Sea of Stars Looks Awesome by Matthew Marchitto

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Sea of Stars is a turn-based RPG from Sabotage Studio, a Québec based indie developer. Their Kickstarter smashed through its original goal, accruing a total of $1,628,126 CAD.

The early demo released on August 20, 2020, and will be open to backers until September 20, 2020. It follows two Solstice Warriors, Valere and Zale, as they search for [REDACTED FOR SPOILERS] (this is actually used in the demo) who has presumably been taken by the game’s villain, the Fleshmancer.

Shades of the Past

Sea of Stars is heavily influenced by retro JRPGs, but the most notable influence is Chrono Trigger. Sea of Stars features beautiful hand-drawn sprites, vibrant backgrounds that are filled with life, and an overall style that will feel familiar to fans of old school RPGs. Maybe most notable, no separate battle screens. All combat happens directly on the dungeon map.

And there are team attacks, which will also be familiar to Chrono Trigger fans. These allow Valere and Zale to combine their abilities to make them stronger. Team attacks work differently from Chrono Trigger’s Double Techs. They use Assist Points, which are gained by breaking enemy ‘spell locks.’ Spell locks require you to hit an enemy with specific damage types (lunar, solar, physical, etc.) before the counter reaches zero. If successful, then the spell is interrupted and you gain an Assist Point.

Linking team attacks and Assist Points to spell locks is a great way to add an extra challenge to combat, and I really loved trying to plan out my attacks so I could break spell locks before their counter reached zero.

It’s one of the ways the folks at Sabotage are taking from the old but adding the new. The game’s aesthetics, sound, visuals, and story all feel reminiscent of retro games many of us love. But they aren’t beholden to any of it, there might be glimpses of JRPGs like Chrono Trigger, but there’s a whole lot of new innovative ideas in Sea of Stars that shine all on their own.

Elegant Simplicity

Sea of Stars also features ‘timed hits,’ similar to Super Mario RPG. When making an attack, you can press the A button (or X button on a Dualshock-style controller) just as the attack is about to hit, and do bonus damage. When enemies attack you, pressing the A button just before the attack lands will reduce the damage.

This also applies to special abilities, where getting the timed hit just right will increase its damage or boost an ability’s healing. The special abilities are especially fun though. Valere’s Moonerang is a great example, when she tosses it out, it’ll bounce off enemies and back to her. Press the timed hit just as it touches Valere and she’ll launch it back at the enemy. It’ll go on for as long as you can get the timed hits right, gaining speed with each strike, becoming an extremely fun form of pain volleyball.

I love how all this is mapped to one button. It makes it simple and straightforward, it’s easy to pick up exactly what you have to do for each attack and ability. Once you understand there are timed hits, the learning curve for each new attack type is quick.

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I think of a few games that had Super Mario RPG’s style of timed hits, but tried to build upon what it started. Games like Paper Mario: The Thousand Year Door, and The Legend of Dragoon. TLoD had combos for its basic attacks, which had the player hitting a variety of inputs at the right time. But these always felt like quick-time events, and could sometimes be more frustrating than satisfying. Paper Mario: TTYD had a whole range of inputs, everything from swirling the analog stick, to pressing the Z button along with the shoulder buttons, to full-on mini games in the middle of combat.

These were all fun at the time, but looking back I think they’d frustrate me now. Paring it down to the simplest, most straightforward form is an elegant solution that still allows for a lot of variance in combat.

And when combat in Sea of Stars gets rolling, everything clicks into place. Going from trying to get the timed hits right, to blocking multiple attacks one after another, to planning out your special abilities to break spell locks. It falls into a rhythm that’s both challenging and satisfying. I had the most fun in battles where the enemies would fling everything they had at you, forcing you to use every tool at your disposal.

But Gimme A Minute

Sea of Stars uses turn-based combat and doesn’t use an Active Time Battle system. A subset of turn-based combat, ATBs make a game’s flow entirely different. They became common among a lot of old school RPGs (Chrono Trigger used it as well), and lasted into the PlayStation 1 era. I’ve always preferred turned-based combat without ATBs, even though some of my fondest memories are of Final Fantasy games that use it (more on that in a future blog post 👀).

