The most important part of an RPG for me? Being allowed to grind and enjoying it. (If I don’t, the game will.) Enemies will also flash hints as to what type they are, and your arsenal consists of plenty of different types of attacks and stat boosts. ![]() ![]() I assume… I do not need to explain what beats what in rock-paper-scissors. Each character has a “type” among that listing, as does every enemy. The main premise is a simple game of rock-paper-scissors. Now then, gameplay here has a bit of a fun schtick to it. (There is an option for instant text, but I did not try it out prior to writing this piece, so this point could be moot.) While this is a fun detail for immersive purposes, there is quite a bit of text present in the game and I am a fairly fast reader. For example, if someone… talks like this…, the text will progress, stop for half a second, and then continue, and repeat, as if the character is actually speaking. The other is this detail where text moves in accordance with a character’s speech. While not constant, it’s enough for me to want to turn off sound effects altogether (which would be unfortunate, given I like most other things). One is the repeated use of a large “THUD” sound effect after someone makes a startling discovery, someone screams, etc. Specifically, there are a couple things that I didn’t care for/got a little tiring. Whether boxing with one another for a specific response or hiding pornography from a child, many attempts are made to solidify one characterizing this as “quirky.” Whether or not this is a legitimate goal from the developer is unknown. For as half-serious as this game treats itself, there is no shortage of humorous antics that these characters get into. Not to mention very cheeky and quick-witted. Terrible puns and dad jokes (which I adored), lots of emphasis on specific details, pondering upon the fragility of life and deep dives of self-analysis, exclamation points!!!!!!!!! and!!!!!!!!!!! CAPS!!!!!!!!!!!!!!!! Large portions of the written aspects embody a sort of pathos that speak to those of a more sympathetic/empathetic nature. There seems to be a quota of all sorts of things within dialogue or conversation. ![]() This game, within about two hours of playtime, crosses that line every so often. But… there is a limit to that freneticism that can occasionally turn goofy enthusiasm into irritating, empty noise. Or, alternatively, make the silent protagonists at least emote or take action in various circumstances to make their motivations or feelings clear. ![]() Please give me loud, boisterous individuals that pick up the spirit of others rather than silent protagonists. Allow me to explain…Įxpression of character is something I will always vouch for. The only deterrent is the sort of “old ways” self that clings to me like a second layer of skin. That aside, the game itself, by virtue of its demo, has left me with a pretty positive impression. In Stars And Time embodies a sort of “graduation” of games of old into a more expressive and cathartic form that can be enjoyed by a wider range of audiences. Characters and story, once an afterthought of the medium, now possess a more intrinsic quality that wouldn’t be too integral some twenty years ago. In my deteriorating age, I’ve become more open to experiences in gaming that go beyond simply executing fun gameplay tactics. This clearly has a specific demographic that it would more likely appeal to than others, which is worth noting if you are not super fond of the titles listed above. It’s an educated guess to say that In Stars And Time was influenced in part by one, some, or all of the games listed above. Let’s get something out of the way right now if you viewed the trailer above and got a specific twitch in your soul:
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