Monday, June 28, 2021

Star Ocean 1's Time Travel

You know what’s pointless about Star Ocean 1?

...Besides just Star Ocean 1, as a whole, that is.

What’s pointless about Star Ocean 1 is its inclusion of time travel into its narrative.  What purpose does it serve?  What does it accomplish?  What is it about involving time travel in SO1 that improves or deepens the course of its events, opens new opportunities for storytelling, adjusts it in some way that has a positive or at least significant effect?  Why is it there?

I mean, SO1 already is about a Star Trek Federation-esque away mission on an RPG fantasy planet.  There is thus already a substantial technological difference between the space-faring futuristic Earth that Captain Ronyx and his first officer Ilia are from, and the standard RPG magic-using fantasy world that they find themselves involved with here.  This isn’t like their mission was on some advanced sci-fi planet and suddenly they find themselves in its distant, medieval-ish past--the main setting for the game is already centuries and centuries behind Ronyx and Ilia’s cultural standard, so in terms of the star-faring science fiction basis that Star Ocean 1 shamelessly lies about possessing, the time travel angle is redundant; the time period gap between future Earth and fantasy world Roak already exists in as great a capacity as it can without dialing things back to Stone Age settings.

Nor is the second most obvious possible use for the time travel accomplished: focusing on the gap between standard, present-day Roak, and its past.  What I mean by this is, well, if you take the science fiction angle out altogether (which Star Ocean 1 almost does on its own anyway), then the most obvious use for the characters traveling to Roak’s past is to set up a contrast between Present Roak and Past Roak, and/or to make use of elements of Roak’s past in a way the story needs, and/or to make a plot point of the changes to Present Roak caused by altering Past Roak. But none of this is accomplished successfully, either.

See, the problem is, so much of Star Ocean 1 takes place on Roak’s past, that it completely nullifies the ability of the time travel to have any meaning.  Not only does there not really seem to be much noticeable difference to the audience between the settings of Present Roak and Past Roak--much like in Tales of Phantasia, the standards of civilization between time periods seem almost interchangeable--but, more importantly, we don’t get enough exposure to Present Roak to form the expertise or attachment to know or care about the differences.  Star Ocean 1 spends almost as little time on planet Roak during the present as it does on anything related to the science fiction premise that it and its sequel falsely promise--at least 95% of this game is spent in Past Roak.  We don’t know enough about present-day Roak for the fact that we’re now in its past to matter to us, particularly not when its past is not especially different in appearance from what tiny snippet we saw of its present anyway.

And that gets in the way of the other 2 potential uses of the time travel in relation to Roak, too.  First of all, making use of the elements of the planet’s past can’t be done in a way that has any meaning to us, the audience, because from our perspective, the time period we spend all but 5% of the game in IS the standard time period.  Like...imagine you were an alien who knew nothing of Earth’s history.  Now imagine you land on Earth during the Renaissance, but only spend 5 minutes there before going back in time to the heyday of the Roman Empire, and then you spent a month traveling all about the city and through its territories.  Would you encounter all kinds of monumental figures, groups, landmarks, and objects of tremendous cultural significance to the people and culture of Earth that you initially encountered (the Renaissance)?  Yes, of course.  But would you have any capacity to recognize this, to realize the importance of these figures and icons of a culture that would be such a founding part of the modern day (Renaissance) life on Earth?  No!  Because you were only on Earth during the Renaissance for 5 minutes, so what importance any of this Roman Empire time period stuff has on the Earth that you initially made contact with is totally lost on you.  Star Ocean 1 doesn’t give you the time in Roak’s present to give you enough context for the major figures of its past to matter to you as you encounter them; you’d react exactly the same to it all as you would have if you’d just started in that time period to begin with.  Likewise, the lack of familiarity with the state of Present Roak means that any concern about altering the present by messing with the past isn’t going to enter your mind; you wouldn’t know the difference between 1 version of Present Roak and any other, anyway.

Time travel serves no emotional, character-specific use in the game, either.  If it’s not used for a major, sweeping function like we’ve talked about so far, time travel can be useful as a way of connecting to/expanding/resolving characters’ stories, instead.  The event in which Cornet travels to the past of Kururu’s memories and witnesses her mother’s fate in Rhapsody: A Musical Adventure, or the time loop of Avril in Wild Arms 5, are examples of time travel utilized in a personal, character-oriented way.  But none of Star Ocean 1’s present characters have any greater personal connection to the past they travel to than any other given resident of Roak might.  Nothing about their journey to yesterday has more significance to Roddick’s and Millie’s personal development than a standard RPG quest would.

The time travel certainly has no practical purpose as an actional story device, either.  You look at Chrono Trigger, Radiant Historia, The Magic of Scheherazade, AeternoBlade 1 and 2, and various other RPGs that use time travel, and it’s a regular, functioning device.  It’s frequent, because it’s a recurring aspect of the story.  Going to different time periods as they search for ways to save their planet’s future--going to different time periods to even find out that the future needs to be saved--keeps time travel a constant function of Chrono Trigger.  Jumping back and forth between timelines in Radiant Historia, utilizing the tools of causality and gathering the best possible allies regardless of when they lived in The Magic of Scheherazade, rewinding and looping time as a form of power to accomplish Freya’s objectives in the AeternoBlade games, these all mean regular use of time travel, regular justification of its presence in these games.

