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It's been less than six months since TOSE's impressive port of tri-Ace's
decade-old development debut, but twenty years have passed between
the loosely related narratives of Star
Ocean: First Departure and Star Ocean: Second Evolution, an
enhanced reworking of the franchise's definitive high point on ye
olde PlayStation. The Second Story, as it was, remains a firm favourite
among fans of the science fantasy RPG series, and with a next-gen
sequel waiting in the wings in the form of Star Ocean: The Last
Hope, there won't likely be a better time to revisit the delightful
tale of Claude C. Kenny and Rena Lanford than now.
Navigate
through a few menus and when you're quite finished gaping at the
gorgeous new introductory FMV, courtesy of anime megalith Production
I.G., Second Evolution presents you with a character select screen.
New players will take the decision lightly, but the choice isn't
so simple as which avatar you'd rather have as your in-game representative;
at the outset of the story in particular, Claude and Rena are often
apart, and depending on whether you venture forth as a son living
in his father's shadow or as an unassuming country girl with blue
hair and the cutest cat ears you ever saw - and no matter, either,
if you're a seasoned series veteran or newly enraptured by its outright
hybridisation of sci-fi and fantasy - the experience you'll have
with Second Evolution will be distinct in several senses. We're
not just talking about multiple ending, either; your initial decision
means that you'll meet unique characters through the thirty or more
hours it takes you to explore the outer reaches of Expel and beyond,
you'll see different, but always lavish cut scenes, and your choice
of perspective will alter your perception of several plot points,
pivotal and capricious alike.
A
single trip through Second Evolution will satisfy most players but
the character select mechanic's clever implementation means that
those redoubtable few with an appetite for more will have plenty
to keep them busy. In any case, there's more going for this sophomore
Star Ocean than replay value alone. Certainly the story is the best
and most involving of all the narratives that tri-Ace has crafted
to date. As the only child of Ronyx J. Kenny, a great hero of the
galactic Federation, Claude has understandable reservations about
following in his oft-lauded father's footsteps but, when we join
him, he's nonetheless on track to do just that. He's lately been
inducted into the ruling power as an Ensign under Ronyx's command
and his first mission - to survey a strange energy field on the
planet Milocinia - is simple enough. However, Claude, as though
seduced by the strings of some melancholy song in the distance,
gets a little too close to the device that's causing the anomaly
and he's transported, in an instant, to another world. Expel is
a beautiful planet by all accounts but it's unlike any place Claude
has known - "underdeveloped," he observes rather coldly. He intends
not to interfere with the natural evolution of any indigenous life
that he might encounter yet when he sees a young woman in trouble
- Rena has been relaxing in the forest bordering her humble village
- he rushes to her aid. With his father's phase gun, he ably fends
off the creature that was terrorising Rena and he escorts her back
home. It is there that he's told of the Sorcery Globe, a meteor
that landed on the peaceful planet just a few months ago and brought
in its destructive wake all manner of monsters; it's in Rena's idyllic
little township that Claude, although initially reluctant, comes
to learn of a grand destiny, distinct from that which his father
had laid down for him, and it's at this point that things begin
in earnest.
Second
Evolution is slow going to start with, repetitive and rather aimless
at times, but consider the first few hours of button mashing through
a veritable deluge of voiced dialogue and occasional textbox asides
as a slow burning prologue of sorts, or at worst some not quite
necessary scene setting, and you'll find that things pick up considerably
thereafter. Once you venture out from Rena's village to probe the
great expanse of unknown that lies prone on the road ahead, Second
Evolution reveals itself at last. Expel is an extraordinarily rewarding
place to explore, both in aesthetic terms and in the gameplay mechanics
that open up to you the longer you play. Alongside the menus and
interface, the intuitive item-crafting system from First Departure
has been supplanted here wholesale and, even the second time out,
its depth surprises anew; the more time you sink into exploring
its myriad intricacies, the more satisfying crafting becomes. The
skill system, whereby you allocate points earned in battle to further
the specific abilities of each member of your party, is equally
absorbing, and you can expect to spend a good deal of time deciding
which experience paths to take each character down. There are enough
side quests to keep even the most committed RPG fans going for twice
as long as it takes to beat the game otherwise, not to mention the
sculpting and publishing diversions, nor any of the other activities
you can engage in during the lulls between story events.
The
encounter mechanics, meanwhile, will be familiar to anyone who's
played a Star Ocean game, whatever your platform or era of choice.
