Star Ocean: The Second Story: A Discussion of Its Importance in the History of JRPGs

After my somewhat recent playthrough, and review, of Star Ocean, I felt compelled to immediately jump into the sequel. Unlike its predecessor, I had never played Star Ocean: Second Story.

As a longtime fan of the original, I had longed to finally continue the series and see how the universe was further developed.

With my only criticism of the previous game being a somewhat lackluster story, I yearned to experience the stellar mechanics and gorgeous interstellar visuals in a new setting.

In an era dominated by polygons, Star Ocean: Second Story stands out by utilizing gorgeous 2D sprites atop the characteristic PSX blend of 3D and artfully crafted pre-rendered backgrounds a la Final Fantasy and Resident Evil.

To start, all of the pre-rendered backgrounds  are some of the most detailed, and colorful on the console. Hues are seemingly chosen very carefully to create a brilliant contrast between back- and fore-ground, giving Star Ocean: The Second Story a visual advantage over its contemporaries.

Colors and details are not limited to pre-rendered backgrounds; the spritework in this game is meticulously crafted to ensure the player enjoys the familiar 2D character models of yesteryear, while also making apparent that they have entered the next generation of gaming: 32-bits man!

The sprite animation is near-flawless; characters slash, jump, dash and cast magic in an incredibly smooth manner, making the battle look and feel dynamic. This visual touch not only enhances the game aesthetically, but also enhances the gameplay tremendously, by making the player feel directly involved in the action, something uncommon in JRPGs.

This lightning-fast visual style, in tandem with an expertly orchestrated, hard-hitting OST, assist in immersion and make each and every battle feel like a healthy marriage between hack-and-slash and artistic expression.

Battles permit free movement of an individual party member via the D-pad, while using the X button initiates a standard attack on the closest enemy.

During this time other party members  will execute pre-set AI behaviors, that vary from using their most powerful techniques, avoiding enemies, healing allies, conserving special attacks, to a bevy of other choices specific to the class of the character.

More specific strategies can be devised by switching the character being controlled on the fly, using menu-based battle commands to execute magic, changing battle formation or party member composition, and executing techniques via preset hot keys on each of the four shoulder buttons.

The presets techniques, unlike in the original Star Ocean, are distance-independent, allowing their execution from anywhere on the field.

These techniques, or “Killer Moves,” and magics are learned both by leveling up, and by using special items garnered by crafting or exploration.

These battles and techniques are accompanied by an improved version of the detailed Skill and Talent system established in its predecessor.

Skills can be purchased in Skill Books from guilds scattered throughout the game, after which point they can be learned via expenditure of Skill Points (SP) garnered from defeating enemies in battle.

These Skills, when learned in groups, provide stat increases, functions outside of battle and Specialities.

Specialities vary widely from learning Music that alters encounter rates, stats, and health, to Smithing or creating weapons, items, and more. 

As multiple character’s Specialities are improved by leveling up associated skills, the party’s combined power can be harnessed to access super specialities like Orchestra, which creates a symphony that for its play time, increases the success rate of other specialities, Authoring, which permits the collection of passive income in the form of royalties for the party member’s novels, and a variety of others with functions ranging from decreasing or increasing buy and sell prices, respectively, to creating works of culinary genius, to the summoning of a friendly giant bunny for transport. Star Ocean 2 easily has one of the deepest set of RPG mechanics on the PSX.

The depth of such a system is of note because Star Ocean is one of the first console JRPGs that emphasized action, without sacrificing the underlying intricacies that appeal to the classic JRPG fanatic.

While its predecessor certainly made strides in providing such an experience, the battle system, likely due to technological constraints, did not allow for the free movement that removed the immobilizing chains of JRPG antiquity. Such an advancement helped bridge the gap between pure action RPG and JRPG, striking a perfect balance that has rarely been replicated, even in modern times.

Though the Final Fantasy series, especially in the PSX era, is credited with the widespread increase of the RPG genre’s popularity in the West, I argue that Star Ocean 2, does a better job in appealing to Western sensibilities, by increasing direct involvement in battle. Had it not been for the pre-existing popularity of Final Fantasy, the power of the SquareSoft brand, and Star Ocean’s first foray onto the worldwide stage, I think SO2 had potential for being one of the most popular games on the console.

Star Ocean 2’s gorgeous visuals and enchanting soundtrack, pair well with one of the deepest, action-packed RPG mechanics on the console, resulting in a game that advanced the console JRPG in a direction of increased player involvement, while maintaining the deep mechanics often left by the wayside in many of its action-focused contemporaries.

I regret that it took me so long to finally play this gem. I suggest you do the same.

Japan-Only Release: Star Ocean (SNES) Review and Resource

In the early 2000s I began to dabble in the emulation scene. As the decade progressed, access to games was exponentially increasing, with some of the more popular consoles receiving the most attention.

Of course, the SNES was one of the focal points of the scene with compatibility increasing at a steady rate, and a blossoming community of fan translators giving English speakers, like myself, the opportunity to experience narratives previously locked away in Japan.

One of the first games I played was Final Fantasy V. As a completed translation of the SNES version, it provided the entire experience, with a huge advantage over the slow loading times of the Final Fantasy Anthology edition for PlayStation.

I immediately followed with the Fire Emblem SNES trilogy: Monshou no Nazo (Mystery of the Emblem), Seisen no Keifu (Genealogy of Holy War), and Thracia 776, the latter of which had an incoherent and essential barely usable translation (in 2019 TEAM EXILE fixed this issue by providing a near perfect translation HERE for details.)

