TGS: Star Ocean 3: Till the End of Time impressions

[10.12.01] » That's one small step for a game ... one giant leap into 3D.

   In the latest installment of the series, Star Ocean has gone 3D. And not just 3D, but fully 3D, with free camera rotation and 360-degree movement; it's fairly easy to lose track of direction if you're not careful. The backgrounds, though, are very well done, showing the same attention to detail as in the previous 2D games. The models of people are not quite at the same level--movements feel stiff, proportions slightly wrong, and the like--but for a first foray into 3D they're more than acceptable.

   As might be expected, SO3 takes place in the same universe as the previous two games. However, it's placed roughly 400 years after the end of SO2, so there are not likely to be any father-son connections as SO2 had. (As a side note, the promotional video's opening reveals that SO1 and SO2 are set in A.D. 2432 and 2452, respectively.) As with the previous two games, the plot--or at least as much as was shown in the playable demo--involves people from an advanced society on an undeveloped planet, though it's not clear just how they'll interact in this game. The demo consists of receiving a message to return to ship while vacationing on such a planet and rounding up two teammates who are out of contact.

   The playable demo did not include any menus or battles, suggesting the game still has a ways to go before completion, but the movement controls are very well done, with extremely smooth response. The overworld minimap from SO2 is back again, but now it's available in towns and dungeons as well--a must given the game's free rotation. Entrances and exits are also conveniently marked with arrows. In dungeons, however, the game doesn't provide you the whole map at once, but fills it in piece by piece as you explore.

   Overall, SO3 made a very impressive debut, and has certainly earned a place among games to watch for. (Assuming Enix doesn't pull another Dragon Quest VII with it).

   Thanks to Andrew Church for the impressions.


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