Sea of Stars is a noteworthy addition to the revived genre of turn-based RPGs. Unlike the traditional approach, Sea of Stars relies heavily on true turn-based combat and it is the very essence of the game.
The concept of turn-based combat is easy to grasp - the player takes their turn, followed by the enemy. Every action is determined by the player's input. These battles bear similarities to games like Pokemon or the classic Dungeons and Dragons, with frequent pauses for strategic thinking. While often compared to systems such as Final Fantasy 7's Active Time Battle or Atelier's Charge Turn Battle, turn-based games usually involve straightforward combat timing. However, Sea of Stars presents a more engaging and dynamic combat experience, as clarified by the game's creative director, Thierry Boulanger, in a recent interview with Game Rant.
Sea of Stars offers a remarkably pure approach to turn-based combat. In this game, players take turns selecting their party members and deciding their actions, while the enemy units follow the same pattern. However, unlike the leisurely pace often associated with Pokemon battles, Sea of Stars introduces a highly engaging and dynamic combat system. This is achieved through the implementation of various intricate systems developed by Sabotage Studio.
Boulanger explained that the intentional design of battles in Sea of Stars involves a puzzle-like element of resources, requirements, and hazards, which encourages players to pause and plan strategically. He drew inspiration from retro RPGs and creatively combined their elements to create a dynamic combat system that he had always wanted to see in a game.
The game's combat system seamlessly combines the fluidity of Chrono Trigger, where battles do not take place in a separate arena, with the active combat of Super Mario RPG. This unique combination had not been seen in any previous game. The result is a combat experience that feels engaging and active throughout, as players constantly make inputs and perform actions in small, continuous loops. It goes beyond the typical gear and item-focused fights, making the overall experience more enjoyable and compelling.
The active turn-based combat system in the game incorporates timed blocking, timed attack combos, and spells that demand player input for a more engaging experience. However, what truly sets apart the Sea of Stars' combat are its unique features: live mana and locks. Live mana serves as a means to enhance a character's abilities. Each successful normal attack generates live mana in the environment, which can be absorbed by a character at the start of their turn. This allows them to amplify their next action by adding their Magic Attack stat and magical attributes to basic attacks. This mechanic becomes crucial in dealing with locks, both literally and metaphorically.
When an enemy is preparing to unleash a formidable skill or spell, locks appear. The number of locks corresponds to the potency of the ability, meaning that five locks signify a greater threat than two locks. To disrupt the impending attack, these locks must be broken. However, breaking locks requires specific types of damage to be inflicted. Achieving this can be challenging and often necessitates the cooperation of multiple party members, as well as the strategic application of live mana to attacks. A skillful execution boosted by live mana can enable Valere to break two blunt locks and one moon lock, but this maneuver requires careful preparation and timing. However, if a lock also requires sun damage, Valere alone cannot break it.
The Locks serve as a challenge, requiring specific actions to overcome. Failing to meet these requirements results in a lightning strike. This prompts players to strategize and save their combo points for coordinated attacks. The goal is to eliminate the sword and blunt locks in one move, followed by two moon locks in a single throw of the Moonerang. This internal dialogue within players is the intended effect.
Luckily, breaking locks doesn't have a pass or fail outcome. Even if three out of four locks are broken, the incoming attack will still be weakened. This means the resources spent on breaking those locks are not wasted. Furthermore, the game's low MP costs, MP cap, and the generation of live mana through regular attacks help replenish resources quickly. In addition, players can utilize diegetic artifacts found throughout the world of Sea of Stars to aid them.
The combination of these systems ensures that players never become too comfortable with their gameplay routine. Traditional RPG strategies, such as solely focusing on one party format or hoarding MP and items for boss fights, are dismantled in Sea of Stars. This game’s unique combat system discourages such behaviors, emphasizing the necessity for active spellcasting and the involvement of all party members. Timing becomes a critical factor, and meticulously planning each turn can completely alter the outcome of a battle. Whether it's a particular spell, a specific character, or a carefully crafted combination, every choice has the potential to be the decisive factor between victory and defeat, offering a truly distinctive experience within the realm of turn-based combat.
According to Boulanger, the entire system functions solely on a turn-based approach. This concept of "pure turn-based" enables players to participate and make decisions during battle actions, transforming passive moments of receiving hits into empowering experiences. The aim is to consistently provide players with engaging tasks that allow them to actively respond to what is happening.
Sea of Stars is available for PC, PS4, PS5, Switch, Xbox One, and Xbox Series X/S.