Published Nov 2024

Published Nov 2024

Published Nov 2024

Published Nov 2024

Published Nov 2024

SEA OF STARS

SEA OF STARS

SEA OF STARS

SEA OF STARS

59

59

59

59

Genre defining pixel design, let down by underwhelming battle mechanics and frustrating lack of challenge

From:

Sabotage Studio

Year:

2023

Genre:

Turn based RPG

Played:

33h

From:

Sabotage Studio

Year:

2023

Genre:

Turn based RPG

Played:

33h

From:

Sabotage Studio

Year:

2023

Genre:

Turn based RPG

Played:

33h

A retro inspired, turn-based RPG,

set in a story-driven fantasy world

of pure pixel bliss

A retro inspired, turn-based RPG, set in a story-driven fantasy world of pure pixel bliss

A retro inspired, turn-based RPG, set in a story-driven fantasy world

of pure pixel bliss

Sea of Stars is one of the best looking pixel games I've ever seen. Just look how beautiful it is! And it's not just visuals...the game boasts a wide range of content to get excited about too: turn-based combat with RPG elements, puzzles, collectibles, cooking, mini games, fishing... all taking place around a central story set amongst the delightful and often mesmerizing pixel fantasy landscapes.

What's more, the indie developers at Sabotage Studio prior to the release spoke openly on their mission to "recapture the feeling of old school gaming", something I could resonate with as I've always had that affinity for older generational games and the design approaches from that period that defined them. It was promising to hear the creators share that same sentiment and take on that inspiration as a benchmark for their project.

Given this context, I was pretty excited to start playing, and went in with good expectations. Sadly, despite all the passion on display, and the clear adoption of the oldschool gaming blueprint, Sea of Stars didn’t come close to delivering. All the ingredients were there, but the depth and complexity needed to turn this into a meaningful experience were missing, failing to materialize the substance to match its phenomenal, ground-breaking style.

What specifically went wrong? To begin, the combat system is mastered far too easily. What begins as an engaging system of reflexes and move-sets sees the skill ceiling hit within a shockingly small amount of hours, leaving the majority of the combat encounters void for the requirement of attention and strategy. Battles felt like chores, going through the motions, repeating the same patterns, and slowly sweeping groups aside one after the next. I died three times in the entire 30 hours of gameplay, all within the first hour as I learned the system.


This is not to say that there weren't some gameplay moments that did get me thinking, notably when specific party members were removed, limiting the play options available and forcing a more considered approach, but ultimately the challenge issue persisted right until the final boss, which I tediously moon frisbee’d to pieces, with no real payoff to be found once over.


Generous offerings of side content try to shake up the rhythm as you progress through the game, but unfortunately, these are even more mentally insulting than the battles. The mini-game Wheels, for example, looked fantastic on paper but also hit mastery within a few rounds. The 'puzzles' were basic shuffling of things in fixed ways; there was no real item management; and fishing was a rudimentary and pointless affair. The night and day mechanic was cool (and made for some beautiful color dynamics), teasing some promise for proper puzzle building, but this also failed to translate into anything interesting from a gameplay perspective.

 

It’s such a shame. Despite the shortcomings of the gameplay, you could still feel the love and detail from the developers at every turn. The visuals are truly amazing, with smooth and delightful micro-animations when deep inside the palette-rich worlds and fantastic conceptual lands when zooming out into the macro perspective. The UI is also simple but beautiful, and even the cooking illustrations (and their ASMR-esque sound effects) were just lovely.

That polish was found in each of the unique 25 map environments, all designed at an impressive scale and with great imagination. Sky Base, the Autumn Hills on Mesa Island, and the Skylands were some of my favorites, but again, the overall level design was often lacking complexity, with very linear and well-spelled-out pathways that guide you at all times, limiting any true sense of exploration and robbing most meaning from collectibles placed in your path.


None of this is helped by the story, which in my view is more suited for children, with generic characters and dialog that moves between charming and cringeworthy (see Gnarl), with plenty of questionable plot motivations, adding to the growing tediousness as you tap tap tap X to move swiftly through dialog windows. The music brings some nostalgic atmosphere to the experience, but personally, I did not resonate too much with the OST this time.

What specifically went wrong? To begin, the combat system was mastered far too easily. What begins as an engaging system of reflexes and move sets sees the skill ceiling hit within a shockingly small amount of hours, leaving the majority of the combat encounters void for the requirement of attention or strategy. Battles felt like chores, going through the motions, repeating the same patterns, and slowly sweeping groups one after the next without much thought. I died three times in the entire 30 hours of gameplay, all within the first hour.


I will admit that some gameplay moments did get me thinking, notably when specific party members were removed, limiting the play options and forcing a more considered approach, but ultimately the challenge issue persisted right until the final boss, which I tediously moon frisbee’d to pieces, with no real payoff to be found once over.


