Star Ocean: The Last Hope
Yoshinori Yamagishi takes us round his latest RPG
Despite being something of a hit in Japan, Western audiences have yet to really get Square Enix's Star Ocean series of RPGs, now entering its fifth iteration. One reason for this is perhaps the lack of cutting edge releases, coherent platforms, Star Ocean: The Last Hope arriving on the Xbox 360 where the last installment launched on the PSP. This is the first Star Ocean title released in the West on a "next-generation" platform, and the publisher are duly optimistic that this release could be crucial for the series' growth outside of Japan.
Testament to the new RPG's significance; we find ourselves in London's Greenwich, Square Enix marketing boss Larry Sparks talking up the pedigree behind tri-Ace's series, which began life on the Famicom back in 1996. Sparks tells us that the PSP releases did well in Europe last year, and a graphically lavish debut 'exclusively' on Microsoft's console should see the role-player soaring to new levels across the continent.
Producer Yoshinori Yamagishi (who has worked on the game for some four years) has also been flown in from Japan, and he beams at the assembled press as Sparks introduces the series, before taking centre stage to tell us a little about what we can expect. Set in the aftermath of World War III, the game offers a dramatic vision of a ravaged future war, told in part through some trademark Square cut-scenes, which are as ever a visual tour de force. A Greater United Nations emerges from the destruction of Earth, and with the planet in ruins the UN set their sights on space.
Warp drive technology has been created, and with the furtherment of mankind in mind a search for life in outer space begins. You'll be in charge of the UN's most advanced and important craft. Of course, before we can get down to the nitty gritty of the adventure, we'll be treated to a few more cut-scenes, fleshing out the world of Star Ocean, and providing ample opportunity for Square to go to town on decadent, OTT visuals. Explosions abound.
Leaping into the incredibly named shoes of Ace Maverick, players will immediately take control of the aforementioned ship, the Calnus, the Star Trek influences immediately apparent in the game's story, motifs, and styling. Star Trek meets Final Fantasy might be an appropriate way of describing the game's feel (as I discovered during a later play test); colourful visuals, insane Japanese hair cuts and more combining with an American-inspired vision of the future. A word on the visuals, then, which even in the Calnus 'hub' area are impressive, detailed characters and environments offering the game a striking and unusual look, which makes use of tri-Ace's solidly competent in-house game engine.
Yamagishi admits the change to next-gen consoles has been sizable: "The Xbox is a fresh challenge for us - and this is a real numbered addition to the series. A true next-generation console game, a new experience for us. We had to improve the engine, that was our biggest challenge."
Square Enix don't want to give away too much, but they seem keen to talk up the game's variety; the breadth of the world (indeed, there's a feeling that they're selling us the series as a whole, not just this one new game). With a quick zip to a previously saved game, we're of to an 'alternative' Earth location, a world that follows the 'blackened' Earth of Ace Maverick's own time - a 1950s America setting, complete with stylised neon signs and windy dessert plains. Yamagishi tells us that tri-Ace have made a deliberate effort to give players unique locales to explore, and keep the player on their toes. The similarities with Star Trek are once again striking.
The engine that purs beneath the game is apparently called 'Asha', and the producer is keen to highlight the power of this creation, detailed textures combining with some lovely water effects. Eat your heart out Far Cry, this is a next-gen RPG. Exploring yet another landscape, we take in dense vegetation through various jungle environments, awash with wildlife that once again betrays Japanese inspirations, complete with butterflies, and flowers swaying in the breeze.
But what of the combat? Once again Star Ocean takes something of a different approach, dispensing with the turn-based operations of other Square Enix IPs, and instead focussing on something wholeheartedly real-time. During these instances, that are kept firmly 'in environment', you'll take charge of Edge or another member of his party depending upon the abilities you need. Combos will be key to success, from what we can tell, while you'll unlock new skills as you get better at battling. Multipliers will rack-up during the action, and these will help you garner XP and money, which you can use for later upgrades.
There is also a notable straegy element at play during tussles, with character choice key, especially during some of the big boss battles - which we saw hints of during some of the more traditionally sci-fi inspired portions of the RPG. I'm talking in particular about one skirmish we witness, between a vast monster sporting mighty weaponry. Ranged attacks were the order of the day here, and the explosions were particularly impressive.
As Yamagashi's presentation draws to a close, we're offered a tantalising glimpse of the space opera themes on offer, a final CG sequence hinting at a vast space battle involving a unique and creative foe. The producer tells us that the game has been created first and foremost for the series' hardcore Japanese fans, but Western tastes are being acknowledged in areas such as the sight in/sight out battle system, that offers invisibility functionality and other outlandish combat excitements.
The omens are good, then, the game having already boosted flagging Xbox 360 sales in Japan, something that clearly pleases the producer: "Obviously, knowing that Xbox sales are up, we were relieved to know our Star Ocean fans have been waiting regardless of the platform choice. We had been hoping lots of people would buy the hardware to play the game, but we didn't know to what extent we would influence sales, so we were very pleased."
The Last Hope seems like an appropriate starting point for a renewed Star Ocean assault on the Western RPG palette, the title positioned as a prequel to the events of later games. The 360 will also be able to show off the game in its best light; HD technology bringing the universe to life like never before. If this title does well, then Square Enix are likely to attempt further forays (a PS3 release is also a possibility, Yamagishi hints). We'll bring you more as a June 2009 debut looms large.
