Stella Deus is a Terribly made SRPG

r/StrategyRpg - Eternal Poison and Stella Deus, 2 mediocre PS2 SRPG.

1746062291195.png

Stella Deus was a SRPG released for the PS2 in 2004 my and developed by Atlus in my opinion With one exception EVERYTHING about that game is either bland generic or just playing bad.

The story:

It is actually pretty interesting, it has a lot of interesting idea.

the world is dying!!!

How is the people reacting? How is the government, church, the institution that compose this world reacting to this?

it all would be pretty interesting if the main villains were interesting, if it had a good pacing and have some well written conflict and character development, I am not 100% if the original script was bad of if the translation ruined it, what I do know it could be one of the greatest story in a SRPG.

The English dub is terribly even for me!, I have played Arc Rise fantasia with the English dub
and I really enjoy it, My FAVOURITE game of all time is shemue
and I think it is a really immersive experience even with the English dub, so I want to make clear that I am not a weeb that thinks that English dub for a JRPG is cringe, my standard for English dub are really low, even for me that dub is bad there isn't a compilation like the games about but trust me it is terrible, I am not sure if the japoneses dub is any better.

The Gameplay:

When you thing about a SRPG two kinds of games come into mind, Final Fantasy Tactics and Disgaea like games where grind is everything with a deep customization system or Fire Emblem were each unit feels unique to use (even if they share the same class) and customization isn't deep but it has a lot of strategic thinking, Stella Deus attempts both and succeed in neither. Each character has a job/class and each job has a certain skill that they can learn if they have enough points to acquire, you can benefit from it as long as you have a free slot to equip it, each character has their class that they share with a generic party members which is pretty much palette swaps of enemy unit, the generic units have access to 3 promotion while the unique character has 4, there is crafting mechanic that is quite complex with it you can craft a scroll that if use in a party member it will grant them the possibility to learn a skill from other classes.

I get why there is a generic variant of each character that because some character have a really bad availability, the generic variant don't have this problem, the issue is that because of the scroll you can craft the difference between each class became less relevant, sure there are stats difference but besides a magic unit VS a melee unit there aren't many different between the class in the game, in fire emblem a Paladin is different from general which is different from a sword master which is different from a beserker in final fantasy tactics a Squire is different from a Knight which is different from a Monk which is different from a lancer/dragon which is different from Samurai, but in Stella Deus it feels like there are only 2 classes the one that can use magic and the ones that hit hard, in fire emblem promotion is something that feels special and that is reason to celebrate but in Stella Deus it feels pointless, the only thing that promoting does in Stella deus is a slight increase in stats (the equivalent to 1 or maybe 2 level up) and increase the number of skills you can acquire (which because of the scroll system isn't that big of deal) in fire emblem promotion increase stats that are equivalent of 3 to 4 level up and increase stats that cannot be normally increase such as moviment and constitution and they are also increase the caps (the limit of how high a certain stat can go), I am not saying that promotion in Stella Deus should be like fire emblem but it should be a big deal or it shouldn't be there at all.

Some JRPG players have a tendency to avoid SRPG that you can't grind in fear of locking them self in a winnable situation but unless the SRPG in question has deep customization, I think that a game shouldn't let you grind, not because I am against grind but because when they do they normally have a lot of grinding instead of a well balanced difficult, in fire emblem I know when I am bad at playing, because the game is designed around the idea that I can't grind, in Stella Deus is hard to know whether or not the game wants me to grind or I am just bad at playing it, but the game is mostly about grinding how do I know that? There was a Certain stage that the boss which had a lot of HP spammed stun or paralysis, guess what was the solution? It was to make a scroll that grants a unit the ability to learn cure a spell that only healer can normally use that cure, after grinding for hours make everyone learn cure equiped it and in that if someone gets paralysis use it, meanwhile trying to kill the boss.

Not only that enemies are spongy, even if you are overlevel you can't one shot them,not only that maps in Stella Deus are poorly designed and even if the object is to kill the boss the maps feels like it is a kill all enemies map even if it isn't. The fact that the game is slow doesn't help this issue.

