Sea of Stars does that too, sure, but it’s also so much more than that.

More importantly, the game also never feels derivative, balancing old and new on a knife’s edge.

Let’s take a step back for a second, though.

Sea of Stars key art showing a male and female character standing back to back on a mount above a world of forests, rivers and mountains, lit in the blue light of a giant moon in the sky.

That’s partly thanks to a staunch attention to detail.

Those are endearing character moments, but the game also painstakingly authors even the seemingly cursory scenes.

I’m sufficiently too pumped for this fight against enemies that arguably don’t invite such an epic introduction.

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The one mood that Sea of Stars can’t pull off is dramatic and/or sad.

The problem is that moments where you peek behind the curtain and into their psyches are too few.

How do Valere and Zale feel about what’s transpired?

Screenshot from Sea Of Stars, showing two children sitting on a cliffside and staying at the moon

They don’t talk about world events much.

Some skills can rejig enemy placements, making the unfriendly party susceptible to AOE moves.

Fights frequently feel more scaled back than other turn-based contemporaries, in a good way.

Screenshot from Sea Of Stars, showing a stone giant gripping onto a mysterious ball.

It’s a smart way to kind-of-remix the “conditional turn-based” systems found inFinal Fantasy XorBlue Dragon.

A stripped-back approach also extends to your character building choices.

But everytime you level up, it’s possible for you to give one stat an extra nudge.

Screenshot from Sea Of Stars, showing a boss fight against a cloudy giant.

These don’t add drastically to your strategic options, but they’re always a pretty spectacle.

You’re always racing time, choosing between health and damaging pawns and delaying a boss' turn.

Sea of Stars goes one step further with grapple hooks and other handy tools.

Screenshot from Sea Of Stars, showing a top-down view of the overworld with a dragon wrapped around a mountain.

Movement options aren’t just here to make the A-B treks less monotonous.

Exploring the game’s (sometimes shockingly) dense dungeons felt two steps removed from playing a top-down Zelda-like.

One area has you rearranging pipes to flush yourself into different rooms.

Screenshot from Sea Of Stars, showing a mechanical board game with miniature fighters.

Another lets you mix and match coloured gems to create different coloured portals.

A bundle of dried leaves can’t be just that, can they?

And that looks like a ledge I can reach now, doesn’t it?

Screenshot from Sea Of Stars, showing two characters balancing along a rope

Sea of Stars accessibility options

Option to remap controls.

Difficulty modifiers can be found, bought, and unlocked in the game.

Something rare actually happened to me while playing Sea of Stars.

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I was rediscovering the world anew - it had changed in large and little ways.

Buildings that had been under construction for a dozen hours were finished.

NPCs that were once silent had entirely new requests for me.

Screenshot from Sea Of Stars, showing a top-down view of the overworld with our pirate ship sailing across the sea.

Screenshot from Sea Of Stars, showing a battle against two ghostly couples in a misty mansion.

Screenshot from Sea Of Stars, showing our party camping next to a fire.

Screenshot from Sea Of Stars, showing a battle against some toad-like enemies.

Screenshot from Sea Of Stars, showing the fishing mini-game as Valere reels in a catch.