In a year filled with major RPG releases such as Final Fantasy 16, Starfield, and Baldur’s Gate 3, fans of the genre have a plethora of choices. Adding to this already impressive lineup is Sea of Stars, an indie title from the creator of the popular 2018 platformer The Messenger.
Receiving rave reviews, Sea of Stars follows the Solstice Warriors of Valere and Zale as they embark on a journey through the islands of their world. Their mission? To thwart the final threat posed by an ancient evil during an eclipse. Reminiscent of beloved classics like Tales of Symphonia and Chrono Trigger, this game pays homage to and revitalizes the beloved RPG formula of the late '90s and early '00s.
Game Rant had an opportunity to interview Thierry Boulanger, the creative director of Sea of Stars and CEO of Sabotage Studios, just prior to the game's release. In this edited interview, Boulanger reflects on the development process leading up to this momentous occasion.
A: We have dedicated the past five years to meticulously refining and exploring every facet of this game. And now, as we stand on the eve of its release, we find ourselves feeling somewhat idle. We have completed the certification process and entrusted Nintendo, Microsoft, and PlayStation to take charge of the final launch. The fate of Sea of Stars now lies beyond our control.
It's great that we're all gathering as the dev team for a small launch party, with colleagues flying in to join us. This keeps us quite occupied, but we are truly thrilled with the outcome of our work – that's the right word to describe it. We find ourselves in a very fortunate position, being genuinely satisfied with the end result compared to our initial vision. This is a truly gratifying feeling.
The narrative of Sea of Stars is set in the same universe as The Messenger, as all our games will be interconnected. In this post-apocalyptic setting, the world has been ravaged by a flood, leaving only a solitary island that has been cursed. As the player, you assume the role of a ninja tasked with traversing the island, serving as the messenger.
In Sea of Stars, the narrative takes us back in time before the flood. The setting now consists of numerous islands forming an archipelago, which offers advantages for world design. The smaller islands naturally lend themselves to self-contained and diverse biomes. Additionally, the inclusion of a ship allows for exploration across the archipelago. Within this world, two immortal alchemists engaged in a colossal clash that spanned millennia. As a result, remnants of their conflict remain, particularly in the form of the evil alchemist known as the Fleshmancer. His creations, referred to as the Seeds of Evil, eventually transform into formidable monsters resistant to all attacks except those utilizing Eclipse magic. These monsters can only be weakened during an eclipse.
When babies are born during a solstice, those born under the Winter Solstice are bestowed with the power of the moon, while those born during the Summer Solstice possess the power of the sun. These special individuals are delivered by a magical giant eagle to a remote village where they receive training to become Solstice Warriors. Essentially, the story features dual protagonists, one associated with the Moon and the other with the Sun. Players can choose which character leads the party, but both are equally integral to the main narrative. Together, this pair will grow in strength as they confront and eliminate these monsters, ensuring the safety of the world.
A: The concept of having two protagonists stemmed from my childhood and the imaginative world I created during that time. Since elementary school, I have been envisioning this world and even played a game called Solstice Warriors with a friend. In the game, she took on the role of the moon, while I portrayed the sun. This theme of duality between the sun and moon carried over into my storytelling, and I felt that having two protagonists symbolized the power of this duality. To fully capture this idea, it was essential to combine and complement their strengths, forming a complete and harmonious whole.
A: Yeah, the prominence of sewing in the story's prologue caught me off guard. I decided to incorporate something related to meditation into their training initiation. Additionally, I wanted to include something mundane to portray the less enjoyable aspect of going to school. If the focus was solely on learning to shoot moonbeams and wield swords, it would seem like an exciting school. However, as a child, you're usually eager to finish school, otherwise, it just seems like a fun experience. So, I believe it effectively captures the tedious elements of homework in the narrative.