Despite all the issues with Thracia, and the epilogue of Seisen no Keifu not being translated (ouch), I still immediately considered these three games some of my all-time favorites.

Thirsty for more of what I was missing, I then stumbled upon fan translations for Tales of Phantasia and Star Ocean, two games whose greatness were continually promoted on internet forums.

I started with the exceptional Tales of Phantasia, a JRPG, but upon entering battle the player is thrusted into a side-scrolling, action RPG-like battlefield. This novel battle system combined with the ability to cook food and modify items, provided an exciting experience that offered an engaging level of depth.

I wanted to experience something similar, but sufficiently different to provide a sense of nuance. So instead of diving more deeply into the Tales series, I decided to play the spiritual successor to Tales of Phantasia, the aforementioned Star Ocean.

Star Ocean promised an even deeper level of customization with a completely different, real-time battle system.

When I finally was able to configure the specialized add-ons to the ZSNES emulator and got my translation patch, I dove right in.

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Star Ocean (SNES) Music Skill song list

Music is incredibly useful in Star Ocean. The variety of effects can make the gameplay so much better, and save you a lot of money on healing items. It also helps characters more readily learn Talents, which is hard and time consuming. Below is a quick list of each song’s effects for your convenience.

Clarinet:

Clarinet 1: 4 black slimes

Clarinet 2: 3 Hound Forms + Gabrielle (hard, but great EXP and items)

Harmonica:

Increases the encounter rate. Harmonica 2 causes a higher encounter rate than Harmonica 1.

Trumpet:

Decreases the encounter. Trumpet 2 lowers it further than Trumpet 1 does.

Sax

Makes MP increase. Sax 2 makes the party’s MP increase at a higher rate than Sax 1.

Guitar

HP will increase as the song plays. Guitar 2 makes their HP increase more rapidly than Guitar 1.

Trombone

HP and MP increase as song plays.Trombone 2 heals faster than Trombone 1.

This is incredibly useful and helps save items.

Violin

Increases the chance of learning a new Talent when performing a related skill outside of battle. Violin 2 is better than 1.

Warning: Using Violin can freeze the game.

To avoid the bug:

When you gain a talent you will get a message stating you gained the talent and got 50 SP. DO NOT PRESS THE A BUTTON UNTIL THE VIOLIN SONG IS FINISHED.

Shamisen

As far as I know only obtainable by hacking, so annoying. It increases your Fol as it plays, Shamisen 2 does so faster than Shamisen 1.

Check Out the Full Talents and Skills Guide

Talents and Skills Guide

Star Ocean (SNES) Talents and Skill Basics Guide

The depth of Star Ocean is defined by its incredibly satisfying skill system, which provides benefits both in and out of battle.

Ranging from gaining positional advantage in battle, to smithing, to even playing music, these skills are almost universally useful.

Success of skills is determined not only by RNG, but also by a character’s specific “Talents.”

Talents are a character’s natural inclination to be successful at a particular set of skills. Talents can be innate, the character joins with them, or can be learned, in an often tedious process.

Appropriately pairing skills with the appropriate party member is key in saving the ever valuable SP. Specialization is key in getting everything you need in a prompt manner.

This guide will provide a basic primer on Talents and Skills and when to learn them.

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Retro Revamped #2: Bravely Second: End Layer

Retro Revamped is a series of review articles written about new games that attempt to embody the founding principles of their respective genres, whilst still yielding an experience that feels nuanced and fresh. What constitutes a game that “feels” retro is completely my subjective opinion, and may not have been the intention of the developers.

Introduction

Bravely Default was responsible for renewing my interest in JRPGs, following a prolonged hiatus resulting from burn out. When I first obtained Bravely Default, I held on to it for over a year before jumping in. Why? Well, because I feared I didn’t have the time to invest in an expansive JRPG. At the time this was true, considering I was working multiple jobs and going to school at night. When the doldrums of life were replaced instead by a more sustainable existence, I finally did venture into the world of Luxendarc my life quickly reverting back to my childhood. I went on an RPG binge that continues even now.

After taking a break from the Bravely Default for a while, exploring new JRPGs and childhood favorites such as Phantasy Star, I revisited the game and tied up some loose ends; namely defeating the secret Uber-bosses, The Adventurer and Comrade.

This additional taste of the Bravely world compelled me to finally commit to finishing the sequel: Bravely Second: End Layer; but how would it measure up to the well-regarded original? Would it continue to foster my reignited passion for JRPGs, or would it usher in a new era of RPG-fatigue?

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Secret Bosses #1: Bravely Default’s Adventurer and Comrade

Secret Bosses

In this series I will explain strategies to beat some of my favorite games’ secret bosses. You know the kind, the Final Fantasy series’ Ruby, Emerald Weapons, and Omega Weapons, Suikoden II’s Luca Blight, Red in Pokemon Gold and Silver; those optional or particularly hard bosses, that really add to the overall replay value of the game, and act as a topic of many a schoolyard discussion. Though they vary in difficulty, they always provide a challenge far beyond that of the main game, and are generally well hidden. This series will get straight to the point, no pompous language, just advanced strats, yo ;P

For the first entry in this series I will be exploring a strategy to defeat the Adventurer and his Comrade in Bravely Default for the 3DS.

* EXPECT SPOILERS*

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