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Star Ocean First Departure PSP: Recruiting the Best Crew and Breaking the Game
Star Ocean First Departure on the PSP remains a fascinating study in how to remake a classic. When Square Enix decided to bring the 1996 Super Famicom original to the portable screen, they didn't just upres the sprites; they ripped out the engine and replaced it with the framework from Star Ocean: The Second Story. The result is a fast-paced, mechanically dense JRPG that rewards players who understand its hidden levers while punishing those who try to play it like a standard turn-based affair.
The Engine Shift: Why the PSP Version Feels Different
The most immediate change in the PSP version of Star Ocean First Departure is the transition to a pseudo-3D battlefield. Unlike the static or semi-automated combat of the 16-bit era, this remake demands active positioning. You control one character in real-time while the AI handles the other three based on pre-set tactics.
However, there is a specific weight to the movement here. When you initiate an attack, your character tracks the enemy automatically. This can lead to "clumping," where your melee fighters group up and become vulnerable to area-of-effect spells. Expert play involves manually switching targets and using the battlefield's edges to kite aggressive bosses. The addition of the L and R triggers for special arts (Battle Skills) transformed the game from a menu-heavy experience into something approaching an action-brawler.
The Recruitment Puzzle: Building Your Eight-Man Roster
One of the most complex aspects of Star Ocean First Departure is the recruitment system. You have a maximum of eight slots. Four characters—Roddick, Millie, Ronyx, and Ilia—are mandatory. This leaves only four slots for a rotating cast of optional characters, many of whom are mutually exclusive. Choosing one often permanently locks you out of another.
For instance, the choice between Cyuss and Ashlay is the first major fork in the road. Cyuss is a powerhouse in the early game, but Ashlay, while weaker initially, grants Roddick access to the Wyrm King combat style later on. Furthermore, recruiting Cyuss might interfere with your ability to get other characters like Phia later in the story depending on your party size.
If you want the most versatile late-game party, you have to plan your path long before you reach the first major continent. The character Mavelle is perhaps the most unique; her recruitment depends heavily on whether you have Ashlay or Ioshua in your party. If you are looking for a magic-heavy run, Ioshua is indispensable, but his inclusion requires navigating specific event triggers in the Purgatorium. This level of complexity is why the PSP version is still discussed—it’s a game where your social choices are just as impactful as your combat stats.
The Skill System: The Secret to Infinite Power
In many JRPGs, leveling up just means higher numbers. In Star Ocean First Departure PSP, leveling up gives you Skill Points (SP), which are the real currency of the game. The Skill System is divided into Knowledge, Sense, Technical, and Combat categories.
There is a trap for new players: spending SP on combat skills like "Strong" or "Functional" too early. The most effective strategy is to invest in "Determination" first. This skill reduces the SP cost of all other skills. By maxing out Determination early, you effectively double or triple the value of every subsequent level-up.
Once Determination is handled, the focus shifts to "Effort" (which lowers the experience needed to level up) and the various crafting skills. This leads into the game's most broken mechanic: Item Creation.
Breaking the Economy with Item Creation (IC)
The Item Creation system is where the game’s balance goes to die—if you know what you’re doing. By combining specific skills, characters unlock "Specialties" like Alchemy, Customization, and Blacksmithing.
Alchemy allows you to turn low-cost minerals into high-end ores like Orichalcum and Damascas. These ores can then be used with the Blacksmith specialty to create end-game armor before you’ve even finished the first half of the story. If you push further into "Customization," Roddick can take a standard sword and, through a series of upgrades, turn it into the Silvance or even the Petrified Blade, effectively tripling his attack power.
Then there is "Writing." This specialty allows characters to create books that raise the skill levels of other party members up to level 5. This saves thousands of SP and allows you to build a specialized team of crafters in a fraction of the time. The PSP version even adds "Super Specialties" like Master Chef and Orchestra. Orchestra is particularly powerful; it significantly increases the success rate of all other Item Creation attempts while the music is playing, allowing you to craft gear that the developers likely intended for the post-game dungeon.
Private Actions: The Heart of Replayability
Beyond the stats and the swords, the Private Action (PA) system is what gives Star Ocean First Departure its soul. When you enter a town, you can trigger a PA, which causes your party to scatter throughout the city. Finding and talking to them triggers unique dialogue, provides items, or, most importantly, changes their "Affinity" levels toward Roddick and each other.
Affinity isn't just for show. It determines which of the dozens of possible endings you receive. It also affects combat performance; if two characters have a high affinity and one falls in battle, the survivor may enter a "rage" state, temporarily doubling their damage output.
Some PAs are time-sensitive and require backtracking to previous towns after major plot points. These interactions flesh out the mandatory characters, like Ronyx and Ilia, showing the friction between their high-tech Federation background and the low-tech fantasy world of Roak. They also provide the only way to recruit certain hidden characters like Pericci, which involves a specific series of PAs involving a cat and a misplaced whistle.
Technical Performance and Visual Aesthetic
Playing the game on PSP hardware (or through modern emulation) highlights the strengths of the 2D-on-3D aesthetic. The character sprites are highly detailed and benefit from fluid animation that feels superior to many modern "HD-2D" attempts. The backgrounds are pre-rendered but possess a level of artistry and color depth that makes the world of Roak feel lived-in.
The soundtrack, composed by Motoi Sakuraba, is a highlight. The PSP version features rearranged tracks that utilize the handheld's sound chip effectively, though some purists miss the grittier FM-synth sound of the original SNES version. The voice acting is also surprisingly extensive for a PSP title, with full localization for all major story beats and combat barks.
Combat Depth: Beyond Button Mashing
While it is possible to mash your way through most random encounters on the "Earth" (Easy) difficulty, "Galaxy" and "Universe" modes require a deeper understanding of frame data and elemental resistances.
Special Arts have distinct properties. Some are "interrupts," capable of stopping an enemy’s spellcasting mid-animation. Others are "launchers" that knock enemies into the air, making them vulnerable to follow-up attacks from your AI companions. For example, Roddick’s "Dragon Slash" is excellent for crowd control, while Ilia’s knuckle-based arts are designed for high-speed, single-target DPS.
Managing the AI is also a skill in itself. The "Tactics" menu allows you to tell your healers to "Focus on recovery" or your mages to "Use all MP." In higher difficulties, you must frequently pause the game to manually trigger specific spells, as the AI often struggles with timing powerful area-of-effect magic like "Extinction" or "Meteor Swarm."
The Final Verdict: Why It Still Matters
Star Ocean First Departure on the PSP is more than just a nostalgic trip. It is a dense, customizable JRPG that trusts the player to find their own fun. Whether you want to play a straight-up fantasy adventure or use the crafting system to become an invincible god-slayer by the ten-hour mark, the game accommodates you.
The recruitment restrictions and affinity-based endings mean that no two playthroughs are exactly the same. It’s a game that respects your time by offering fast combat, but rewards your patience by offering one of the deepest mechanical systems of its era. For anyone interested in the history of the action-RPG or simply looking for a robust portable experience, the first departure of the Star Ocean series remains an essential journey.
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Topic: Star Ocean: First Departure JustRPGhttps://justrpg.com/reviews/star-ocean-first-departure/nggallery/slideshow
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Topic: RPGamer > Staff Review > Star Ocean: First Departurehttps://archive.rpgamer.com/games/socean/so1fd/reviews/so1fdstrev1.html
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Topic: RPGamer > Staff Review > Star Ocean: First Departurehttps://archive.rpgamer.com/games/socean/so1fd/reviews/so1fdstrev3.html