Review of Sea of Stars

 An excellent RPG that pays homage to chronology.

Sea of Stars" is an upcoming turn-based RPG developed by Sabotage Studio, the creators of the critically acclaimed "The Messenger." Set in the same universe as Sabotage's previous title, "Sea of Stars" serves as a prequel, delving into the rich lore and history of the world they've created.

The game takes players on a fantastical journey through a vibrant and immersive world filled with magic, mythical creatures, and ancient mysteries. Players assume the roles of two Children of the Solstice, gifted individuals with the power to manipulate light and shadow. These two heroes must embark on a quest to prevent an otherworldly threat known as the Fleshmancer from plunging the world into darkness.

One of the standout features of "Sea of Stars" is its innovative turn-based combat system, which combines traditional RPG mechanics with dynamic timing-based actions. Players must carefully time their attacks and defenses to unleash devastating combos and outmaneuver their enemies. The game also features a deep and engaging story, filled with memorable characters, epic battles, and unexpected twists and turns.



In addition to its captivating gameplay, "Sea of Stars" boasts stunning hand-drawn visuals inspired by classic 16-bit RPGs, bringing the game's lush environments and colorful characters to life in breathtaking detail. The game's enchanting soundtrack, composed by renowned musician Yasunori Mitsuda, further enhances the immersive experience, drawing players deeper into the world of "Sea of Stars."

With its unique blend of engaging gameplay, captivating story, and beautiful art style, "Sea of Stars" promises to be an unforgettable RPG experience for players of all ages. Whether you're a fan of classic RPGs or new to the genre, "Sea of Stars" is sure to leave a lasting impression when it releases.


Sea of Stars' combat system doesn't get much deeper than that.
It’s great that you can affect the flow of combat by pressing a button to critical hit, critical heal, or block an incoming attack as it lands. I found it satisfying that most later battles required me to hit these boosts consistently in order to feel fair. But it took a while to get the hang of because their reaction window is frustratingly short, and without using a special relic that shoots a flare each time you land a boost, it’s not always clear exactly when you’re supposed to respond. That’s especially hard to pin down when each animation has a different point of impact. For instance, one character jumps around before landing their strike on an enemy, and it’s easy to tap too soon or too late unless you memorize this whole thing. Even so, it’s still extremely satisfying to pull off certain moves that require you to react to these finicky windows. otherwise, if you don't commit this whole thing to memory, too late. Even so, doing some maneuvers that need you to respond to these erratic windows is still incredibly rewarding.

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