ATBs definitely instill a sense of urgency in combat, but don’t think Sea of Stars can’t match it just because you can take a second to think. When you’re trying to figure out if you can break a spell lock before the counter runs out, while also trying to get the timed hits right to both defend from incoming attacks and do more damage, the combat naturally creates tension without the need for ATBs.

All in All

Sea of Stars is looking amazing. The early demo is a lot of fun and already has a ton of polish. The game is expected to release in two years, and I can only imagine the things the folks at Sabotage Studio will do to truly elevate the experience. This is definitely a game you should keep your eye on.

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Interested in reading more about retro gaming?

Then I’d suggest checking out Aidan Moher’s work (Twitter). He just recently released “Timeless: A history of Chrono Trigger,” a monumental deep dive into the history of Chrono Trigger and the people that made it. I highly, highly, recommend it.

The Horned Scarab has a New Cover! by Matthew Marchitto

Cover art by Skyla Dawn Cameron

Cover art by Skyla Dawn Cameron

Check it out!! The Horned Scarab has a brand new cover!

It was designed by the immensely skilled Skyla Dawn Cameron (Twitter / website). I love how it came together. And if you get the paperback there are these nifty scarab images for the headers and scene breaks.

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I’d had plans to make this first arc of the Investigative Privateers a trilogy, with the hope to continue writing more arcs beyond that. But the book sold pretty abysmally, and I couldn’t justify putting more money into sequels. Despite the free price tag on most self-publishing platforms, it’s an expensive endeavour. I’m hoping this cover will breathe new life into The Horned Scarab, so I can finally finish the dang trilogy.


BUY IT FROM:

AMAZON US (UK/AU/CA) · BARNES & NOBLE · KOBO · SCRIBD ·

BOOKSHOP · APPLE · SMASHWORDS


And you can add the new cover edition on Goodreads too.

Camp NaNoWriMo, 2020 by Matthew Marchitto

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It’s been hard to create this year, though I’m sure that’s true for a lot of folks. As an act of potentially foolhardy motivation, I’ll be attempting Camp NaNoWriMo. I’ve been participating in NaNoWriMo on and off since 2012, and funnily the only time I’ve hit the 50k goal was that first year. I’ve participated eleven times, including both November NaNoWriMos and Camp NaNoWriMos, with an accumulative 181,623 words written. It’s honestly more than I would’ve expected given how many times I’ve flubbed the challenge.

I think NaNoWriMo is great for motivation, even if you (like me) flub the challenge a bunch. Anything that gets everyone together and excited about hunkering down and writing a book is a positive force in my eyes.

This year I’ll be trying to get the first 50k of a sci-fi novel done. I’ve been outlining it these past few weeks, and hope that’ll help me blast through the daily word goals.

Are your participating this year? Jump into the comments below and let me know what you’re working on and what your Camp NaNoWriMo goals are. (Or let me know via Twitter!)

Moon Breaker is free for a limited time by Matthew Marchitto

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My first novella, Moon Breaker, is free via Smashwords until September.

You get a DRM-free download of your preferred format (mobi, epub, pdf), so you can read it on all your dang devices without limitation.

Just head over to the Smashwords store and use the coupon code CX98Z at checkout.

The code is good until September 1st, so feel free to share it with your buds.

And if you enjoy it please consider leaving a review on Goodreads or your preferred bookish site.

Thanks!

Hello Disaster by Matthew Marchitto

Shit’s really messed up now. I’ve been anxiously hiding out at home, peeking out the window wondering how things can look so normal yet be so off. There are those moments where everything just seems okay enough, that maybe I forget for a second what’s happening.

We’re still in the middle of it, even though the term light at the end of the tunnel keeps getting trotted out. Hell, we might still be in the beginning. Chapter One hasn’t ended yet, and the capitalist beast is rattling its cage, urging and yearning to be let free.

I have faith that medical science will beat the shit out of this thing, but I don’t have faith that the gravitational pull of the status quo won’t tear us apart first.

