Starting off from where we left off last time, Star Ocean 3, or as I like to call it "Side Kick 3," was released for the PlayStation 2 in 2003 in Japan, and in 2004 in North America and Europe. The latter technically being a port of the Japanese director's cut. Unlike its predecessors, it has yet to receive a port of any kind since. Meaning that the PS2 is the only legit place to experience this game.
Before we start diving into the meat of things in terms of systems, gameplay, and story, I want to preface this discussion by saying that my feelings on this entry are very mixed. Its music, composed by Motoi Sukuraba, who composed the music for all past and future entries in the series as well as most Tales of games, knocks it out of the park again. I love all the battle music in this series. It's a great mix of high-energy instruments ranging from traditional orchestral sounds to rock-esque guitars, and electronic elements to boot. I forgot to mention it last time but if you have not heard the Lotus Juice Remix of the Star Ocean 2 battle music that was made as a part of the Persona 5 Royal collab with Star Ocean Anamnesis, you need to. While it can be hard to find some of the series's music due to Square Enix being the way it is with its music copyright, these OSTs are worth tracking down.
Speaking of sound, Star Ocean 3 has a unique sound option. It offers a surround sound feature that I have never seen in another PS2 game. It was supposed o be if you had speakers set up around your room that it would only play specific sounds from certain speakers to mimic the direction they were coming from in relation to your character. I mention this because it also works very well with headphones. Couple that with the progressive scan feature and this is one of the better experiences you can have with a PS2 game on a modern TV setup.
One other neat thing is that it is the only game I can name that uses a feature of the DualShock I didn't even know existed before playing this game. It is only for interacting with one item, but basically, when you use a flute item, the melody played will be different depending on whether it was a short or long press, as well as a soft or hard press. A total of four melodies can be played this way and this function only matters for one dungeon. While it is interesting if for some reason your controller is not an original PS2 controller you will have to manually adjust the sensitivity of the button each time you want to play a soft or hard press tune.
Alright, so the game is a technical marvel for the time, but unfortunately, that does not stop the character models from being extremely outdated. While I normally wouldn't care about this so much, it is actually distracting sometimes. Weirder is that it is only a problem with the female characters. Specifically, it is their eyes. Female characters having bigger eyes in an anime art style is nothing new and in fact, the 2D art for this game is amazing, but the transition to the 3D creates this uncanny look and whenever the character of Sophia appears in the frame, it always takes me aback. Coupled with the slowly paced/mixed English dialogue and the cutscenes end up being the worst part of the game experience.
In fact, the story of Star Ocean 3 is perhaps the worst in the series. As a brief synopsis, the Star Ocean series centers around conflicts on different planets that become entangled with interference from other worlders. As a result the Galactic Federation, which includes the Earth government, gets involved in some way. Even though the Federation has laws in place that prevent its members from getting involved with what they consider "underdeveloped planets," the conflicts in each game end up being exceptions that are made to save the galaxy as a whole. These underdeveloped planets are where the fantasy aesthetic of the series comes from, with each planet having its own complex governments and cultures. The Federation introduces the sci-fi elements and the two coexist in a natural way. The cast of each game is usually made up of natives from the underdeveloped planets and the other worlders, Federation or other, that come to their planet for one reason or another. The protagonist of each game also switches between being a native or other worlder, giving the player more perspectives to understand this universe. In the first and fifth games, you are the native, in the third and fourth you are the other worlder, and in the second and sixth games, you have the choice to play from the perspective of an other worlder or native protagonist.
Now, I really did not go into too much depth about the stories of the first two games because I felt as if they were great. Maybe a little generic in some places and carried more so by the character writing but nevertheless I liked them. They were not trying to have a huge existential message or anything and that was fine. Usually, I hate to spoil the plots of games most of the time but I am making an exception as I feel the world-building of 3 gets completely shattered. No scratch that, it's shit! Plain and simple. It's almost as bad as how The Devil is a Part-Timer! ruins its world-building. For my own sanity, I actually have thought about declaring this game as non-canon to the timeline. The events are not referenced in any other games and it is the only game to not feature a member of the Kenny family.
