Past Posts
***** SPOILERS THROUGHOUT POST *****
Rushed Finale
Once you get to Energy Nede the game feels a bit rushed, a not uncommon trait for the end of games. After you get a Psynard to fly you’re given four dungeons to go to to get orbs to power up to face the Wise Men. But these Orbs never actually do anything. I actually forgot why I was getting them while fetching them.
After some plot points to get what you need to hurt the Wise Men they just start throwing them at you. Other games might put one or two of their new antagonists per dungeon but you’ll just start mowing down Wise Men. It just feels like during development they were like, “We just introduced 10 badass antagonists but we need to wrap the game up so start grouping them together and boss rush them out of the way.”
Final Dungeon and Bosses
Zadkiel, Camael, and Raphael
The first few Wise Men fights are four-on-one. This one has three Wise Men come at you and they’re decently tricky. Camael and Raphael use a lot of spells, including the all-hitting spells you have. They can spam them, they can’t be dodged, and it seemed like they couldn’t be disrupted.
Phynal – The final dungeon. I liked the puzzles here. The idea is there are colored switches. In any room you can activate one switch and the other colors are deactivated. The trick is that any colors not in that room aren’t affected. So if you activate yellow, go to a room without yellow and activate red, then red and yellow are both active. It was a lot less tedious than the Field of Wisdom.
Lucifer
The penultimate fight. The boss theme is Incarnation of Devil, a recurring theme through the rest of the series. Lucifer has all-hitting spells and constantly targets units close by with lightning strikes to disrupt combos and whittle away HP. He also has an instant death attack that poor Ashton kept biting it to.
Gabriel
The final boss. As you’d expect he has powerful spells and some new, flashy new ones. For some of his attacks it seems like some sort of angel is holding them back, a hint to the postgame content that reveals more of his true nature. Ultimately, Gabriel is like much of the endgame foes: powerful but not powerful enough to handle an overleveled, overequipped party. Ashton kept biting the dust but Claude kept himself up (and sometime Ashton) with Sword of Life.
Difficulty
Star Ocean Second Story R got a -4.55 on the difficulty spreadsheet. That’s 172nd out of 193, 10th percentile. It’s next to games like TMNT: Hyperstone Heist, Dragon Quest Treasures, and Trials of Mana. That seems a bit low since I did have quite a few losses. But the very forgiving retries and multitude of ways to become way more powerful than the enemies make it fair that it’d be pretty low.
Conclusions
This was a fun game and I see why series fans love it. The specialties system was overwhelming but it became a lot of fun to build up and interacted in a way I haven’t seen in other games. The remake introduced a lot of quality of life improvement and I’ve learned those are great ways to modernize old games. Now I’m wishing for a similar remake of SO3.
***** PLOT SECTION *****
First Assault on the Wise Men
Nall finally breaks it to the crew that Expel has been destroyed. However, there’s hope. Nede has time displacement technology that could be used to transport an intact Expel from before the disaster to the present time, saving it. Unfortunately, it’d take all the power on Energy Nede to do this and the Ten Wise Men have taken over the city of Phynal as their HQ. All the more reason to defeat the Ten Wise Men.
Claude and the Nedian Defense Force attack Phynal. They’re met with three Wise Men. They’re unable to scratch the Wise Men at all. They mock the group, explaining that their shields will block all known forms of weaponry. To further demonstrate their power, they ready a cannon to fire at a spaceship lurking nearby… the Calnus! Claude can only watch as the firepower from the Wise Men wears down the shields on the Calnus until it is destroyed, killing all onboard including Claude’s father. However, with no way to harm the Wise Men the group is forced to retreat.
Truth of Nede
This was a sidequest I found interesting. Chisato, the Nedian reporter that joins the group, points out how strange Nedian history is. It paints a picture of an altruistic galactic government but Chisato knows that there’s always an opposing view to any group. However, there’s no record of anyone that thinks the Nedian Empire wasn’t awesome.
A series of sidequests unlocks records in a computer that tells a different story. Rebellions indeed rose up against the Nedian Empire. Then the Nedians created the Ten Wise Men; they were originally a rebel suppression force before they turned against Nede.
There’s even more to the story but it’s revealed in postgame content and turns the final boss into a superboss so I didn’t trigger it.
Preparations and Rena’s Past
A woman named Dr. Mirage says she can infuse antimatter in the group’s weapons which will allow them to harm the Ten Wise Men. For that she needs them to gather data from the ruins of the Symbological Weapons Laboratory. Not only do they find the data they need but they find out about Rena’s origins.
The lab operated hundreds of millions of years ago during the Nedian Empire. A disaster befell it and it was going to self-destruct. The head of the lab, Rhima, couldn’t get out in time. Her daughter was Rena. In a desperate bid to save Rena she used an experimental time displacement device. The device saved Rena’s life: it transported her millions of years into the future onto Expel.
The Final Assault
With the antimatter weapons the group can now fight the Ten Wise Men. Several attack the other cities on Energy Nede. The heroes begin mowing them down in chunks. I mentioned in my Tactics Ogre posts how refreshing it was for the antagonists to respect and even fear the protagonists. That definitely wasn’t the case here.
Of course, it’s common for antagonists to stay cocky until the end. It just was a bit funnier in this case. These dudes have been together for thousands of millennia and nobody’s ever been able to scratch them. You’d think it would freak them out a bit more when they begin dropping like flies.
Once again the group assaults Phynel. They find the remaining Wise Men and work through them. At the end is Gabriel, their leader. The heroes fight and defeat him. However, he’s already activated the Symbol of Annihilation. This Symbol will destroy the universe by causing the Big Crunch (opposite of Big Bang, makes the universe collapse). The team is prepared with the Symbol of Divinity.
Problem is the Symbol of Divinity isn’t a complete counteraction. The energy still needs to go somewhere. And it will: to Energy Nede! Energy Nede is doomed but Nall was prepared for this. He says its penance for Nede’s past. Damn man, as bad as your empire might have been that was almost a billion years ago; I think the statute of limitations is up on that. Nevertheless, there’s no other way. The only Nedian survivors will be those in your party.
Energy Nede is destroyed. But before it is, it brings Expel back as promised.
Endings
It’s tradition in the SO series to have character-specific endings. And some characters can pair together. This game has Friendship values for each pair of characters that will determine who gets paired up. Here are the endings I got:
Noel – Happily living at a cabin on Expel with a bunch of animals.
Bowman – Back to his pharmacy. His friend Keith comes in, having finished translating the ancient text the team gave to him a third of the way through the game. I completely forgot about that. Keith says it describes some ancient society of gods. Bowman correctly guesses it’s about Nede.
Celine and Ashton – Seemingly a couple, Ashton accompanies Celine clothes shopping. A hapless Ashton tries to please Celine and ends up buying a bunch of clothes.
Claude and Rena – Back in space and Claude is back with the Federation. He’s about to go off on military exercises when Rena reveals she’s pregnant.