The music is composed by the same due that made final fantasy tactics OST so you would expect that the music would be the same quality as FFT or even higher considering the fact that some years passed after FF tatics but it very bland unoriginal repetitive and boring, did they declined ?

No, because after that they did the FF 12 OST which is amazing but they didn't put effort into the project , say what you want about hamauzo but all the games he made the OST had a consistent quality, meanwhile Stella Deus has a similar case of Astria Ascending were they thought that if they just contract a person with relevant names in the industry it would make that aspect of the game automatically good, what they don't understand is that for a artist not every project is created equally.

The graphics and art style:

They are the only positive aspects of the game, the art was made by Shigenori Soejima the same person who would latter do the art for the person series, and I think that the transition of Stella Deus concept art to in game art is better than his latter works with the person series, I saw a lot of criticism around the lifeless pastel colors that this game has going for it but I personally love it and it fits quite well with the setting.
 
Pros
  • + -Great Art Style
  • + -The Story has a good Premise
Cons
  • - -Bad Voice acting
  • - -Slow and Griding gameplay with bad Maps
  • - -Story that is a wasted potential
  • - -Music is Bland and Forgettable
4
Gameplay
It tries to mix what made Fire Emblem and Tactics Ogre Good, but in the end it made a bastard Child, that has the worst of both worlds.
9
Graphics
This was one of Soejima's first major works, and before Metaphor it was the only game that I felt like made the best of his art style, the muted plate color goes well with the plot.
4
Story
There are people who defend this game's plot, because of it's theme of Environmentalism and Organized religion but it doesn't change the fact, the character in this story are flat as paper.
6
Sound
While it Doesn't have any music that I would consider bad in itself (and one that's decent) this game's music is has no flavor, it just exist.
2
Replayability
There's bunch of easily missable content (Mostly recrutable characters) but in my opinion 40 hours JRPG shouldn't have stuff like that specially when it's gameplay is slow.
5.2
out of 10
Overall
This game had a lot of potential, a Beautiful Art style, interesting lore , and some good gameplay ideas, but for some reason Atlus ruined it, making one of the worst SRPG I have ever played.
Counterpoint:
Stella Deus is very solid IMO, with a great battle system that really makes you consider your every move in order to manipulate turn order (unlike lots of SRPGs that are just straight routine). It's not a mix of Fire Emblem and Tactics Ogre at all, since the core gameplay mechanic (manipulating turns by carefully considering how many AP you spend and checking the turn column) is in neither. Your review sounds like you didn't really get how to play it since you don't mention that at all and complain about having to grind. I didn't grind, you don't have to if you think about your moves and take the game for what it is. I strongly recommend it to fans of the genre who want a system with its own twist.
It also wasn't even made by Atlus, they just published it.
 
Last edited:
Thanks for reminding me I still have this in my physical PS2 library. I should really get around to finishing it. I actually liked the characters, I think when I first started playing it all those years ago it felt refreshing for me because there weren't many main srpg characters at that time who used dual-wield katanas and bow as their weapon type.
 
I hope you'll improve your writing in the future, because this is just sad.
This is actually old from 2021, I made some changes to make it better, because it used to be much worse.
Post automatically merged:

Counterpoint:
Stella Deus is very solid IMO, with a great battle system that really makes you consider your every move in order to manipulate turn order (unlike lots of SRPGs that are just straight routine). It's not a mix of Fire Emblem and Tactics Ogre at all, since the core gameplay mechanic (manipulating turns by carefully considering how many AP you spend and checking the turn column) is in neither. Your review sounds like you didn't really get how to play it since you don't mention that at all and complain about having to grind. I didn't grind, you don't have to if you think about your moves and take the game for what it is. I strongly recommend it to fans of the genre who want a system with its own twist.
It also wasn't even made by Atlus, they just published it.
As far as I am aware Atlus was the main devs, but there where other developers who helped making the game , but they were outsorced like Tose, where they didn't have any creative input over the game.

