Retro Encounter Final Thoughts

Retro Encounter Final Thoughts – Star Ocean: The Second Story

Retro Encounter Final Thoughts Star Ocean The Second Story art of Claude and Rena

Rob White

Star Ocean: The Second Story is, at least in my opinion, up there as one of the PlayStation-era’s best RPGs. The game just has so many brilliant qualities—the action-oriented combat, the cast of unique and compelling party members which you have to chose between, the fascinating blend of fantasy and hard sci-fi storytelling. Whilst I do think some of these elements may be better in other entries (I think The Last Hope has the best battle system) they are all on top-form in The Second Story. Even the talents/abilities/skills system which was almost incomprehensible in the original PS version had a much-needed makeover in The Second Story R to raise the game’s level of quality even higher. 

There’s a reason why this particular game is generally regarded the best in the series—it just does so much right, and even more so in the 2023 remake. If you’ve ever been curious about trying a Star Ocean game, The Second Story R is a perfect place to jump in, with its quality-of-life updates over the original making it a more streamlined experience, with mechanics that are now properly explained; grinding and backtracking minimised; and every single character now being able to hold their own in battle. It’s a fascinating story (even if some of the most intriguing parts are hidden behind side content and private actions) lead by a cast of fun, nuanced characters uniting to form a time and space-faring adventure unlike any other! 

Gameplay from The Second Story R, showing character sprites running in front of a large city with towering buildings

Ben Love

Star Ocean: The Second Story was my, and many others’, first introduction to Tri-Ace, and I can’t imagine a better first impression. Between the fusion of fantasy and science fiction, the cast of quirky and lovable characters, and the game’s everything-and-the-kitchen-sink approach to mechanics, The Second Story hits all the highs of Tri-Ace at their best.

Experiencing everything again through the remake was a lovely experience. The way the adjusted combat melded effortlessly with the progression and skill systems of the original was perfect; modern conveniences make the game more approachable without losing the PS title’s unique identity and, at times, absurdity. Playing alongside everyone else, comparing notes on things we each noticed or failed to, have given me a new appreciation for just how much variety Tri-Ace managed to pack into the The Second Story. It truly is excess in all the best ways.

A screenshot of the party running through a forest in Star Ocean The Second Story R

Matt Wardell

As a sci-fi geek and an RPGFan, I’m kicking myself for never giving the Star Ocean series a chance until this year. As it happens, I lucked out in waiting for Star Ocean: The Second Story R, an all-gas remake that streamlines the charming yet systems-heavy PS original. Frankly, this remake has spoiled me on all RPG remakes with its customizable voices and portraits, the replacement of random encounters with visible field enemies that can be sliced away with a mere passive skill rather than an entire battle, and its generous fast-travel systems, all of which allowed the best aspects of Second Story to shine.

It did take me until nearly the endgame to wrap my head around the chaotic battle system, but once I uncovered the method in the madness, I was hooked and had an absolute blast with all the postgame content—I look forward to a Claude playthrough to fill the optional character gaps left from my Rena one. Finally, this game compelled me to go and snatch up the rest of the Star Ocean series for my library, and if that’s not a ringing endorsement, then I never writ, nor no RPGFan ever loved.

Claude and co crossing a bridge over a small river in a quaint town in Star Ocean The Second Story R

Audra Bowling

Star Ocean: The Second Story has long been an unfinished tale of mine–I managed to get to Energy Nede before throwing in the towel during my PlayStation era. Yet it was an incomplete journey I never got over, and a playthrough of Star Ocean First Departure R rekindled my completionist drive. Naturally, I was thrilled to get the chance to retry a Rena playthrough with my Switch copy of Star Ocean: The Second Story R so I could delve into an entertaining journey of interplanetary proportions that, after beating it, has me wanting to try my hand at the more recent four SO games.

This time around, I loved the new insight I got from having played Claude’s parents’ story first and found myself completely in love with the Private Actions that helped push the plot in unexpected directions. The most amusing of these was that brooding swordsman Dias and gentle animal lover Noel somehow wound up becoming BFFs for life in my playthrough by the time credits rolled! The music and replayability options are truly amazing. I’m both kicking myself that it took me so long to play Star Ocean: The Second Story in its entirety but grateful that I finally had an excuse to sit down and do so.

A screenshot of battle in the snow in Star Ocean The second story r

Steph Sybydlo

Star Ocean: The Second Story was the first game this young budding RPG fan wanted to 100%. And, saying so myself, it was quite a choice as there’s a LOT of content–there’s an ambitious amount of items and gear to create, customize, and discover. You can craft and compound items (or create contraband), or you can smith (or steal) top-tier gear way too early and become a powerhouse capable of mowing down enemies with ease. The game does little to hold your hand through the process, but instead gives all the opportunities to use and abuse those systems…and I love it dearly, even if those systems felt obtuse.

A lot is left to mystery ans surprise on the PlayStation since it was impossible to know what unique items each character could create or which events would occur where …. but in comes Star Ocean: The Second Story R, which to me is the gold standard on how to remake/master these old games. With thoughtful revisions based on what didn’t work before (indicators for quests, item creation lists), QoL features to help the grind (with quick travel and visible enemies replacing random battles whereas before backtracking and battling was constant), and even new ways to give fights more depth by tweaking its full 13 character roster a better edge in combat.

Story-focused players might find themselves underwhelmed, but for gameplay-oriented aficionados, you’ll get a briskly paced and beautifully polished retro RPG gem.

Ben Love

Ben is a features and reviews writer for RPGFan. When he's not 50 floors deep in a dungeon or commanding armies on a digital battlefield, he can be found curled up with his cat Mochi and a good book. Ben has a passion for the development history and legacy of RPG-focused studios. He's also a proud Falcom aficionado and a (mostly) shameless Fire Emblem fan.