But Star Ocean 1?  You travel to the past near the beginning of the game, and then you travel back near the game’s end.  That’s it.  It’s not an active storytelling device that’s doing something.  It’s not even as active an element of the game as it is in Tales of Phantasia, and this rant I’m writing originated from a stray thought about how pointless and barely present time travel was in that title.  Namco’s flagship RPG only escaped being the subject of scrutiny today by my remembrance that its Enix-spawned brother failed even worse in this same arena, at around the same time.

So I ask: why bother involving time travel in Star Ocean 1 at all?  What was the point?  If the game’s setting already created exactly the same contrast between the sci-fi premise and the fantasy reality that’s consistently Star Ocean’s blunder, and if the present of the planet isn’t unique enough from its past to draw attention, and we aren’t given enough time in the present to have the context to make the elements of its past noteworthy, and if the time travel itself isn’t a living element of the storytelling...why is the time travel there at all?  Had Ronyx and Ilia landed on Past Roak to begin with, and Roddick and Millie just happened to live in that time period instead, not a single, solitary part of the game’s events, cast, themes, ideas, or substance would have changed in even the slightest way.*  And while I’ve never prescribed too strongly to the infallibility of Chekhov’s Gun--I find the notion rather obnoxious, in fact--I do think that time travel is a major, loaded enough narrative device that if you’re going to use it, you need to be doing so for a reason.













* The same, now that I think about it, can largely be said for the science fiction element of the game, too.  Not quite as much a non-element as the time travel, but still, nixing the faux-Federation altogether would have required very, very little change to be made to the game.  Really, Star Ocean 1 is only a basic, uninspired fantasy RPG adventure, and it just seems like someone clumsily tacked a couple extra things onto to try to sell it as something entirely different.

4 comments:

  1. I recently replayed Star Ocean 1 on the Switch. I honestly forgot about most of its plot, aside from the events that happen near the very beginning (where Ratix's village gets the petrification virus, the Star Trek duo appears, and they go back in time). I'm a bit surprised that I forgot about the sci-fi shenanigans near the end (where the group goes to a distant planet to defeat a random final villain), since I thought that was the most interesting part of the main plot after the aforementioned introduction.

    While the time travel and and science fiction stuff is tacked on and could easily be written out, I wouldn't say that's what Star Ocean 1 should have done. Rather (and this is an incredibly unoriginal opinion), tri-Ace should have doubled down on the sci-fi elements and increased them substantially, since those are really the only parts that stand out in the game (from a plot perspective, at least; the game's Private Actions and battle mechanics were fairly original when Star Ocean 1 was released). I can't believe it took tri-Ace several Star Ocean games to actually start taking advantage of the science fiction elements (2 is mostly on a backwater planet, but it ramps up the sci-fi in the latter half; 3 again begins on a backwater planet but goes hard on the sci-fi later; I hear that 4 finally has a ton of sci-fi stuff, but I never played it since I was tired of the series by then and didn't hear great things about the game).

    Aside from noticing how little of the titular "star ocean" was in the game, the other thing that stood out to me in Star Ocean 1 during my replay is that Ronyx should have been the main character. Ratix is barely involved in the main cutscenes, whereas Ronyx dominates the conversations (Ilia would have been a bette protagonist, too). Instead, Ratix seems to be the main character since he uses a sword, but how hard would it have been to make Ratix the mage and Ronyx the sword user? I think that tri-Ace realized this error, since Claude, Ronyx's son, is the protagonist in the sequel and, hey, he uses swords (I know that Claude is actually just one of the possible protagonists, but I'd argue that he's objectively the better protagonist to choose from a narrative perspective).

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  2. It is rather remarkable how forgettable most of SO1 is - and telling which parts ARE remembered.

    Oh, absolutely. I don't want to imply that the sci-fi elements of SO1 shouldn't have been there - they should have been far, far more prevalent. Or, better, they should have just done this game as a full-on fantasy, since that's what it basically ends up being, and make up a separate, REAL sci-fi story to be the actual Star Ocean 1.

    I haven't played SO4, either, although I will eventually. SO3 does at least get it right in its second half, and winds up being a decent game for that fact, even if it takes goddamn forever for the important shit to actually happen.

    100% agree with you regarding Ronyx vs. Ratix/Roddick. Or Ilia vs. Ratix/Roddic. Or even Millie vs. Ratix/Roddick. Another case of the least interesting, shallowest block-of-wood personality being inexplicably cast in the hero's role; RPGs seem fond of doing this.

    I do think Rena's a better protagonist choice for SO2 than Claude. Admittedly, Claude's position in the story and events do make him more narratively suited, but he himself is even less interesting, dynamic, or nuanced than Rena, and her what-are-the-odds magical-plot-girl significance to the game's second half do make something of an argument for her being the true protagonist of the story. I guess. Really, they both suck and are stupid and boring, but Rena slightly less than Claude, in my opinion.

    Anyway, thanks for reading and commenting!

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    1. With Ratix vs Ronyx, I meant that Ronyx acts like he's the protagonist in the main cutscenes, while Ratix seldom has anything to add.

      As for Rena and Claude, it doesn't make that much of a difference which one is chosen, in terms of the main narrative, since Claude and Rena are given fairly equal weight, either way. I just think it's much better to pick Claude because there are important story scenes which are restricted to Claude's path, and Rena's path doesn't really do anything to make up for it, so there are just weird gaps in her path.

      And I read your post on Star Ocean 3's plot, which I would agree gets more flak than it deserves, especially since it's mostly centered on its 4D plot twist. I generally had a pretty good time with Star Ocean 3, and that plot twist would definitely not be my main criticism with the game.

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