchestration and voice acting. Where HD2D feels like a fun idea that can be a bit kitschy at full scale, this feels like a more practical middle ground that allows for them to be a bit separated from the environmental restrictions of the full HD2D titles. This is mixed with some modern UX touches (thank you wonderful maps) that really feel like they’re pointing at a way to do a SNES/PS1 style sprite RPG in a modern wrapping.

I guess if nothing else I’m glad this exists and I’m glad that it’s good. Star Ocean has had a pretty rough draw since the 360 era (and I know some people would also tell me that Star Ocean 3 was garbage). This one proves that there’s a place that the series should maybe go that’s a bit lower budget and a bit lower scope and really just make a fun sci-fi story that isn’t trying to reach to AAA status. The Divine Force felt like it was moving in that direction, but in full 3D. This title perhaps offers another path they could go. It feels like a game that is still worth playing despite being 25 years old, and that’s something to celebrate.

Game Ramblings #180 – Assassin’s Creed Mirage

More Info from Ubisoft

  • Genre: Action/Adventure
  • Platform: PS5
  • Also Available On: PS4, Xbox One, Xbox Series, PC

Is it weird to say that the thirteenth entry in a series feels like a breath of fresh air? This one absolutely does. If I look at the recent super open world AC entries I loved Origins, I liked Odyssey, and then Valhalla totally lost me. As the series got bigger it became less about stealth and more about RPG systems. The environments were impressive as hell, but they grew increasingly empty. The games just lost what made AC fun for me. In going smaller for Mirage, it feels like a return to form combined with iteration learned in the larger entries, leading to something that feels like a better version of where the series was going for the AC2 trilogy of titles.

To me, one-hit assassinations were essential to Assassin’s Creed. The open world titles starting with Origins did away with that. You could improve your gear and get skill upgrades to eventually get to that point in those games, but by the time Valhalla came around it was clear that they wanted to steer you into combat. My issue there is that the combat was ultimately not that great. One-on-one it worked pretty well, but as the target count increased it became increasingly annoying to deal with the timing of parries and dodges. Oddly enough, Mirage manages to kind of solve both problems.

In the few situations where I did get into combat it was much improved, and to me it was simple – parries were hugely powerful. My target count problem in AC was ultimately that clearing out the crowd was a huge chore. You could parry and dodge, but it would take what felt like forever to clear a crowd. In Mirage, it’s one or two parries max to stun an enemy and the stun state is a guaranteed kill. That puts it in the territory of assassinations in terms of speed and efficiency. It removes so much of the drag of combat and makes combat fun again. However, they also improved some of the enemy attack order, so it feels more like watching for one attack at a time, and less like randomly being spammed by a group. It’s a small change with huge ramifications.

However, the big thing is that literally EVERYTHING can be assassinated fully. Normal NPCs, armored NPCs, all but a handful of bosses. If you choose to, this game has returned to the point where you can run the experience full stealth and treat it as more of a puzzle game instead of action. To me that is the perfect experience. I love the process of finding paths through enemy bases; the process of pulling enemies to stealth areas to get rid of them safely; the process of finding ways to get through locked doors into safe areas. Being able to solely focus on that is the best way for me to enjoy this type of gameplay, so it being a sole focus is such a huge improvement back to what I wanted from this series.

The other important thing I suppose is that this game is short. It takes place specifically within Baghdad and a very limited surrounding desert area and focuses on a single quick 5 target story. However, that isn’t saying that it feels like a skimpy amount of content. What it feels like is a practical and good amount of content. Each core target takes place within a series of smaller subquests, often involving the search for clues to their location and name. There’s a nice pattern that evolves here where you get some story and interactions with NPCs, then a bit of stealth for investigating, then a big final segment to assassinate the target. It’s got a rhythm that works perfectly in terms of pacing. All told it ends up being about 20 hours if you do most of the content in place, which was long enough to feel meaty but short enough to not drag out.

In my Valhalla ramblings I said:

This series is ready for that next step forward, and it’s got some great examples to look at if they’re ready to make that push.

