Better Than I Remember: Star Ocean 3

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Sunday, December 11, 2011

The Traum Mountains in Star Ocean 3

Some time ago, one of the Bitmob editors wrote a comment about Star Ocean: Till the End of Time, also known as Star Ocean 3. I thought it was too frustrating when I first played it.

I decided to buy it and play it again this week. Although the flaws still bothered me, it is actually more remarkable than when it first came out. Star Ocean 3 was one of the first adventures that dared to introduce open-world game mechanics into the Japanese RPG genre.

There is a moment after the Airyglyph Aqueducts dungeon, that demonstrates how revolutionary this game is. After the main characters escape from the city, they venture into a dazzling snowy wilderness. The camera literally zooms to a low angle, to show players the vast expanse of land surrounding them.

Star Ocean 3 also has many features that were clearly ahead of its time. All the characters have voice actors speaking for the majority of the game. Most of the cutscenes use in-game polygons, rather than pre-rendered CGI cutscenes. The open-world maps include a wide variety of landscapes, such as meadows, rivers and mountains. The towns even have workshops, where my characters could craft items in an unwieldy fashion.

The battle system also has an intense style that looks very similar to Final Fantasy 13. However, Star Ocean takes the experience a step further, by letting the player control a specific character directly. This allows people to take control of a wide selection of characters, ranging from a ninja to a futuristic woman with a gun.

The fights are more intense than any other RPG I have played thus far. I wouldn't say that it is as grueling as Dark Souls, but it is very challenging. It's amazing to see how quickly the difficulty ramped up by the time I descended into the Shrine of Kaddan. Even though Star Ocean 3 looks like an innocent anime-style RPG, the monsters can brutally punish players with a flurry of heavy magic attacks and hard-hitting slashes.

Star Ocean 3 even implemented heavy metal into RPGs years long before Persona 3 and Xenoblade Chronicles. In fact, I would argue that Star Ocean: Till the End of Time has one of the best soundtracks I've ever heard in an RPG. The exhilarating sounds of the electric guitars and the futuristic synthesizers pulsate through every open-world map in the game. Composer Motoi Sakuraba literally busts out all the distorted guitar feedback imaginable in the song "Expiration." This song plays throughout many of the dungeons, turning most of the game into an epic heavy metal marathon.

The only drawback to Star Ocean 3 is the story, which is more like a low-grade anime. For most of the first half, the horribly dubbed dialogue follows many of the boring stereotypes of a bad anime series. It didn't pick up speed until I was 12 hours into the game. In spite of all this, the game pushes the JRPG genre in many ways which the Final Fantasy series never could. I usually hate games from Tri-Ace, the company who develops the Star Ocean series. I'm surprised that I'm actually enjoying it.

I started this RPG, thinking that the dungeons would end up irritating me. Instead, it became one of the most exciting hardcore games I've ever played. Hopefully the non-linear style of Star Ocean: Till the End of Time will inspire other Japanese developers to make similar role-playing games. It is a remarkable masterpiece that accomplished far more than many other adventures ever could.


Are there any other Japanese RPGs that have made daring experiments with open-world environments and non-linear exploration? Feel free to write about them in the comments below.

 
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Comments (8)
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December 11, 2011

I also think that several of Star Ocean 3's innovations and distinct traits go overlooked by most people.  Several of Tri-Ace's other titles have suffered the same fate, such as Resonance of Fate. 

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December 11, 2011

I think the big reason why they get overlooked is because people like to focus more on how the narrative is being told. Tri-Ace hasn't always had a good record of keeping the story fresh and exciting. Tales of Phantasia especially suffered from a conventional story that almost follows every part of the stereotypical anime series format.

Star Ocean 3 was a lot more successful, though. I think part of the reason had to do with the eclectic style of music and the first big attempt to try out open-world exploration. The fourth one kind of ruined their streak, though. It had a few sections that needed some music. And the game's slow dialogue bubbles didn't quite match the fast momentum of newer games such as Final Fantasy 13.

I think the company will get their audience back, though. Tri-Ace comes up with more interesting ideas than some of the smaller niche development groups, such as Compile Hearts

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December 12, 2011

I agree.  Tri-Ace also has yet to utilize that brand new engine they were showing off awhile back.  I'm anxious to see that put to use in one of their titles.

Dscn0568_-_copy
December 12, 2011

I'm surprised that I inspired you to go back and try Star Ocean 3, and even more that it held up for you. I've been scared to go back because I thought the first 20 hours really slow and boring even when I was younger. The beginning was alright, but then the game puts the original plot on hold and meanders around the medieval planet until Maria shows up. Fayt is a weak hero as well.

As for the difficulty ramp up, it's mainly due to how the game expects you to use the item creation system to power up weapons, a tedious task that is another reason why I haven't returned to it.

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December 12, 2011

Yeah, the item creation system is terrible. I'm sure that it might have seemed somewhat impressive in the early RPG days, but it's not very easy to upgrade anything successfully.

Yet, I'm actually even more fond of clunky creation systems. It helps me think more about how the game calculation system works. Perhaps I'm more fond of archaic systems because they inspire me to take the extra time and effort to min/max my characters and to break the system.

I also like how I can literally rack up some inconceivable combo attacks. When I first played as Maria, I though her distance attacks were a little weak. However, she has a really fast X button double-kick that can pummel enemies endlessly. Her speed really helped me when I was fighting some of those dreaded bronze brutes.

It's a shame that Fayt is the main character, especially when Maria can literally kick his ass with her combo strings. I'm glad that the fighting system is really the main focus of this game. It helps me ignore many of Star Ocean 3's shortcomings.

Dscn0568_-_copy
December 13, 2011

What I learned from the strategy guide with Maria is to select Aiming Device for both of her long range specials and chain them together. It's safe, launches and juggles opponents, does both physical and MP damage, and can be repeated multiple times. I think you could do a similar thing with her first close range special (Scatterbeam or something). Tool wise I thought Maria was the best player-controlled character in the game, though there are exploits with Fayt, Cliff, and Roger where you could use item creation so that they never took damage even from the final after-game boss.

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December 14, 2011

Aiming Device is a good way to keep Maria safe. It's a move that is almost guaranteed to launch enemies in the air. I haven't been able to juggle enemies with the Scatterbeam, but it helps me break the guard if I set it to the short range circle button.

There's probably some other close-range attacks that work more effectively. If I find any that are particular useful, I'll definitely put it into her move set.

Dscn0568_-_copy
December 14, 2011

I don't think Scatterbeam juggles, but it puts the enemy into enough hitstun to combo again and does a lot of damage (assuming the enemy can get hit out of attacks). I think there's a YouTube video where Maria uses just Scatterbeam combos to kill one of the upper tier bosses. Triple Kick is a good get-off-me move, and Energy Burst is one of the better if not the best post-game secret moves. 

Then again I'm talking about things from years ago and I might not have been a great judge of what's good or not back then. I thought magic attacks besides healing were useless so I never bothered with Sophia or Audrey for example.

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