Sea of Stars: The best game you played as a child that released in 2023
When I was in middle school, I have vivid memories of playing Chrono Trigger. I rented it from my local video store, a poor man's family video. It even had a tanning bed, as was the style at the time. I sat in front of my grandmother's mid-size CRT television and was amazed at just about everything I saw. The beautiful pixel art, the various set pieces, the story, the music. Everything. My inner monologue for about a month after experiencing Chrono Trigger for the first time was using "thees" and "thous" a lot like Frog did in that localization. He was the best character so the way he spoke was the best way to speak. Simple as that.
Often times games try to ape Chrono Trigger because my experience with it is hardly a unique one. Most of the time, I feel these games miss the mark or fall short of it. They tease you with the "Chrono Trigger" but it more hits on some highlights that Chrono Trigger had instead of making an actual good game that can stand on its own merits. The example that comes most prominently to mind is "I Am Setsuna," a game I once wrote about on this blog. It's a game that mindlessly tries to take what makes Chrono Trigger a good game and slaps it onto something else. A soulless product developed by a company with a soulless name (Tokyo RPG Factory.)
My brother has been pestering me to play Sea of Stars for months now. Yet the specter of products like "I Am Setsuna" prevented me from making the jump for a long time. Yes, aesthetically, it played the part...but if I were to go back in time and rent this game from the fake Hollywood Video and play this on the mid-size CRT at my grandmother's house, would it capture my imagination? Would it stand on its own?
Yes.
On the surface, Sea of Stars looks like it's trying to be Chrono Trigger. They have the combo attacks, they have the wacky cast of characters from a variety of different backgrounds, the overworld and spritework looks pretty close and the music...well, the music can often feel like it was lifted straight from that very SNES game. But there's more to it than that. Quite literally. Sea of Stars doesn't just try to mimic the style of one beloved RPG, it lifts from several and becomes something of a Jack of all retro turn based trades.
The combat uses timed hits like Super Mario RPG - a system that's extremely easy to wrap your mind around but is extremely adept at keeping the player's attention. You can't just take your mind off of the game once you hit 'attack.' It also has the ability to change your characters in combat, which gives the game something of a Final Fantasy X (it's odd that a 20+ year old game is the 'newest' thing mentioned here) feeling. Sometimes a spot will call for a poison user, sometimes it will call for your warrior cook, sometimes it will call for your moon user. It's simple, but it makes each encounter feel unique and engaging. It also uses something akin to a limit break system, as seen in various Final Fantasy titles. Everybody gets an elaborate ultimate attack. When is the right time to use it? Even more variables tossed into a fairly easy-to-use system.
It's not just in the gameplay either. One of the big mistakes video game companies make when making 'new' retro games is that they cram too much story into the game. Don't get me wrong, stuff like Final Fantasy IV, Lunar Silver Star Story and Chrono Trigger have plenty of story, but go back and play those games and then go play Final Fantasy VII. The amount of dialogue and dedication to storytelling is next level compared to what you get in SNES games. Older RPGs have a smattering of world building and story but that is bolstered by the gameplay. Sea of Stars is similar in this regard. It does not have 'too much' story, it has about as much as you would see in an SNES RPG. It leaves something to the imagination. Not every last detail of the world is explained, you're left with a sense of wonder.
When I first heard the term 'solstice warrior,' I grimaced. It sounded so lame, like something out of a kid's cartoon. And yet, it is tackled with sincerity. They don't go out of their way to tell you every aspect of what goes into making these warriors, they keep things very simple and straight forward. It just feels authentic. By the end of the game I wanted to learn more about this world and these characters, I did not feel like everything had been spelled out in game and there was something left to discover. Even a post-game twist felt like something a kid would tell you at school and you'd just roll your eyes and say 'yeah fucking right Ned, I'm sure collecting all 60 conch shells will do that.'
My discovery with this game is that in order to create a 'love letter' to a genre, you need to focus on more than one game. It needs to just focus on lots of things. I am Setsuna feels like a shallow clone of Chrono Trigger. Sea of Stars feels like a game that saw great elements from a lot of other great games and came to its own conclusions by throwing those things together. I fully believe a middle school aged Derek would have been glued to his Grandma's CRT for a month straight playing this game. It's the highest compliment that I can pay this game. It's not better than Chrono Trigger, Final Fantasy VI or Earthbound. But it still stands on its own and it is fantastic.
