28 people found this review helpful
1 person found this review funny
Recommended
0.0 hrs last two weeks / 4.2 hrs on record (3.5 hrs at review time)
Posted: 24 Oct, 2015 @ 11:56am
Updated: 24 Oct, 2015 @ 12:07pm

***Retro scanlines and curvature can be customized or toggled- don't dismiss the game because of them***
***I've played this game DRM-free since Alpha- Steam time not reflective of play time***


“Little fish risking everything for a piece of godhood...and not knowing heaven from hell, even when they find it.”
― Vernor Vinge, A Fire Upon the Deep

I play lots of JRPGs: retro, modern, indie, AAA- I dabble in them all. Another Star is among the most compelling and original of them I've played in years. Before you dismiss the game based on its apparently gimmicky retro feel, consider that this game is NOT made using RPGMaker and IS made by people who actually played those old games when they were new, and who loved them, and whose lives were affected by that experience. This game is a love letter to a lost friend, a time and place we can never return to but will never forget.

All that being said, Another Star feels fresh and original despite its archaic appearance. I have found the writing especially compelling. The world building is spectacular and immersive, reflected in the dialogues among characters, the excellent character portraits, and the game systems themselves. This is a primitive world experiencing its own Iron Age. Small settlements dot the lush landscape, populated by numerous ancestral clans, each with their own goals and histories. There are allies, uneasy peaces, rivalries, and wars. The central protagonist is son to the patriarch of one such clan. As you can imagine from this setup, a GoT-like cascade of betrayals, deaths, and heroic acts crashes through the narrative.

The adventure begins when a falling star crashes into the wilderness and the clans send their heroes to retrieve it first, hoping it will give them godlike powers to defeat their rivals and secure their longevity. It becomes quickly apparent that the falling star was in fact a vessel from a technologically advanced society. I was immediately reminded of Vernor Vinge's sci-fi masterpiece A Fire Upon the Deep, which, among many other things, chronicles the effects of such an event upon a primitive world. Another Star won't be winning any Hugo Awards, but it does confront the issue with depth and nuance, and it doesn't flinch away from the catastrophic damage and transformative unravelling that inevitably occurs when the primitive crashes against the advanced. It's happened on our own world, again and again. But even while grappling with these themes, the writing remains personal and intimate, such that I always feel invested in the fate of the individual characters.

“The Universe does not care, and even with all our science there are some disasters that we can not avert. All evil and good is petty before nature. Personally, we take comfort from this, that there is a universe to admire that can not be twisted to villainy or good, but which simply is.”
― Vernor Vinge, A Fire Upon the Deep

Ok let's talk a little about the gameplay itself. There is a standard overworld spritemap dotted with settlements and other points of interest- some of which are hidden, so explore. Entering a settlement brings up a menu that allows you to visit the clan's chief, talk to villagers, sleep at the tavern, or shop. Visiting the chief requires a donation relative to the clan's power, but bestows a buff on the party for some time. The responses of the villagers are very interesting and change as events progress and relationships among the tribes evolve. If you find yourself stuck this can be a good thing to do because you may hear an important clue. Also, any "loot" acquired from battle is automatically exchanged for cash whenever you enter a settlement.

Battles. The battle system is excellent. First off, random encounters are usually optional. An exclamation point flashes above your head and you can press a button to engage. However, I would recommend fighting every single battle you can, because dungeons and bosses are often quite challenging and you are going to want every point of xp you can get. There is a standard "fight-skill-item-defend" type menu but its execution is quite different. You only get to select one command and then your entire party fulfills it. For example, if you attack, everyone in your party attacks. Furthermore, they each attack all of the enemies at once. Healing items are dear so most healing comes from a small boost you get from defending- a technique your enemies will also use. Magic is powerful but items are uncommon and actually casting spells costs hit points. Battles take thought and require careful risk and reward assesment and boss fights can be long and arduous but also tense and ultimately fulfilling upon victory. The system is so compelling and so tactically satisfying that I'm hoping others will take note and adapt some of the principles into the tired menu clicking paradigm most JRPGs still employ.

I'm going to stop here because I don't want to over-discuss this game. Part of the joy of a game like Another Star is the wonder of self-discovery.

In a genre overrun with mediocrity, Another Star is truly remarkable. In fact, I give it a rare 8/10- highly recommended to anyone, essential for JRPG collectors and for those of us who were there when games like it were new.

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