Generous offerings of side content try to shake up the rhythm as you navigate through the game, but unfortunately, these are even more mentally insulting than the battles. The mini-game Wheels, for example, looked fantastic on paper but also hit mastery within a few rounds. The 'puzzles' were basic shuffling of things in fixed ways; there was no real item management; and fishing was a rudimentary and pointless affair. The night and day mechanic was cool (and made for some beautiful color dynamics), showing some promise for proper puzzle building, but also failed to translate into anything interesting from a gameplay perspective.

 

It’s such a shame. Despite the shortcomings of the gameplay, you could still feel the love and detail from the developers at every turn. The visuals are truly amazing, with smooth and delightful micro-animations when deep inside the palette-rich worlds and fantastic conceptual lands when zooming out into the macro perspective. The UI is also simple but beautiful, and even the cooking illustrations (and their ASMR-esque sound effects) were just lovely.

That polish was found in each of the unique 25 map environments, all designed at an impressive scale and with great imagination. Sky Base, the Autumn Hills on Mesa Island, and the Skylands were some of my favorites, but again, the overall level design itself was often lacking complexity, with very linear and well-spelled-out pathways that guide you at all times, limiting any true sense of exploration or robbing most meaning from collectibles placed in your path.


None of this is helped by the story, which in my view is more suited for children, with generic characters and dialog that moves between charming and cringeworthy (see Gnarl), with plenty of questionable plot motivations, adding to the growing tediousness as you tap tap tap X to move swiftly through dialog windows. The music brings some nostalgic atmosphere to the experience, but personally, I did not resonate too much with the OST this time.

What specifically went wrong? To begin, the combat system is mastered far too easily. What begins as an engaging system of reflexes and move-sets sees the skill ceiling hit within a shockingly small amount of hours, leaving the majority of the combat encounters void for the requirement of attention and strategy. Battles felt like chores, going through the motions, repeating the same patterns, and slowly sweeping groups aside one after the next. I died three times in the entire 30 hours of gameplay, all within the first hour as I learned the system.


This is not to say there weren't some moments that got me thinking. When specific party members were removed from combat, limiting the play options available it would force a more considered approach, but ultimately the challenge issue persisted right until the final boss, which I tediously moon frisbee’d to pieces, with no real payoff to be found once it was all over.


Generous offerings of side content try to shake up the rhythm as you move through the game, but unfortunately, these are even more mentally insulting than the battles. The mini-game Wheels, for example, looked fantastic on paper but also hit mastery within a few rounds. The 'puzzles' were basic shuffling of things in fixed ways; there was no real item management; and fishing was a rudimentary and pointless affair. The night and day mechanic was cool (and made for some beautiful color dynamics), teasing the promise for proper puzzle building, but this also failed to translate into anything interesting from a gameplay perspective.

 

It’s such a shame. Despite the shortcomings with challenge, you could still feel the love and detail from the developers at every turn. The visuals are truly amazing, with smooth and delightful micro-animations when deep inside the palette-rich worlds and fantastic conceptual lands when zooming out into the macro perspective. The UI is also simple but beautifully done, and even the cooking illustrations (and their ASMR-esque sound effects) were just lovely.

This level of polish was found in each of the unique 25 map environments, all designed at an impressive scale and with great imagination. Sky Base, the Autumn Hills on Mesa Island, and the Skylands were some of my favorites, but again, there was complexity lacking in the level design, with very linear and well-spelled-out pathways that guide you at all times, limiting any true sense of exploration and robbing much of the meaning from collectibles that were placed in your path.


None of this is helped by the story, which in my view is more suited for children, with generic characters and dialog that moves between charming and cringeworthy (see Gnarl), with plenty of questionable plot motivations, adding to the growing tediousness as you tap tap tap X to move swiftly through dialog windows. The music brings some nostalgic atmosphere to the experience, but personally, I did not resonate too much with the OST this time.

VERDICT

The levels of beauty and detail on display in this game are rare and worthy of immense praise. However, substance is ultimately more important than style. A game can consist of basic shapes or even plain text and still create something compelling and engaging through the skill and challenge it offers. Old school gaming thrived under such restrictions. Challenge is fundamental to what makes a great game, and it feels like that philosophy got lost somewhere with Sea of Stars. It can happen. When such high standards and resources are dedicated to style, other dimensions can pay the price, especially if scope becomes too ambitious, which is potentially what happened with Sea of Stars. 

RATING BREAKDOWN

Gameplay

49

Visuals:

91

Story:

40

Music / Sound:

60

BONUS

Art style

FINAL

59

59

59

59

MOOD

MOOD

CONTACT

contact@ratersgonnarate.com

CONTACT

contact@ratersgonnarate.com

CONTACT

contact@ratersgonnarate.com

CONTACT

contact@ratersgonnarate.com

CONTACT

contact@ratersgonnarate.com

RGR

RGR

RGR