The combat mechanics evolve in a way, just not in the most apparent way, and probably not enough to be noticable if you aren't using the difficulty artifacts - which it seems almost no one I've talked to does, or is even aware they exist. The evolution of the mechanics is tied more to the enemy variety, enemy combinations, their abilities, and how this can be overcome by different party synergies. Problem is, these subtleties will go completely unnoticed if you're able to rip your way through the enemies on the default difficulty without a second thought. It's sad, because it's really the only thing that can motivate a player to continue playing if pretty graphics and music isn't enough.
It is still absolutely beyond me how anyone can praise any aspect of the narrative, characterization, or writing in general. It's really too bad that the game was reviewed so well, because I think it sends the wrong message about what is acceptable in regards to this. Story and writing are definitely not my main concerns when it comes to gaming, but in something with a structure like this, there needs to be a cohesion of all elements involved in order to make it feel like a solid package, especially when such moronic design decisions about difficulty options are made and so poorly communicated to the player. I'll say it again - and mean it 100% - this game was made to be played with those two difficulty artifacts activated. It literally feels like the game was designed that way by default, but got toned down out of total cowardice and lack of respect for the player.
As a result of this all, I've lost major respect for Sabotage in return. I'll be thinking long and hard before I buy another game from them. And now that their idiotic decisions have been reinforced by reviews and a far too easily mystified player base, they have no incentive to make better decisions in the future.
Yeah agree. Especially in term of narrative and character progression. Like garl is lovable dude, brimming with positivity that makes any shonen protagonist envious. He has an interesting setup where his situation contrast with the solstice warriors especially during the dweller storyline. The easiest way is for him just to reflect on the events prior to the dweller fight and maybe him to doubt his role in the team. Not turning him depressive or edgy, just makes the character reflect on themselves and grow, but it feels like he shrug off everything too easily. If it is to accentuate his positive attitude, then it just makes me think of him as dense or even stupid.
And the world fails completely to convince that it's alive and inhabitted. Again comparison with other big ish indie jrpg chained echoes and rise of the third power, there are always something to ground them despite all the fantastical element. While you cam critisize alot about moment to moment writing in these games, especially since these teams aren't native english speaker they still managed to build a cohesive world with power dynamics, faction and cosmology that at least support each other.
On the other hand, sea of stars seems to operate purely on rule of cool and visual quirk rather than in world consistency. In a way, it's similar to how bethesda construct their fallout world vs black isle/obsidian.
I really don't hate the game and overall so far it'd give it solid 7/10 because i still think audiovisual part of videogame are still a major part of the craft and they admittedly did well. It's also the level/dungeon design that are way more varied in term of method of traversal, verticality and the little puzzle. For indie rpg, crosscode is still the king of dungeon and map design, but sea of stars did a decent job.
It doesn't make me wary toward sabotage studio as you are, but i hope the success of the game doesn't let them inflate their ego and made them blind to the valid critic of the game.
As for why, i read a feally solid take on indie game marketing and why writing is often ignored.
If you hire bad artist, your game will look like crap
If you hire bad programmer your game will run like crap.
These 2 factors that consumer will notice first. However most people won't notice the flaws in overall writing and dialogue until much later in the game, and they will be barely noticeable in the promotion material. I assume there's no malice intended just developer with limited resources making priorities, even if you see it as misleading.
What i hope from the studio is just genuinely listen to players feedback and constructive criticism.