I can’t tell if Mirage is necessarily that step forward, but it at least feels like recognition that the formula was stale. This is obviously a DLC that got turned into a standalone title, but whether or not that was an accident it ended up to the series’ benefit. This is such a focused and fun experience that it makes me hope that they push for these tighter experiences. It gets rid of so much unnecessary bulk to just make a fun game and ended up being my favorite AC since at least Origins, and likely since Black Flag. If you’ve been on the fence for the series for the past few years that’s probably for good reason, but this is a pretty good spot to jump back in if you’ve got the itch for sneaking around.

Game Ramblings #179 – Spider-Man 2

More Info from Insomniac Games

  • Genre: Action
  • Platform: PS5

I’m going to be real here. You could read my ramblings on Spider-Man and know where I landed on this one. My thoughts on swinging through the city are the same. My thoughts on combat – and particularly the power curve – are exactly the same. What I’m going to focus on instead is where a few points of polish really stood out to me as huge improvements to the experience. As an iterative experience, this is a standout example of making tweaks where there’s opportunities while keeping the rest of the game solid.

The first thing that really stands out to me is the web line ability. It looks like they were probably experimenting with this for the original game but I’m glad this made the cut for the sequel. What this does is lets you put a line between two points that can be used for all the normal abilities (grabbing, ledge takedowns, etc). This is a game changer for stealth segments. Rather than being limited to existing ledges and poles, you now make your own platforms. What this ended up doing for me was making any sort of base encounter feel a lot more free form than in the past. Instead of hopping from point to point finding angles that work, I was observing enemy movement patterns and setting up lines above them to do takedowns.

I get where some people may find that this trivializes stealth, and frankly it does make staying in stealth a lot easier than the original game. However, rather than being annoyed by it I found that it fit the power dynamic of the character. What I see as the comic book ideal for Spider-man is someone who uses their powers to trivially take out the hordes of stupid minions while focusing their fighting power on the current big bad, and this fits it perfectly. I could use the web line power to quickly take out dozens of enemies, then swing in to finish off whatever the boss-type thing was for the section. It allowed me to focus my combat capabilities on where I felt combat really continues to shine – in one-on-one combat. This is a game that still has some issues with multi-person combat encounters in terms of just too much going on at once, so having improved stealth was a huge personal boon.

The second piece I want to point out is the wing suit. The original game was one in which traversal around the city was so fun that I just did not want to fast travel. The sequel is absolutely the same, despite the fact that fast travel in the sequel is extraordinarily fast loading wizardry. A lot of why I enjoy the traversal so much is down to the inclusion of the wing suit.

The first game really shone in the tall buildings of Manhattan, but getting towards the water or to the north of the city with smaller buildings was a bit less fun. There was simply less places to grab with webs, so you could hit the ground a lot easier. The wing suit solves so many of those problems. Now if you’re in one of those spots, you turn on the wing suit and glide between vertical drafts or air currents that propel you forward. It keeps your momentum going at all times, and frankly is probably the one thing that allowed them to open up the city to more boroughs. Now that smaller housing areas of queens aren’t a travel headache. Going through Central Park is an easier option. Heading across the East River from downtown Manhattan towards Coney Island is entirely doable. These are all things that only exist in a fun way because of the inclusion of the wing suit and its ability to give you extended fast traversal options without web slinging.

The final thing is that this game continues to be an absolute tech standout on the platform. The video above shows what is clearly Insomniac bringing in the portal tech they made for Ratchet & Clank: Rift Apart into this title, but it’s just as impressive as ever in its second use. I mentioned not using the fast travel system earlier, but it’s also impressive as hell. You go into the map, hold a button as more of a UX confirmation, and you’re immediately at where you intend to be, including an impressive as hell seamless transition animation from the map view into the world view. This is all backed by a visual option for a full time 60 FPS that I used throughout my play through. It’s a standout AAA experience on the level of things like God of War: Ragnarok or the city visuals in Cyberpunk 2077. It’s just one of those rare games that finally feel next-gen to me, despite the fact that the gameplay is often not that different from the previous game.

This is just a fun, impressive game. It takes a game that I liked, tweaks some things in ways that make sense within the context of the series progressing. It’s an easy game to fall into and just enjoy. It also does something that I hope to see more of – be simple. They pulled away some of the extraneous activities in the open world. They pulled away some extraneous gadgets from the original game. What it all results in is an open-world experience that somehow feels tight and efficient. It’s a mix that really just works.