When I sat down to write about Sea of Stars, my initial intention was to simply write a review. Since it’s release on August 29th, I’ve been unable to tear myself away from it. It’s that good. It has, unexpectedly, pulled me away from my current playthrough of Baldur’s Gate 3 (which I’m absolutely LOVING by the way) and it has even semi-forced me to place Starfield on the backburner.
In crafting my first draft I jotted a few notes discussing the game’s captivating combat system, reminiscent of classics like Chrono Trigger and Super Mario RPG, where turn-based battles require well-timed button presses to maximize your combat potential. I made it a point to mention of the game’s ‘Live Mana‘ system, an ingenious gameplay gimmick that boosts your skills in battle by allowing party members to absorb shimmering balls of energy that burst out of enemies struck with normal attacks. I also wanted to make sure to gush about the game’s aesthetics. As a pixel art enthusiast, I’ve admired many games for their pixel art, but Sea of Stars takes it to the next level. And of course I had to praise the game’s myriad of boss encounters, each one surpassing the last in both challenge and scale.
However, much of what I have to say about Sea of Stars has already been said. It’s undoubtedly a fantastic retro RPG, boasting over 250,000 units sold—an impressive feat for an indie game. What’s even more remarkable is that it’s available on subscription services like Game Pass and PlayStation Plus from Day One, making its commercial success even more meaningful. It’s a love letter to the past (it says so right on the key art!), and it hit me directly in the nostalgia bone. But what truly caught me off guard was how deeply it hit me in the heart.
After rolling the credits on my 40-hour journey following a pair of Solstice Warriors through time and space, battling great beasts, hulking blobs of corrupted flesh, and the most sinister of villains, I realized that Sea of Stars is more than just a retro RPG. It’s a collection of moments, each one more astonishing than the last. While many left me in awe, there was one that struck a chord deep within me. It moved me to the point where I had to take a moment to wipe away a few tears—an occurrence that rarely happens, especially in a game with this visual and gameplay style. I honestly did not expect Sea of Stars to be a complete emotional surprise.
If you wish to avoid spoilers, I advise you to look away now. I won’t delve into specifics, avoiding names, but consider this your final warning.
Okay.
Here we go.
One of the central themes in Sea of Stars is the power of friendship. There’s a character who willingly risks life and limb to be among friends, embarking an in increasingly dangerous, life-threatening adventure simply out of loyalty and to create memories that would last a lifetime. This character embodies unwavering optimism, almost to the point where you sense they are being set up for tragedy, and inevitably, it occurs. However, unlike a mere pixel that would typically blink and vanish from the screen, this retro RPG handles the moment differently. It presents a heartfelt funeral scene, beautifully illustrated in pixel art, accompanied by a prominent character delivering a poignant eulogy, all set in the pouring rain to intensify the emotional impact. This isn’t a brief moment; the game dedicates a full five minutes to this character’s funeral and the subsequent weeks during which every character copes in their unique ways. One turns to the local tavern to pass the time, another seeks solace in moonlit meditation, tears glistening in the night, while another takes up fishing to distract from the loss. I felt the loss just as deeply as the cast.
As time passes, the wounds begin to heal, and where there was once grief, determination takes root. The presence of a looming evil still demands attention and action from our heroes. Even before the party sets out on the next chapter of their adventure, a palpable somberness permeates the village. Some residents seek solitude to grieve, while others openly discuss the loss. The impact of this character’s death extends beyond the village, resonating even in distant towns where word of the tragedy reaches, prompting further comments and reflections. This underscores how a game’s storytelling, writing, and character development can transcend its art style. I never expected to shed a tear while playing Sea of Stars, but witnessing our heroes’ blubber at the loss of an ally adds a profound dramatic dimension that turned on the waterworks. The level of emotion presented here is a rarity in most modern games. It’s a beautiful and heartbreaking moment, and I applaud Sabotage Studio for the extraordinary effort put into honoring this character. Where other games would have moved on, The Messenger developer decided to linger on the pain, to highlight the finality of it, as if to say ‘yes, this is really happening’.
In the end, Sea of Stars is not just a game; it’s an emotional journey that reminds us of the enduring power of friendship, the depths of our resilience, and the capacity for retro games to leave a lasting impact on our hearts. As the game aptly puts it, ‘with innocence lost and purpose reaffirmed,’ I completed by quest fueled by newfound determination, honoring our fallen friend and ensuring their sacrifice was not in vain.
Sea of Stars is now available on PC and Consoles.
Andy, I recommend you take the time to complete the endgame quests for the alternate *true* ending. It’s worth the time and a good pay off. I would love to hear an update from you if you do!
I recently did just that and I cried even more! It was well worth the extra time and effort. I really appreciated how they kept that as an ending the player had to earn and not as a regular part of the story. Not only did it up the replay factor but it really made the moment so much more meaningful. I never thought I would grow so attached to these characters but here we are. I am also running out of ways to be as vague as possible about this, lol. I cannot wait for the DLC! Absolutely LOVED this game.
We’re getting the developers back on the podcast to talk about the game now that they are in post-release mode so look forward to that sometime next month!