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Laporkan kesalahan penerjemahan
Absolutely. I thought the demo had a perfect start (if you haven't played it, it starts at X'tol). The breathtaking mountaintop view. The badass and comedic human cannon ball arrival to set the tone. We meet the characters doing what they do, in a hurry under time constraints - vague hint that the eclipse is important. Nobody telling us anything. There's fights right off the bat. Seraï, the quest's main driver, is in the first screen.
I'm getting a bit annoyed by Garl's constant "We're Solstice Warriors we can help" when he's the only non Solstice Warrior in the team. And he just keeps doing it. When you notice how much Garl is dominating the convos, it's hard to unsee.
Would be better if Valere and Zale took actual part in the conversations, but they're mostly just stand there while Garl did most of the talking. So yeah, IMO ValereZale's blandness and Garl's attention hogging goes hand in hand with each other.
Would you mind giving an example when their personalities are shown, and affect the plot in a meaningful way? And not Zale going "HaHaHa. ThAt's OuR GArL" every once in a while.
I actually thought that would effect Zale and Valere later down the line. As in, eventually when Garl uses that as his way to spark a conversation with towns folk, Zale would just come up to him and ask "hey, could you calm down on using our name like that?" and have some sort of character development from there. But, eh... nothing just came from that.
..only for Garl to come back at the end and make that entire scene redundant and, in the context of the story trying to teach something to the play, fake. The scene makes Valere's grief (and to an extent, the player's grief) literally go away due to a deus ex Garl rev.
I've already complained many times in these threads and in my review that it's awful that pretty much every character speaks in the exact same sociolect and idiolect. All of them have at least one "*Ahem*" and "Hahaha!" line. No disagreement there. That hurts the presentation of personality, but it doesn't mean there isn't any shown in what they do or the content of what they say.
I see personality differences everywhere. They're just not the typical dramatic mentally ill anime leads. Just count the times Zale is the first to speak in a high pressure situations or the first to bring up any uncomfortable or funny topic. It's hard to notice when ♥♥♥♥♥♥♥ insane Garl is breaking the ice with a wrecking ball in almost every scene, but it's there.
Very first scene at the mountain trail, Zale is shouting how he hates sewing, then Valere feels comfortable enough to mockingly impersonate Moraine. Zale gives the order or suggestion to split up.
Zale often shouts excitedly in all caps. Valere doesn't. "OUR FIRST BIG ONE" or something like that when you kill the boss slug.
When they're finally alone in Brisk, Zale complains the pirates are crazy and Valere pacifies him saying at least they seem harmless.
At first entering Lucent tavern, Zale brings up that he's worried about Garl and that he thinks bringing him along was a mistake. Valere just wants to leave it up to fate.
When the Wizard's Lab boss comes alive, Zale is warning the party that he feels great power and tells them to get ready. He takes charge like this for a bunch of bosses, basically all the rare times Garl isn't playing Leonidas with his cookware and screaming "Loser!"
When they're sitting on the bed next to Garl's, Zale remarks on his urge to act with great energy that he had when Garl got summoned by Woe, but also on being afraid to do so. Valere says she felt no such thing.
He also says he worries a lot about his prophecy - he's also the first to even talk openly about his prophecy, which he wasn't supposed to. Only after that does Valere disclose hers, and she doesn't spend time and energy worrying about hers.
Tons and tons of these examples throughout the entire game. Next playthrough I'll have to collect them into a list to paste every time the same dismissive comment gets repeated with no evidence.
It's notable that when Garl dies, when the two are at their breaking point, it's Valere who punches a tree - she loses her typical restraint, while Zale just sulks sitting - he loses his energy he normally has everywhere else.
Also, I never made the claim that their personality "affects the plot in a meaningful way." I could ask you the same about a whole littany of great JRPGs. For most of them, the protagonist's personality is flavor totally irrelevant to the plot, like their anime fake hair colors and personalized weapons.
And I already said I read SoS as a messianic and creation myth to set up the world for future games. I don't ask if ♥♥♥♥♥' personality affected his plot meaningfully or not.
But now that you mention it, it is somewhat significant to the plot that the divinity the solstice warriors inherit forms their personality, even for ones who aren't incarnations of gods. So at the extreme, the traumatized pathological winter warriors end up as cowards and quitters like Brugaves and Moraine, while Erlina becomes a monster of pure energy.