There is also the notion that these circumstances compel the characters to reflect upon themselves, right? It serves as merely a mechanism to coerce them into self-introspection and contemplate the kind of hero they aspire to become. They must embed their determination into the very fabric of this object. And when they successfully accomplish this, it is indicative of the connection being established, allowing them to transform the tingling sensation in the air into a tangible item that they will cherish indefinitely. This imbues them with an aura of protection that amplifies their magical prowess and affords them a certain degree of safeguarding.
Q: Could you provide some information about the remaining party members?
A: Two more members have been unveiled out of the total of six playable characters. However, we are still anticipating players to uncover the last two.
First up is Garl, a childhood friend who forms a trio with the protagonists. The game begins with them as children, holding onto the belief that as they grow up, they will stick together on an adventurous journey while each fulfills their responsibilities. However, the harsh reality of their duties starts to sink in, and they eventually get separated when the protagonists go to school, leaving Garl behind. Later in the story, they reunite, but with the understanding that Garl cannot join them due to the severity of the situation.
Garl possesses qualities of being outgoing, determined, self-reliant, and physically resilient. He takes on the role of a warrior cook, using his cauldron lid as a weapon and demonstrating his resourcefulness. He ensures everyone's nourishment and knows when to step back during critical moments. While maintaining the core theme of friendship and responsibility, Garl also serves as a reminder to appreciate the simpler joys in life.
The fourth character, Seraï, was recently revealed in the launch trailer the week before the release. As a portal assassin, she possesses twin daggers that allow her to create portals, enabling her to teleport behind enemies for surprise attacks or to jump between portals while throwing daggers. Seraï's acrobatic abilities and determination make her a valuable asset to the party, particularly in missions where decisive action is required. Unlike others, she is less patient and more focused on accomplishing objectives. Her connections and understanding of certain things provide an advantage in strategic situations. Her personality and backstory will be discovered by players themselves.
Narratively, as a Solstice Warrior, you have the ability to access magical runes that allow you to tap into your inherent magic. This means that in this world, there are certain devices that only a Solstice Warrior can use. For example, there are contraptions that someone without magical abilities would not be able to pass through unless they waited for approximately 19 hours for it to naturally change. Throughout the world, ancient Solstice Warriors have placed seals on specific devices that are nearly impossible to open unless you can simultaneously activate both day and night within 40 seconds. By utilizing your innate magic, you can easily open these devices. Additionally, this allows us to engage in puzzles related to light manipulation and coordination, creating a dynamic experience where you truly feel like the moon and sun warriors.
Whenever there is a secret to be discovered, you will need to rely on your power in order to solve the challenges that grant you new combinations with Garl. These puzzles are a fundamental aspect of the game, utilizing the dynamic lighting system to create an immersive experience where you truly feel like a Solstice Warrior.
A: Other traversal mechanics are also important to consider. For instance, dungeons in the game are intentionally designed to be shorter than expected. Once you complete one, you move on to the next biome without encountering multiple versions of the same environment. We aim to create a continuous journey for players, both in terms of story and gameplay. In the early dungeons, there are weighted objects that emerge from the ground, which players can use strategically. However, these mechanics are gradually introduced and not overly emphasized as you progress. Each new dungeon, except for outdoor areas focused on traversal, introduces a new element for players to manipulate. Our intention was to avoid having repetitive dungeon experiences that only involved navigating corridors, fighting enemies, and using keys. Instead, there is always an interactive element that players need to engage with.
You receive several small upgrades as you progress. At the beginning, there is a small town where you encounter a problem that needs to be fixed. Within a dungeon, you will discover the Mistral Bracelet, which allows you to create a burst of air with the press of a button on your controller. This mechanic serves as a means of pushing objects without the need to physically move them. Instead of slowly walking behind a block, you can simply press the button and it will propel itself to the next obstacle before coming to a stop. We have incorporated this method into the puzzles involving blocks, requiring you to push them in different patterns and stack them in various ways. Inside the dungeon, you will find the Mistral Bracelet in order to escape a dead end where you encountered the first major chest upgrade. As you return to the overworld, you will notice opportunities that were previously inaccessible. With your newfound ability, you can decide whether or not to backtrack and obtain additional chests. While the game is not entirely focused on traversal upgrades like in Metroidvania-style games, there is an element of backtracking and utilizing these upgrades to unlock new paths. Throughout the game, dungeons will periodically introduce new items or abilities for you to interact with. These items can be combined to create new puzzles and challenges.
