Cubed Issue #8, Free Edition | Page 17

Relia gameplay, I wish I could be the harbinger of good tidings, especially after the disappointment of the narrative and world design, yet I’m afraid it’s business as usual. The great JRPGs of yesteryear wowed their audiences not only through their brilliant narratives and landscapes, but also by way of their nuanced combat systems. Star Ocean on the other hand resembles more God of War than Final Fantasy VII. While you certainly have access to a vast array of options when in battle (character swapping, skills and alternate attacks, item management) the actual process of grinding enemies into dust is achieved simply by button-mashing your way to victory. You can take a more measured approach, carefully constructing the optimum build for each character, yet it just feels like a giant waste of time when just constantly spamming the team-heal ability as Miki will see you through almost any situation the game manages to throw at you. That isn’t to say the combat fails to satisfy on some level. There is a visceral experience to battle in Star Ocean, with each thunderous swipe of your sword surging through your controller and making you feel utterly alive and in the moment. The gorgeous particle effects rain down as you bathe in the glorious chaos erupting across the battlefield. Yes, the combat is overly sim- As I gaze upon the rolling waves... plified, but the spectacle and showmanship on display manages to salvage more than a scrap of honour. As I gaze upon the rolling waves on a beautifully rendered beach, the sound of seagulls and breaking water soothing my beleaguered soul, I mourn for Star Ocean. It could have been good, amazing even, yet a lack of detail and attention has doomed this latest entry to languish in the cold darkness of the gaming nvetherspace. Everything is functional, but nothing has the heart and soul that defined the golden era of JRPGs. I’m not mad, I’m just disappointed. WORLD BUILDING 4 STORY 5 GAMEPLAY 6 VISUAL DESIGN 6 5.3 15