We take Lost Sphear’s Japanese demo for a spin By Tony Garsow on September 25, 2017 at 9:05 PM

Lost Sphear, the second title from Square Enix’s Tokyo RPG Factory studio, will be launching in Japan on October 12th for PlayStation 4 and Nintendo Switch. Those of us in North America and Europe will see it launch on January 23rd 2018. This week, a demo has arrived on both the Japanse PlayStation Store and the Nintendo eShop to try out. In the video below, we play through its entirety.

Much like the studio’s first title I Am Setsuna, Lost Sphear is a throwback to the RPGs of yesteryear. Here, you’ll find turn-based combat with Active Time Battle, very much in the vein of Chrono Trigger. This time around there are some new tweaks, such as the ability to reposition your party members on your turn. The addition of Vulcosuits provide powered-up armor to let loose powerful attacks or break down barricades in the field.

The story tells us of a world that was created by its moon with the power of Memory. That which is forgotten vanishes in brilliant white light, becoming the “Lost”. This phenomenon fortells the world’s cycle of death and rebirth. A young man named Kanata is gifted with the power of Memory to restore parts of the world that have been lost, including his home village which he has been tasked to protect. Together with his friends, they will travel around the world to bring back what else has been forgotten.

  • i acknowledge their effort. But they like to make whole games with one static camer POV. No close ups no voice work. No fight scenes. Theyre openly making a cheap game under the guise of retro. Even the constant use of white is a cop out.

  • ShiruXIII

    Definity an evolution from I Am Setsuna in every way !
    I did enjoy the demo, but I will buy it for the Nintendo Switch ;-).

  • James Stine

    Much like 2D games where from one static camera PoV? That’s what this style of game strives to emulate. Doing close ups on low resolution models isn’t exactly flattering. Also, you can bet that a lot of the assets in this game are made to only look from one direction, meaning, they probably don’t have a reverse side where the camera can’t see.

    Look at some of the early 3D Pokemon game for examples of this very same style of presentation with the camera and how cutscenes play out. When you have a lower budget for your game, you can only do so much.

    Also, fight scenes? You mean like, cutscenes where people fight? Isn’t that something you can’t judge based on a few minutes of gameplay? Perhaps later in the game there is some fight in a bar or who knows what. I’m not sure the point of mentioning that.

    Lastly, voice over work costs lots of money, takes a long time, and it means hiring multiple actors and a studio for multiple languages. Voice over work would delay this game and drive up the budget significantly. You don’t always need voice over work in games.

  • Don’t use low res models.
    If you keep the scale and scope of a game small, it will always be lackluster. Better to shoot higher in a reasonable way. Would it be so crazy to have them do their games to the level of the FF4 remakes on 3DS?
    I know for a fact, I played thru all of Setsuna and there’s no cool anime cutscenes of fights or even real time in engine fights. Just the same old battle system about spamming powerful spells and using buffs. Sometimes you wanna see the heroes fight with their own style, IMO.
    Yeah they got voices for the JPN in game battles. So they spent some money on it. Why not instead of having them voice battles have them voice key scenes?

  • Miqote

    it looks like there’s a REASON white the white is being used. It’s a part of the main theme of the game…..

  • Miqote

    Looks neat, i think ima check this out, good classic RPG

  • Naw. White is easy to show. It’s just blank space. They did it in Setsuna with snow now they’re at it again. It’s an excuse.

  • James Stine

    And what if they can’t afford putting this stuff in? It’s a low budget title.

  • If they can’t afford it then maybe it’s time to raise a little more money. Or maybe take the budget of two games and merge it to fund one game. I rather put out one really good get then two games that are almost identical.

  • Stonespear

    Well, I enjoyed Setsuna for its style and gameplay, this looks similar so I imagine I’ll enjoy it too.

    Maybe it’s just not your thing.

  • People tell me every single game is not “my thing”. At some point there’s other answers to lackluster presentation.

  • James Stine

    Business isn’t so simple. If it was so easy to get more funding for your game then why wouldn’t everyone do it?

  • Okay fair point. But it think they can go one step above this right here. They can do a little bit better.