Q: You mentioned that having a boat and going around is kind of a thing in the game. What are players doing on the boat? It's more than just traversal, right?
Yeah, well... I don't want to delve too deep into the theory behind game design, but let's talk about the concept of fishbowling. Imagine yourself as a small fish in a small bowl. As you grow, we provide you with a bigger bowl, expanding your options within the game. This expansion includes upgrades, additional choices, and more. Initially, your gameplay is quite limited: you start in the first village and can only explore one dungeon. However, once you complete that initial dungeon, you're presented with a choice. Do you want to go fishing? Oh, wait, there's a locked door. But your next objective is the mountain. Gradually, we broaden your options, but you still follow a fairly linear path. We guide you from one island to the next.
Once you obtain a boat, though, the game truly opens up. You can now visit any island you desire. You even have the ability to return to the first island if you have acquired a traversal upgrade that allows you to access previously inaccessible areas. The boat represents the moment when you truly take control of your journey. Initially, you have a headmaster directing you, saying, "We all gather at the Eclipse at this place and time," so it's clear that you need to go there. But eventually, no one tells you what to do anymore. That's when you receive your boat. The gameplay and story are interconnected in this way. Now, it's up to you. You have your next objective, but you can also choose to pursue optional tasks if you're interested.
The boat serves as a means of transport to reach your next objective, but it also allows for exploration. Drawing inspiration from Mass Effect, the boat functions similar to a world map view. However, players can switch to character view mode, where they can freely navigate the boat and interact with party members. Each party member has their own preferred spot on the boat, such as Seraï who often retreats to a darker area below deck to sharpen her daggers. By catching up with the party, players can receive helpful advice on what to do next.
Without revealing too much, the pirate crew is a cheerful group that plays music using the discovered music sheets. Additionally, a minigame can be played from the boat. Essentially, the boat serves as a mobile headquarters, similar to a camp, where players can always return from the world map. The characters will remind players of important tasks or prompt them to retrieve the amulet, for example, ensuring a seamless gaming experience without the need to consult external sources.
Q: What can you tell me about Wheels?
A: Once you reach ground level at Brisk, there's a tavern, and you'll get your starter wheel.
There is a character, known as The Watchmaker, who possesses an elusive aura, making it uncertain whether one will ever have the opportunity to meet her in person. She is renowned as a superstar, yet remains distant and difficult to access. The Watchmaker possesses remarkable skill in her craft, the ability to capture the essence of magic from the atmosphere and infuse it into the components of her clockwork creations. She is not merely a skilled artisan, but rather a true magician in her artistry.
Constantly engrossed in her work, The Watchmaker has constructed a castle where time stands still. While she is not truly immortal, as leaving the castle would cause her to age, she has chosen to remain there, tirelessly working on her creations for what seems like an eternity. At some point, she desired a respite in the eternal scope of her existence and thus invented a tabletop board game. She produced add-ons that can be easily installed onto any table or even a barrel, immersing players in a miniature world. This game has become immensely popular.
The game can be likened to a fantasy battle. It involves miniature figurines and a table made entirely of clockwork, equipped with spinning wheels and matching mechanisms. Each player controls two clichéd class figurines, such as Archer Mage, Warrior, Assassin, Priest, Engineer, and the like. By spinning the wheels and aligning the symbols on them, players accumulate energy to empower their heroes or construct a formidable stone wall known as the Bulwark. Strategy and action are key as players must direct their characters to attack the opposition, dismantling their Bulwark and ultimately targeting their crown. The first player to reduce their opponent's hit points to zero emerges victorious.
The figurines in the game also gain XP as they progress from tier one to tier two and tier three visually. Each game begins at level one and allows for leveling up. Would you prefer to rush through the progression or directly target the opponent's face? It's a blend of strategy and randomness.