On wikepedia it says "Developer: Atlus
Additional work by:
Pinegrow
Designer 7 (programming)"


I will admit that it's a flawed of this review of not mentioning the AP system, but I personally belive it doesn't add much to the system besides making better equipment have trade off for it's use and incentivizing very defensive strategy.
 
Last edited:
As far as I am aware Atlus was the main devs, but there where other developers who helped making the game , but they were outsorced like Tose, where they didn't have any creative input over the game.

On wikepedia it says "Developer: Atlus
Additional work by:
Pinegrow
Designer 7 (programming)"

I will admit that it's a flawed of this review of not mentioning the AP system, but I personally belive it doesn't add much to the system besides making better equipment have trade off for it's use and incentivizing very defensive strategy.
I mean, AP and looking at how the move you're considering will affect turn order changes everything if used properly. Then you don't have to grind.
Most sites used to credit Pinegrow, don't know who changed it. On mobygames you have the full game credits from the game and it says "Development: Pinegrow" followed by a list of people including planners (ie game designers), scenario writers, programmers, and a director, Ryo Miyazaki, who used to work for Capcom (game designer on Destiny of an Emperor 2 and Gargoyle's Quest 2, among others). Under Atlus you have character design, sound design, a couple producers and a "director" who's always credited as project manager on other games rather than a creative. So maybe it's more of a joint development, but the bulk of the game wasn't made by Atlus. Japanese wikipedia credits Pinegrow under developer, too.

I like both Atlus and the game, so I'd credit them if I could. But they didn't make a good SRPG in-house until Devil Survivor, and that's because they bought Career Soft.
 
AP and looking at how the move you're considering will affect turn order changes everything if used properly. Then you don't have to grind.
Even if you use AP correctly it doesn't change the fact enemies are spongy, I know how this system works, but it doesn't change I don't like.

Also when I meant FE and FFT child I meant the customization part, it tries to have the fixed class of Fire Emblem with the modular ability of FFT.

The Combat flow is different.
 
I'm kinda glad I'm not the only one who didn't like this game. I also got hooked by the very nice art & sprites, but this game is just... slow & unexciting (it's same thing like Eternal Poison).
Kinda unfortunate... but not at the same time. PS2 has so many rpgs that you can't make time for all of them!
Admittedly the big text batches made it a bit hard to read ::thinking
 
Even if you use AP correctly it doesn't change the fact enemies are spongy, I know how this system works, but it doesn't change I don't like.

Also when I meant FE and FFT child I meant the customization part, it tries to have the fixed class of Fire Emblem with the modular ability of FFT.

The Combat flow is different.
You can exploit things like zone effects to gain the upper hand, and you get access to some really strong moves after a few hours. The beginning is a bit rough but after that enemies aren't really spongy if you play well.
 
This is actually old from 2021, I made some changes to make it better, because it used to be much worse.
Be that as it may, reading it was rather difficult. This still feels like a forum post on your initial impressions, not a review proper. If this is what it looks like after the fact, I'd encourage just throwing it away and rewriting it entirely. Doing that is a good way to get rid of inadequacies and preventing you from being held down by the past.
 
Be that as it may, reading it was rather difficult. This still feels like a forum post on your initial impressions, not a review proper. If this is what it looks like after the fact, I'd encourage just throwing it away and rewriting it entirely. Doing that is a good way to get rid of inadequacies and preventing you from being held down by the past.
I actually have made reviews from the ground up that I posted it here, most recently I made about Shadow Hearts 2 and Victoria 2, and I believe it's a significant improvimente
 

Users who are viewing this thread

Game Cover

Game Info

  • Game: Stella Deus
  • Publisher: Atlus
  • Developer: Atlus
  • Genres: SRPG
  • Release: 2004

Latest Reviews

Featured Video

Gintama Rumble (VITA)

Online statistics

Members online
126
Guests online
251
Total visitors
377

Forum statistics

Threads
7,384
Messages
184,151
Members
533,800
Latest member
Nhan62422162

Support us

Back
Top