Earlier this year when I reviewed Sea of Stars, I couldn’t help but be transported back 30 odd years. Sabotage Studios’ tribute to a distinct era of RPG was both nostalgic and refreshing.
The game evoked those most precious RPGs from the 16- and 32-bit era, where some of the most powerful gaming experiences originated from. But as developers experimented with better tech, two-dimensional and three-dimensional ideologies would often clash and harmonize.
Star Ocean is a series I’ve never delved into. As a player who initially missed out on the PlayStation 1 lifecycle, it was a struggle to catch up on the daunting list of RPGs that weren’t called Final Fantasy. Suikoden, Valkyria Chronicles, Vagrant Story, Xenogears… all have passed me by outside of cursory glances or brief emulator dabbles.
With Star Ocean, however, I recognize the significance in its leap from the Super Famicom to the PlayStation 1. Much like Final Fantasy 6, the first Star Ocean represented the peak of that console’s ability to express the long-form epics pouring out of Squaresoft and Enix.
The Second Story R tells the tale of dual protagonists Claude and Rena, blending traditional fantasy with science fiction. Claude is a member of the Pangalactic Federation who is transported to Rena’s planet of Expel through a mysterious object. Claude rescues Rena from an attack using his gun which emits a blinding flash, causing Rena to believe he is the mythical hero wielding a sword of light that legends speak of.
Players experienced in the involved, narrative-driven fare of modern day might not be impressed by The Second Story R but I find that the game’s evolving narrative is emblematic of the time it was released in. The blending of worlds and themes feels like a unique spin for 25 years ago and the story manages to twist the good versus evil yarn with noteworthy reveals.
However, the real meat of the story is in its massive cast of characters. Claude and Rena can be accompanied by 10 other party members over the course of the game. Players can explore the relationships with these party members during Private Actions, events where Claude and Rena can speak with other characters and build a relationship with them and expand the smaller stories the game offers. Developing these relationships especially in a game of this age feels quite novel, as players unsurprisingly will be treated to different unique party members based on the choices of Rena or Claude and witness a bevy of alternate endings.
There is a vast amount of content in The Second Story R‘s story because multiple playthroughs feel welcomed, not required. This updated version of the experience introduces fast travel while making Private Actions easier to access and identifying when optional content is available. While fans of the series or those with modern sensibilities may feel that the narrative has shortcomings, I can’t help but appreciate that it doesn’t appear any significant alterations have been made to story beats or dialog.
Personally, one of my favorite aspects of The Second Story R is the ability for players to use English voices, or the Japanese voices from this version or the PSP one. I was able to casually switch between English and Japanese to experiment with preferences. Better yet, players have the ability to assign which voice they prefer per character. While I can’t think of many scenarios where this would be a great addition for other games due to the lack of unique recordings, it’s yet another welcome addition to The Second Story R.
Square Enix remakes and remasters are prone to receiving updated soundtracks. At times it can be jarring to hear alternate versions of classic themes, especially ones so distinctly recognizable. But original composer Motoi Sakuraba has returned to rearrange his original soundtrack. In addition, new music for story segments and boss battles have been recorded.
Comparing the two and having no context for the original arrangement, I do find myself drawn to the rearranged version, especially the tracks recorded using a full band. But as a person who played the Final Fantasy X Remaster and enjoyed the new arrangements but couldn’t replace them from deep in my soul, I understand fans and purists who may opt for the original soundtrack for the first playthrough.
It is always a smart decision for developers to allow players the choice in these remakes and updates. Having a specific soundtrack or voice direction shoved down your throat can feel like the original version is being left in the dirt, whether or not its actual quality. But players of The Second Story R can be glad that the game can sound how they want.
Unlike turn-based RPGs, The Second Story R allows players to freely move around a 2D plane in battles and attack enemies. With this more action-based approach, battles are flashy and quick. New here is the Break mechanic that requires players to chip away at an enemy’s shield to “break” it and cause the enemy to be immobilized temporarily. While players should take every opportunity to focus abilities and attacks that do Break damage, the same ailment can be applied to the party.
During combat, players will build up a Bonus Gauge that allows them to summon active and inactive party members–some from other Star Ocean games–to come into the fray and dole out combos. With quick button taps, players can use ally attacks or call upon another character when one is in Break, ensuring that speed is maintained during fights.
More fascinating than the act of combat are the customization options present in The Second Story R. As players level up, they can assign points to a numerous list of skills that act as status buffs themselves. As these skills gain levels, they become Specialties such as cooking, crafting gear, fishing, and duplicating items. As these Specialties level up, players can equip specific combinations to acquire Super Specialties.
These abilities can be used to somewhat break the game, apparently a tradition in The Second Story. Players may be able to cook food that can heal and buff the party but they may also be able to craft items and food that sells for significantly more than the materials used to make an item. Players can manipulate the affinity points of friends, sing to debuff enemy mobs, or even call in a bunny to ride around the world.
An argument can be made that Super Specialties can skew the difficulty in the game towards being too easy and I think that’s fair. However, that experimentation is also a rare treat in games of this time and of today, it’s more akin to something in Baldur’s Gate 3 than a 1998 PlayStation 1 game. A fourth difficulty level may have satiated hardcore players but unless using a guide, coming upon these strange quirks is yet another reason the game excels.
The Second Story R may be a wonderful rendition of a classic RPG but its biggest draw is undoubtedly the visual presentation.
Suffice it to say, this game is stunning in both screenshots and in motion. Gemdrops, who worked on the remaster of tri-Ace’s game, straddles the line between past and present. Like many, I thought that using 2D sprites in a 3D world may take a bit to acclimate. But I was instantly enraptured by the aesthetic.
Not only does The Second Story R feature blissfully crisp visuals, they run so smooth. The camera is able to follow the party members around the map with great accuracy. Because those 2D sprites stay, players are treated to their expressive movements and actions, not distracted by a potentially lackluster reimagining cobbled together with polygons.
When Star Ocean The Second Story appeared on PlayStation 1, it primarily relied on pre-rendered backgrounds for towns and the world. The common method was seen across Final Fantasy and Resident Evil, among other titles. While those backgrounds were never created in high definition, they were still able to communicate volumes to the player. Hidden secrets and extensive detailing made these environments burst with personality. We know the Spencer Mansion is opulent but deadly because of its backgrounds. We know the claustrophobic Shinra corporation was sucking the life out of Midgar because its twisted machinery was in deep contrast to the vibrant world.
But those games, as beloved as they are, can still look dated. What Gemdrops did with The Second Story R was replicate the mood and the detail of these environments with loving care and brought them into the modern age. This approach is incredibly stylized to be sure but honestly, there’s nothing like it on the market.
The work done with The Second Story R makes me optimistic for the potential of several other games from this era receiving the same treatment and being opened up for a new audience. Game preservation is extremely important and it is becoming increasingly difficult to play games from older generations. While The Second Story R isn’t strictly a replication of the source material, I think the improvements made here could breathe new life into something as important as Xenogears or other cult classics. But for now, we have this absolute gem of a remake and hopefully a gold standard that Square Enix will set for itself in the years to come since not every game can receive the Final Fantasy 7 Remake treatment.
Star Ocean The Second Story R is not a time capsule. While many of the key elements of the original are preserved, including the character-driven story and diverse action, the sheer beauty of the harmony of its 2D characters and 3D environments is unquestionably a winning formula. Not only is The Second Story R the best way to experience a classic, it is a fantastic entry point into the Star Ocean series. But if we are lucky, this is the blueprint Square Enix will use to remake the most-wanted list of the many RPGs players haven’t seen in decades.