And I'll be honest: they're the reason the franchise's only PS2
entry, Till
the End of Time, still lurks on my exponentially more daunting
pile of gaming shame, despite a few attempts to power through in
the years since its release. After forty hours with TOSE's first
PSP port, however, they've become as familiar to me as your more
traditional, PlayStation-era, Final
Fantasy style, turn-based battle systems. That isn't to say
you don't take turns - you do - but enemies don't wait around, pushing
back their claw-cuticles, while you ruminate over your next move.
There aren't too many options in any case; you can pull off basic
combos with a selection of melee and ranged weapons or you can use
special arts (which is to say magic) that are mapped to the portable's
shoulder buttons. You only have direct control over either Claude
or Rena, depending on your decision at Second Evolution's outset;
AI routines control the remainder of your party, covering you when
need be and reliably carrying out standard attacks in the interim.
You can change their tactics in a pinch but the old-guard AI director
is adequate enough that there's little reason to and the pace of
battle is refreshingly fast for it.
You'll
love it or you'll hate it, is what the battle system in Second Evolution
and indeed any Star Ocean game comes down to. Widespread standardisation
of certain troops common to the majority of Japanese role-playing
games means that some gamers simply won't be prepared to accept
such a dramatic shift, but then, an ocean of ill-advised complaints
about Final
Fantasy XII's brilliantly game-changing real-time battles look
to have Square Enix back-stepping against good reason for the long-awaited
thirteenth instalment, and though Second Evolution's encounters
are hardly as exciting as those in that last landmark RPG, it can't
be faulted for pushing the envelope - and a decade ago, at that.
Sadly, I can't be as understanding about the utterly unchallenging
default difficulty, nor the auto-tracking camera that accompanies
battles in the all-but desolate voids they seem to take place in.
There's no getting around the fact that it will idly lock onto enemies
on the opposite end of the battlefield and suck any notion of challenge
or strategy right out of encounter after encounter, be it a random
battle or boss fight. Neither is it easy to overlook the recurrence
of the sporadic problems that AceGamez' own Sam Atkins relates in
his review of First Departure; when there are enough enemies on
the battlefield, the camera skips and stutters from target to target
like a woefully broken robot.
Unfortunately,
the problems with Second Evolution don't begin and end there: this
is no Mother or Earthbound, let me be clear, but the story, for
all its charm, for all its whimsy, is so relaxed, even come to crisis
point, that it can be hard from time to time to take as seriously
as its narrative expects. The new translation, while certainly preferable
to the amateurish iteration it outmodes, is perhaps as slavish as
it is faithful; along with the largely insipid so called "private
action scenes", wherein you might come across an optional side story
if you're very lucky, it can be cumbersome enough to bring what
little momentum Second Evolution manages to generate to a juddering
halt - and next to the spectacle of the beautiful new backgrounds
that Production I.G has generated for the PSP reworking of The Second
Story, the spare remnants of the original artwork stick out like
forgotten limbs numbed by a night's sleep in a lamentable position.
Second
Evolution is a far cry from the whole new experience that Square
Enix teased its loyal base of gamers with but there's enough new
about it that some new issues have cropped up. None of them are
so intrusive that they should spoil anyone's enjoyment of the game
though and if you can muscle past the snail's pace story and a disappointing
battle system, Second Evolution is absolutely worth the not inconsiderable
amount of time that you'll spend with it. It shows its age, but
what of it? Only a very few games are better a decade on and this
PSP reworking fixes and updates just enough of The Second Story
that this classic experience is now distinctly more palatable for
today's gaming public. The graphics really are much improved, even
side-by-side with last year's First Departure; the interface has
never been better; the sound is spot on if you've a decent pair
of headphones at hand; and the production values, for a glorified
port, are not to be sneezed at. Star Ocean: Second Evolution shouldn't
have much difficulty attracting new players - the eternal allure
of the Square Enix logos on the box should see to that - and although
it's by no means perfect, neither as a port nor as an exercise in
the preservation of an experience that is important to many, as
long as you can accept the quirks of an RPG that stood apart from
the pack ten years ago, you'll find more than enough here to last
you through the last gasps of Winter, by which time you'll have
The Last Hope to contend with. Final Fantasy XIII, that herald of
the golden years, might be a year out yet, but for all intents and
purposes, the RPG has landed on the current generation of consoles
at last.
Reviewed by Niall Rough for AceGamez (All Rights Reserved).
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