Learn how to build a turn based combat system (like in Pokemon games) in this FREE tutorial series I just finished posting on Youtube. It has all kinds of cool coding insights on to build a very fun and modular turn based system in over 6 hours of rich content.
I just pushed the last part of this series, check out it out here:
It's finally time to announce my next game in development! South of the March is a fantasy/horror RPG featuring a hybrid of JRPG-style turn-based combat and semi-open world visual novel exploration. It's set in the same medieval setting as The Salt Keep.
The current plan for the full version of South of the March is a free release sometime in spring of 2024. It's planned for release on Itch.io and Steam, and will run on PC and Mac. It's also intended to function as a prototype and companion game for a larger upcoming project, so keep an eye out and follow for updates!
Pixel art for today based on videogame Advanced Daisenryaku for game console Super Nintendo. Power of 16 bit in in that point that it has a difference videogames. Also, a wargames. Strategies.
Something strategy about tanks and something about historical or pseudo historical theme. Wargame. Hex squares. And by them you need to move your resources. And then enemy do the same. As chess. Almost. Also, interesting genre. It adds some variations in a game library. So, I for myself, already want some cartridges for Super Nintendo!
And this is my drawing based on. I dream for a long time about something like wargame. So, it is a picture now, also a wargame it is. I noticed that in origin game it has a date 1939. It should to mean something. But I don’t want to go into a historical moment. And mainly as a base theme. So, age around 1939 or something like that. But a little in a fantastic format.
Pseudohistorical such type. Or maybe even be better no to set with certain historical age at all.
And you it can be easy to see all units – are just silhouettes. And I can draw a lots of them. Very different forms. From different ages. Wargame will be about tech. Vehicles. And it can be a forest, desert. Something not hard pixels landscapes. And it is can be like even arcade format of wargame. But now it is only a drawing.
Game, for example, can goes just one map after another. Map1, map 2. And so on. With different landscapes. Such a simple retro. It can be said it is dedicated to Super Nintendo, 16 bit, IBM PC MS DOS 386SX2, 486 DX2. And I remember for myself I played in videogame Fantasy general, and I like it a lot. But I do not play a lot. It is hard. For me it is hard. It is boring. And what if such a type, but not hard to play. And everyone can play it. So, when I played Fantasy general I had this idea. So, such a light format, entertainment. It is only a picture now.
Dima Link is making retro videogames, apps, a little of music, write stories, and some retro more.
I’ve been doing more work on this game lately! Now it’s got passive items, bosses, and weapon evolutions! I’m actually feeling like I’ll probably end up making this my next commercial release, which is pretty exciting:) stay tuned to see if it actually happens though!
I wish final fantasy went back to turn-based combat
I feel like the best final fantasys are the turned-based ones. ff11 is archaic and came out before WoW actually made mmos good, no one remembers ff12, the ff13 trilogy is contentious at best, and ff15 has some of the most bland and mind numbingly easy combat in the franchise. I know ff14 and ff16's gameplay are considered good, but ff14's base game was so bad they had to essentially bomb the whole game and start from the beginning. I don't have too many complaints about ff16 combat and I think it is good but it looses that spirit of final fantasy because it's essentially a dmc clone. But you only get to play as one character and one of the best parts about ff is the diversity of characters in your party.
Final Fantasy started as a turned-based rpg and in this new direction, the series is loosing its roots and it doesn't feel like final fantasy anymore.
IDK what’s wrong w/ me lately, but I’ve been so uninterested and burnt out on a lot of the RPG franchises I usually obsess about ( Fire Emblem, Xenoblade, Persona/SMT, Octopath Traveler, Pokemon, Megaman Battle Network, among others ), but I’ve been trying to play them and I’m just so uninvested in them lately. It feels like nothing new that I’m interested in has come out lately, and I could really use a fresh new RPG title.
And I don’t mean just any title. I need something I can just chew the hell out of. Something I can go absolutely feral for. Not just any cookie-cutter fantasy plot, but characters, stories, and gameplay that will have me frothing at the mouth as I play.
Y’all got any suggestions? Particularly any for the Switch?
I generally mostly enjoy turn-based RPG’s. I’m not opposed to real-time action ( like Nier: Automata ) or a hybrid ( Xenoblade ), but I really prefer turn-based RPG’s. Tactical RPG’s are good too ( Fire Emblem, Valkyria Chronicles, Shining Force ).
It is in development videogame Crossfire at the Bridge. One more small game, written with QB64. Modern version of QBasic. Videogame is made with text mode. Style of very early computers. All graphics in a form of text. Letters and symbols have some meaning. For example, a cover, or a free road. Your soldiers or enemies.