Additionally, the table has four wheels, with the fifth one being the player wheel that you contribute to. Initially, you start with a cheap copper wheel that lacks good faces. However, by defeating the champion in each town's tavern, you can unlock new playable figurines and classes. Moreover, you can upgrade your own player wheel, aiming for improvement.
The rumor is that you may get to challenge The Watchmaker. But that is only a rumor.
Q: I've got to say the Watchmaker is now my favorite character in the game.
A: Yeah, she's a good one.
Q: What other activities can be done during downtime in the game?
A: The two main downtime activities in the game are Wheels and fishing. Each island in the game has at least one lake where players can indulge in this simple yet immersive activity. We wanted to do something different, moving away from playing in the interface. The fishing in the game is designed to be diegetic and takes inspiration from the fishing mechanics in Breath of Fire 3 on PlayStation.
As you gaze at the lake, you can observe the fish swimming and their shadows reflected on the water's surface. From this vantage point, everything in the game world remains consistent. By pressing two buttons, your bobber accelerates at its maximum speed without the need for further input. You have control over its movement, allowing you to adjust its direction to the left or right. When you press again, the bobber descends into the water, and your goal is to land it near a fish. If you're close enough, one will bite, and a water current will appear on the surface. This becomes the focus of your gameplay, as you must keep the fish within this area. By constantly reeling in while the fish is inside the zone, it will move closer to the dock. However, if you reel in when the fish is outside the zone, your line may break. These are the fundamental mechanics of the game.
However, each fish species we've created behaves differently. Some may exhibit initial excitement that subsides over time, while others remain calm but become challenging during the final stages. With over 20 distinct species, each lake offers a unique variety of fish to encounter.
Yes, a cookbook for this game will be released, providing a variety of fish meat and seafood for cooking purposes. This allows players to obtain ingredients without having to purchase groceries. Additionally, it adds a sense of accomplishment for those who aim to catch all the different species available in the game, even leading them to specific lakes where they may be missing a particular species. The game also features banjo music for added enjoyment.
A: I think we might. It's all about the recipes. Oh, yeah. The main goal was to create an immersive experience, so we incorporated ASMR sound effects and pixel illustrations of the cooking steps. I wanted to ensure that the ingredients and steps made sense, as if you were actually making the dish. However, it's also a bit of a fantasy, as campfire cooking in reality can be quite troublesome. Currently, we only get the benefits of campfire cooking in the game.
Q: Let's change the topic and discuss the combat mechanics. Locks, in particular, have a fascinating aspect to them.
Combat in our game is solely turn-based, without any time bars. This decision was made because we have active inputs, similar to Super Mario RPG's combat, where timing is crucial for additional hits or bonuses. Having time bars would conflict with this mechanic, as they would interrupt the player's ability to input commands during a battle action. By maintaining a pure turn-based system, we can incorporate player input within the actions, creating a more dynamic experience. Additionally, this approach allows for tighter balancing of difficulty and strategic expectations for the player. If time bars were present, some players may simply choose actions more quickly, resulting in more actions between the boss or enemy's turn. Without this variation, we can maintain a stricter control over the number of player actions before a significant attack, like a powerful fireball, occurs.
When enemies perform regular attacks, a timer counts down the number of player actions. However, when Locks appear, it indicates that the enemy is preparing a stronger attack, like a skill or spell. Locks present an opportunity for the player to weaken or completely cancel the impending action.
The Locks feature a diverse range of characters, each displaying a unique type. When looking at the revealed characters, Valere stands out with her proficiency in blunt attacks due to her weapon of choice, a staff. Additionally, she possesses the innate magic of moon manipulation. Conversely, Zale masters blade techniques and harnesses the power of the sun. Garl, on the other hand, relies solely on his blunt attacks as he lacks any magical abilities. However, his raw skill and determination make him unrivaled. Lastly, Seraï specializes in venomous or poisonous techniques. As more characters are introduced, they will contribute their own distinct combat styles.