The characters even remark on this in Lucent, that it is common knowledge that winter warriors are more carefree and subdued while the others are fiery and chaotic.
Zale is the "spark" no matter who you choose.
The game ends up in a weird place because the protagonist are ultra chosen ones on the path of ascension with little to no flaws. I mean, they are destined to incarnate cosmic magic and behave more like forces of nature than people. As the game advances they are referred more and more as Solen and Luana instead of their actual names. They spent their entire youth sewing and training pretty much isolated from everybody. Both of them had much more personality as children pre-training and I think it's intentional.
If we think about it, they are the equivalent of Dwellers but made by Reshan. This whole thing about creating Solen and Luana to protect a timeline from the Fleshmancer and also how the game ends, knowing that they cannot come back. They only do it for Garl, who is their one true cable to humanity. And during the true ending, at the end, when they go visit him, they didn't age, don't say anything and the game doesn't even show us their faces!!
The actual protagonist of the story is Garl. But as OP noted, Garls most important acts are all ass pulls, instructions he received mystically to "win". Garl is even more of a ♥♥♥♥♥♥♥ chosen one than the solstice warriors.
But is he really? The entire game is this battle between the fleshmancer and Reshan. Reshan does ♥♥♥♥♥♥♥ everything, he is the great eagle so he delivers the children to moon cradle. He created the elder mist, he created the multiple timelines in the first place and the only thing he really cares about is convincing the fleshmancer to stop voluntarily. He makes the timestop, the living glass, gives you the amulet to not need the eclipses and so on and on. Like it shows on the scene with the archivist, if it wasn't for Garl that would knock knock on him, the timeline would have fallen like many others so guess who is telling Garl what to do? Who else can tell Garl exactly what to do, so they get to that very ultra rare specific set of conditions in order to win and give him one more chance to convince his friend to stop.
Thats right, it's Reshan. And it is a cool story in itself, but its just not cool to play an rpg with so little agency on what is happening. Everyone is just pawns in the alchemist game and it goes so far that the main characters are barely people.
Honestly I'd be satisfied with all the other characters being pawns in their game if Sea of Stars actually spent some more time defining what the game actually is and what the stakes are.
I agree. At some point, the game stops being about the solstice warriors and becomes about Reshan. But then they go and take out Reshan out of the picture but the game never goes back to being about the solstice warriors.
Was expecting to get more of a CT vibe from the game with dual/triple techs or at least some more techs per character in general. The bosses/ults have so much animation put into them that it seems odd that the playable characters never got much more than what they begin with. Even Zales dash strike is just him vanishing with slashes appearing on enemies. I get that he is about speed but it just felt lazy to me and i'm kind of surprised they didn't want to include a speed stat when a characters desire is to be fast.
Also no poison stat but you have a poison dmg type. I get that they didn't want stat ailments, even though I think the cooking mechanic could have worked well with ailments and buffs, but why not just go with something else? Hell Keenathan can use wind magic, why not give her wind magic? or portal magic? Does anything even explain Serais portal ability? I'm playing thinking she must have some limitation and that's why were aren't just using it to travel around and then I use her ult... and then I watch her open a giant portal underground...
Probably a nitpick and I could be wrong on this (I can't play to confirm, game keeps crashing on me) but did Garl/Zale/Valere have any parents? I don't recall any and maybe it isn't important but it seems weird to not have any of them when Garl was born in Mooncradle and Zale and Valere, who aren't very old, could only have come from 2(?) towns and one of them you can't leave. I would have been interested to know how people felt about having their children taken away from them because they were born on a solstice. Surely some wouldn't be happy about it. Brugraves and Erlina at least had some issues with the organization.
So much of the game just felt like "how do we get from point a to point b" without taking into account how it affects the world/story as a whole.
Apologies if this is all old news and i'm beating a dead horse. I don't check boards very often and I just had to rant about this game a bit (which i could go on much longer :P).
I do think the game flows well enough, which again works great if the main appeal here was the gameplay, like in a Metroidvania. I might have given this a pass if the gameplay was consistently interesting, but as mentioned it ran out of gas for me fairly early on.
If the story is going to ♥♥♥♥ then it needs a variety of strategic approaches and some depth of mechanics, but sadly the mechanics are as shallow as the narrative here.