Star Ocean: The Second Story Review

For PlayStation

Rating: Crappy
   Star Ocean: The Second Story is one of the worst RPGs I have ever played.  
First of all, the graphics are fancy, but still somewhat ugly.  Old-school 
RPGs like Lunar: Silver Star Story and Wild Arms are a lot less techno-
logically advanced than Star Ocean, but are still a lot more visually 
appealing.  The music is generic and boring, and it is also very repetitive.  
The tune that plays when you start up Final Fantasy 7 has been blatantly 
stolen in Star Ocean, with only small variations to try to mask its lack of 
originality.  The game's 80 endings make for a nice bullet point on the box, 
but can you stay awake long enough to access any of them?
   Right from the start, the intro is very un-exciting, with extensive 
credits rolling in place of the "wow factor" that a game's intro is 
supposed to provide.  When I started playing the actual game, I was 
disappointed to find that the story line is generic, predictable, and more 
boring that any other RPG I've ever played.  The characters are more 
irritating than they are likable, and like the rest of the game, they're 
just plain dull.  
   The awkward dialogue ruins any remaining chance that you could like any 
of the characters or identify with them.  Whether or not the dialogue was 
this awkward in the Japanese version of the game, it is the half-hearted 
translation that really cripples Star Ocean.  It's nowhere near as smooth 
or fluid as anything from Square or Working Designs.  Both the way things 
are worded and the actual word choice were completely botched in the 
translation from Japanese to English.
   A good RPG lets you roam freely and engage in as much or as little 
conversation as you want, while Star Ocean locks you somewhere and forces 
you to read every last word.  Not only is Star Ocean's dialogue a lot worse 
than the dialogue in good RPGs like Lunar, but it's even more hard to enjoy 
when it's constantly being shoved down your throat.
   One of the most annoying things about the conversations in the game are 
the icons that constantly appear above the characters' heads, such as an 
exclamation mark representing surprise.  Besides shattering the game's 
believability (when's the last time an exclamation mark popped up over your 
head?), this makes an already painfully slow game even slower due to the 
pauses that come before and after them.  The actual length of each pause 
isn't much, but when there's dozens of them in a short period of time, it 
becomes maddening.  The typical flow of a conversation might go something 
like this: 
1. one character says something
2. awkward pause
3. an icon pops up over somebody's head
4. awkward pause
5. repeat 
   In addition to being annoying, the icons constantly popping up over the 
characters' heads is nothing more than an effort by the developers to take 
the easy way out of writing the game's dialogue.  It's a lot easier to put 
an icon over somebody's head than it is to skillfully convey surprise and 
other emotions in well-thought-out dialogue.
  The developers of the game managed to screw up just about everything else 
in the game's design.  For example, if you've got two characters walking 
around a town and both are constantly talking, what makes more sense?
A) Have one character walk behind the other
B) Have one character walk inside of the other, then walk back out when she
has something to say, then walk back into the other character when she's 
done talking
   The designers of this game chose B, which leads me to believe that they 
either have very little programming ability or they're just plain stupid.  
Combine the characters walking in and out of one another with the icons 
popping up above their heads, and the nausea-inducing result goes something 
like this:
1. one character says something
2. a character walks out of another charater's body
3. awkward pause
4. an icon pops up over somebody's head
5. awkward pause
6. another character says something
7. awkward pause
8. the character who previously walked out of another character's body 
walks back into that character's body
9. awkward pause
10. repeat (but do not lather or rinse)
   If reading all that gave you a head-ache, imagine what you would feel 
like after being forced to sit through the above scenario time after time 
after time.  Star Ocean is a very mind-numbing game, and not in a 
Civilization 2 "I can't stop playing" sort of way.  Instead, it's in its 
own unique "I have to stop playing now or my head will explode" sort of 
way.  It's generally not a good sign when a game gives the player constant 
urges to jump out of their chair and turn it off.
   So if you want a good RPG, go pick up Lunar, or buy Final Fantasy 8 
when it comes out (or do both).  But whatever you do, star far, far away 
from Star Ocean: The Second Story.

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