The concept behind combat in our game is rather unconventional. Instead of pigeonholing yourself into traditional roles such as mages, healers, or heavy damage dealers, each character fulfills multiple roles. It's not about achieving a perfect balance, but rather about recognizing and utilizing the unique abilities of every character. This approach allows players to explore and understand the capabilities of their entire toolkit, including various attack patterns and damage types.
The Locks challenge players by setting specific requirements for defeating them. If the player fails to meet these requirements, they will suffer consequences. This encourages players to strategize and plan their moves carefully. For example, they may realize that saving combo points to attack with specific characters at the same time will allow them to defeat the Locks more efficiently. Additionally, players can swap characters within their party during combat without any cost, allowing them to act immediately. This eliminates any obstacles or restrictions that could hinder gameplay. The goal is to create a seamless flow of actions for the player. The game prompts players to consider the importance of each character, even if they may not initially prioritize them. This leads to the discovery of unique combinations, attack patterns, and collaborations between characters that may not have been explored otherwise. Ultimately, every character plays a crucial role in the game experience.
Moreover, it serves as a crucial opportunity for redemption. No player desires a gaming experience where the absence of spell animation diminishes the thrill. Hence, it is not about completely nullifying all actions at all times, as that would result in failure. Each lock represents the magnitude of the action. For instance, let's say there are four locks and the enemy is preparing to cast a fireball. Even if you manage to break only two locks, you can still reduce approximately 40% of the spell's potency. Therefore, even in situations where you can barely squeeze in an action and the enemy's attack still persists, you have the ability to weaken its impact.
The aim is to transform these moments of enduring attacks into opportunities that empower the player. This ensures that players are constantly engaged by providing them with tasks to mitigate the circumstances unfolding around them.
Q: Did you deliberately deviate from the traditional tank, healer, and caster archetypes when creating the characters?
A: Absolutely. It was a deliberate decision. With hundreds of games already following those archetypes, I wanted to introduce something different. I aimed to create characters that not only focus on dealing damage but also possess unique utility abilities, emphasizing the importance of their appearance.
The combat system ensures that every character possesses unique strengths and contributions, eliminating the notion of a character being solely designated for heavy hits. Each character holds potential and significance, taking turns to be the most valuable player in a battle. They have the ability to unlock crucial combinations, resulting in a balanced gameplay that grants equal importance to all characters. These instances become particularly noticeable during intense boss fights, where you may find yourself grateful for a character in whom you have less investment, as their abilities hold the key to overcoming the challenges you face.
Q: Additionally, could you provide further details on live mana?
Live mana is a mechanic that allows you to drop energy on the floor when you perform a regular attack. This energy can then be used as a boost on any character, adding a portion of your magical attack to your next attack. You can accumulate up to three charges of energy on the floor, but you must use them before gaining more.
For instance, let's consider the Sunball spell, which is an immensely powerful spell in the game. It costs eight MP. The game has deliberately set low MP costs and a low cap on MP because you regenerate MP with every attack you make. The intention behind this design choice is to encourage players to use spells more frequently rather than saving them solely for boss battles. If your MP bar is full and you're only attacking, you're essentially wasting your MP regeneration. This mechanic is intended to create a dynamic gameplay experience where players have to vary their actions and carefully manage their resources.
Live Mana is a unique mechanic that enhances spellcasting by allowing you to spend MP and boost up to three times for increased power. Additionally, when using regular attacks, Live Mana adds your damage type to the attack. For example, playing as Valere, your attacks will have blunt damage. By timing it correctly, you can eliminate two blunt Locks in a single move. However, if the enemy requires two blunt and one moon damage, you can boost your attack using someone else's Live Mana charge without spending MP. This allows you to strike with both blunt and moon damage, taking out all three Locks. Each boost charge adds approximately one-third of your magical attack step to your next move, effectively increasing its potency. The same principle applies to healing abilities. Zale's Healing Light may not be exceptionally strong, but its low MP cost encourages you to boost it three times, effectively doubling the healing output while still maintaining a balanced MP expenditure.