Spoilers
Long story short, if the events of this game are to be believed, then the universe in which the first two games took place was actually a simulation. A simulation in which a bunch of complex AI interacted with each other. Known as the "Eternal Sphere" this system was created by some random company in the "real" world. A world that you end up visiting in Star Ocean 3. Essentially the main villain of the game is the creator of the world who is trying to erase the Milky Way galaxy from the program because some AI become smart enough to create their own code that could interfere with the operations of the system. In the context of the Sphere, this code is the genetic experiments that the main character, Fayt had performed on him and two others, Maria and Sophia. This gave each of them reality-bending powers that made them the target of forces inside and outside the Sphere. In what is essentially a debugging program, the admins send creatures that cannot be defeated by anyone but the main party, to rid the Milky Way of all life. At the end of the game, you fight the creator, Luther, but are unable to stop him from deleting the system. Therefore, in some quantum physics mixed with anime bullshit-type sequence of events, the emotions of everyone from the eternal Sphere, despite them all being AI ones and zeros, are strong enough to allow that world to be remade and exist independently in its own 4D space. It's all so dumb and makes everything that preceded it have so much less meaning. What this tells me is that the events of the first two games were predetermined simulations and that the characters I fell in love with were not real people and had no will of their own. Now I'm sure this is supposed to be meta and I am supposed to walk away from it thinking something along the lines of "if the emotions you hold for a fictional story are strong enough then that story really does exist on its own plane of existence." This is a nice enough sentiment but I can't help but feel it loses some of its meaning when it is included in the third entry of a series. If a stand-alone game had this plot, I would be more okay with it, I'd still think it was stupid to an extent, but at least it would not permanently damage how I am supposed to view an entire franchise. It's just so jarring for a series that has all these worlds and complex interactions between all these organizations and groups of characters for the characters to literally be told they are video game characters and then literally jump out of the TV and beat up their maker. I hate it. But as long as I am able to convince myself this game is not canon to the timeline then I am good. "Oh but it has references to the first game in the form of the time portal and planet Styx." To which I will say, "so?" It's just as plausible that the Eternal Sphere exists as a part of the real timeline and inserted references from the other games as part of its simulation. In fact, my theory that the Eternal Sphere and to that extension Star Ocean 3 as a whole exists as a simulation ran in the universe of the other games, is backed up by Star Ocean 5.
Originally I was planning on saving this detail for when I wrote about Star Ocean 5, but as I sit writing this I was struck with this idea. Anyone who has played both of these games will know that they feature very similar gameplay. Not just in terms of general systems, but in the move sets of some of the characters. The main character of 5, Fidel, plays almost identically to Fayt. From the battle stances, basic attacks (long-range, short-range, light, and heavy), and battle skills. The same is true for the characters Victor from 5 and Albel from 3. In the context of 3 Fayt learned how to fight by playing VR video games. In the context of 5 Fidel, and Victor to an extent, were taught the Camuze style of swordsmanship by Fidel's father. And spoilers, after the events of 5. Fidel and Victor join the Federation. Victor specifically becomes an instructor so it stands to reason that their fighting styles were documented by the Federation and become what was used in the Eternal Sphere for how its AI would fight. Normally I would be mad if a game just reused a bunch of animations from unrelated characters from a previous entry but this theory makes it all make sense to me. Originally, if I thought of Star Ocean 3 as occurring before and in the same universe as Star Ocean 5 it would make even less sense that these characters that have no relation would fight exactly the same. Below are pictures of their respective skill lists as reference.
Congratulations you learned the secret to beating this game. But if I have to be honest, this is something that can only be done about three-fifths through the game. However, regardless of that, this was a rough game for me to get through. The pacing of the gameplay is glacial. Dungeons are crazy long and I just about hit my limit when I was being forced to backtrack constantly without any fast travel was so boring. I distinctly remember that it was when Maria joined the party that I stopped having fun with the game and kept wishing for it to be over soon. I like to finish every game I play, but this was one case I considered stopping. If not for the side kick abuse, I would still be trying to beat it. The difficulty spikes in this game are egregious, to say the least. Unless you have the broken side kick strategy and/or broken equipment, you would have to do so much grinding I get sick thinking about it. Out of all the crafting systems in the series, this one is by far the least intuitive, but also the most necessary to interact with. RNG in crafting is nothing new, but it got to the point that in order to augment my equipment to appropriate levels, I had to spend upwards of ten hours at a time, just crafting. Half of it was to craft items for a money farm, and the other was making and modifying the actual equipment. Optimally, all party members would have equipment screens as shown below. It took me so long just to craft the shit for one character, no way was I going to do that two more times. Not to mention the hours you need to spend researching game FAQs from 2005 to figure out how the crafting system actually works and what characters or NPCs are needed to craft very specific items. I mentioned needing guides for the other games, but this one takes it a step above. There were times I couldn't advance the story because the direction was so bad, or the flags were so vague.

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