Game is in development. Game is turn based. And about a military theme. Graphics is schematical. We have behind us a big bridge. Which you need to cross. It is order given to cross bridge at price of any cost. And already at the left part of the bridge, you already have 5 soldiers. They are marked with symbol – { or }. it depends on what side they look at.
Bridge itself is made of free cells. Or in a form of obstacles. Let it be a tank crest to be there, for example. It is symbol X or _ if place is free to move in. And at the opposite side, just before the exit - enemies soldiers are standing.
All soldiers can shoot. Automatic rifles. They have machineguns, submachineguns.
And your goal is to move soldiers at the other side of the bridge. You have a reserve and you can pick out of it and move soldiers to the start of the bridge.
Idea of the game – to cross the bridge with any cost. And your soldiers need to use covers and shoot. And move at the other side. Aim of enemy – is not to give you to do this. Block the way, shoot at your soldiers.
Game has a schematical graphics. Textual view. And you can imagine using your imagining what ever you want. Personally me, I watched movies about second world war. And it was, in different movies, a scenes with crossfire at the bridge. Using of covers. Or scenes of descent to the shore. Where at the opposite side is enemy. And there are small places for cover. It was main idea of the game. Weapons – it is for everyone automatic rifles, machineguns, something like that.
Bridge, tank crests, cover places. And automatic guns, machineguns. And group of soldiers, that are crossing the bridge. And at the opposite - enemy, that do not give you this to do. So, this is a short description of the game.
Text game. It is playing turn by turn. First is making a turn – it is you, player. Next it is enemy, computer. And in the end, it is to see game score. This is a view. How many are dead. How many soldiers are in reserve and how many soldiers has crossed the bridge.
One more time, this game is made its own way, variation about games Crest and Shooting, Rifles and Trenches. But again, one more time. Another way. New game. New rules. And new idea for a game. It is played like new. But, by the way, all the games are connected with theme of second world war. And crossfire. As a main idea.
If Crests and Shooting and Rifles and Trenches are rather different, but has some similar start ideas. But here it is all different from the first time. Another perspective. It is a big bridge. And full text graphics. In a selected games it was some graphics. But a little, and even 4 colors somewhere. Then it is here a text game. In a mode screen 1.
Game form appears as two parts. An upper part it shows what is it going at the game field. It is drawing a bridge. And there are all the soldiers there.
And lower part – it is interface. With several commands. Go left, right, up or down. And also, you can shoot. If ammo is out, then it will be reload. And call from reserve a new soldiers. Last option – it is new. You have in reserve 15 soldiers. And you can summon them, at the start of the bridge, someway. Summoned soldier will appear at the start of the bridge with the random place.
And so, it is - also a well know thing already. You need to move and shoot. Search for covers. Turn based mode. Text graphics.
Active soldier, which is moving now, he is lighted with symbol - <. And it flashing from time to time. You need to see carefully. So here it is perspective like a from a birds view.
Imagination can show to you a big bridge. And it has a different items. Covers, tank crests. Barrels. Or what else it can be. And your soldiers are running there, and hide behind the covers. And they do a crossfire with enemy. To cross the bridge.
So, mainly, you can play for your interest. And not to add soldiers from reserve at all. Or opposite, to add all of them from reserve at once. So, you will have lots of soldiers. It is whole 20. Game is complete, when all soldiers, that are located at the bridge, has cross the bridge. And it will be shown a game result. So, if to turn of some imagination, then you can create a different stories. And call for support, for example. When it is good for you. Add a new soldier. And this way they will step by step move to the end of the bridge.
Enemy is endless. And his aim – to break you while you cross the bridge. He walks. Shoot. So right now, I am testing about how ai will act.
And you can imagine that your soldiers are running from cover to cover. Crossing a long lines. And crouched, they sit under the covers. You can draw in your imagination a whole action movie about second world war. With automatic rifles, machineguns. Or, because of schematic graphics - whatever you want, as you wish. What your imagination can do. This point is very big about pure text games. A thing that you can apply your imagination. About what is going on around.
Game is turn based, so you can drink a tea. To look some scenes from action movies. And again, to make a turn. And, of course, – have a good imagination about what is going on.
Basic Pascal pack - whole pack of games and programes, written with basic and pascal. It is retro.
With each game and program there is a page at author`s website. There are aditional information, descriptions, pictures, arts.