Q: Were you aiming for turn-based combat to feel more active and dynamic with the different mechanics and unique active features of each spell?
A: Definitely. My inspiration came from games like Super Mario RPG and Paper Mario, where timing is crucial for successful hits. I grew up playing these games and I wanted to combine the seamless battle transitions of Chrono Trigger with the active combat of Super Mario RPG. I've always wondered if a game could have both elements, where you can see the enemies before battle and be physically engaged in the traversal while also having input during combat. It was clear to me from the beginning that this combination would create a perfect gameplay and traversal experience where both game loops seamlessly intertwine.
The music in this game is excellent, especially with renowned composer Yasunori Mitsuda, known for his work on Chrono Trigger, involved.
A: Definitely, paying homage to music and its significance in a game like this was always our intention.
Q: What influenced your decision to opt for this unique visual style that combines retro and high-definition elements?
A: If HD-2D refers to a 3D world with billboard sprites, what would be the appropriate term for the higher resolution 2D assets? It seems logical.
We aimed to enhance the visual aspects by envisioning what these games could have been if we had stuck to traditional sprites. It's a sort of retro-plus concept, adding just a little more to it. However, we were careful not to lose that nostalgic feeling, like wearing an oversized t-shirt with the controller in hand. To me, it evokes the atmosphere of a Saturday morning in a basement. It's difficult to put into words, but I believe players can sense this connection when they experience it. We put a lot of effort into fine-tuning the game's rendering, ensuring it captured a retro feel. We can enhance it a bit more, but we must avoid bursting the retro balloon, so to speak.
From the outset, it was evident that fully embracing sprites was essential, ensuring they replicated the nostalgic charm of our beloved games, even though their actual appearance is vastly different.
Q: When it comes to retro elements, the inclusion of save points was quite unexpected. What influenced your decision to include them?
A: Well, the game does have an autosave feature. If you haven't manually saved your progress before, when you select "Continue" on the title screen, you'll resume the game from approximately where you last played.
No, in my opinion, it's simply a small, budget-friendly element that adds a certain feel to the game – it just feels right. How can I explain this? It aligns with the themes it refers to, doesn't it? Like, when you see the save point, it's like saying, "Ah, I'm back home." I believe it helps create a sense of familiarity, especially when you look at a screenshot and fondly recall the inspirations, understanding their origins. Having this element is, in my view, a vital part of the game's language. For many players, it's likely to enhance that feeling of "I know where this comes from, and I understand it," even though the autosave feature always has your back, regardless.
Q: It certainly functions as a language component. I still remember approaching that massive, trippy worm boss in the first dungeon. Observing the campfire and the save point, I instantly knew I was about to face a boss.
A: I believe it’s a significant aspect. While it's not essential for the smooth functioning of the game or a positive player experience, what you're referring to is a crucial element - a sense of familiarity. This game doesn't bring anything groundbreaking to the genre; it’s something that has been done before. However, as we reflect on it, we aim to greet and host you in the best possible way. It's about creating a memorable event for those who have some sort of connection or recollection with it. All those moments you play and encounter along the way, you know there's a challenging boss waiting. It's like a moment for celebration, a mutual understanding that we both anticipate. It’s exhilarating. We expect you to recognize it. It’s a beautiful moment of acknowledgement, don't you think?
Q: Does the game include subtle references to The Messenger, like Easter eggs?
I have received messages and screencaps from individuals who are very enthusiastic about something, but we are intentionally being ambiguous about it because we want people to uncover it themselves. However, given that the setting is an archipelago with multiple islands, one can deduce that one of the islands is related to Messenger. Perhaps in the future, players can explore and interact with it.
Our main goal was not simply to capitalize on people's interest in Messenger. We genuinely aimed to introduce something entirely original and groundbreaking. We want players to become fully immersed in this new concept. While there may be a connection to Messenger at some point, it is not dependent on it in any way.
[END]
Sea of Stars is available for PC, PS4, PS5, Switch, Xbox One, and Xbox Series X/S.