Shit’s scary. I get it. We’re all swimming through a boiling pit of anxiety, slurping down litres of fear with each hurried gasp. Normal is a beckoning comfort zone, it’d be so nice to just hop over, get all cozy. Hmm, normalcy.

That’s not going to happen, not until we have either a vaccine or an efficient treatment. But everybody reading this already knows that. Too bad the people jettisoning us into the fire don’t.

Ten years ago, I joked with a friend that in the future we’d all be wearing colourful gasmasks. I thought pollution and climate change would get so bad that masks would become a necessity, and people would eventually gravitate towards customizing their masks. In a weird roundabout way, I kind of ended up being right but also super wrong.

Now, I worry we’re careening toward a disaster. Chapter Two could end up a whole lot worse than Chapter One. I hope I’m super wrong about that too.

I’ve seen some praise for Canada’s response, and I’m definitely happy this is the place I live right now. But I’m reluctant to call it a resounding success. It feels more like we’ve been tapdancing on the edge of stable, just managing to keep things under control. One misstep and we’re plunging into the fiery depths of catastrophe. It’d be nice if the capitalist beast stopped poking and prodding us.

Three Stories About Ghosts is OUT TODAY by Matthew Marchitto

Art by Sam Gretton

Art by Sam Gretton

BUY IT FROM: AMAZON UK (US) / KOBO / BARNES & NOBLE

Three standalone novellas, telling three chilling ghost stories, by three of the finest new voices in fiction.

A full-time medium and part-time cook is recruited by the nightmarish Boneman to hunt down and destroy a monster...

Two children of warring houses, in a city-state ruled by the noble houses long-dead ancestors, fall in love...

In a hidden college in America, a man and the shade of his wife seek out the answers behind her death...

***

THREE STORIES ABOUT GHOSTS IS OUT TODAY!

*rings bell*

*bangs drum*

*throws lamp out of window*

My novella, The Boneman, is one of the three stories in this anthology. This has been a long time in the making, I submitted The Boneman to Abaddon’s open submission call way back in 2017. And now it’s finally coming out and I’m super excited for folks to get a chance to read it (and also a little terrified).

I’m honoured to be sharing space with fellow authors Martin Hall and Ali Nouraei. Both Martin Hall’s Unmasked and Ali Nouraei’s Magistra Trevelyan are phenomenal stories.

And a special thanks is necessary for all the folks at Rebellion who saw potential in my weird story filled with flayed flesh and boiling pustules.

Go! Purchase the thing! Inscribe all the reviews! Bequeath unto us thy stars!

Slow Progress is better than No Progress by Matthew Marchitto

What? I’m not updating my blog to avoid working on my current WIP, you’re updating my blog to avoid working on my current WIP.

Um, er, anyway.

I’ve always valued the slow and steady approach. Doing a little bit here and there adds up over time, and I try to apply this to my writing. Sometimes hitting word counts can feel like grinding stones. During these lull periods, I tell myself that it’s okay to do a little. Even just 100 words, because by the end of the week I’ll be 700 words ahead than if I’d done nothing. This has worked for me, allowing me to make slow and steady progress even during those low periods.

But sometimes, sometimes, this turns into an excuse. It’s fine to be at a low point, and it’s fine for that low point to last as long as it needs to. But eventually we’ve got to start crawling our way out. This is different for everyone, there’s no universal answer and anyone who tells you otherwise is trying to sell you something. I can only tell you what works for me, and hope it helps.

Carving out a dedicated writing time helps me immensely. Every day at whatever-O’clock I’ll commit to sit down and write. Plus, I’ll give myself an increased word goal, nothing too far out, but something within reach. And over time I try to slowly increase it. Usually, these two things together help get me back on track. Whenever my word count suffers, it’s almost always accompanied by a frantic hyper-focused worry about This Month’s Negative Thing. And my writing schedule during these times fluctuates, chores and everything else seemingly rising in priority.

That’s when I get in the Writing Vault and shut the door. Carve out that time with an iron will. Setup turrets that will pelt any intruder with a fusillade of nerf darts. No one can withstand a nerf dart barrage. The routine gets me back on track, it becomes like brushing your teeth. Just another thing you’ve got to do, otherwise ick.

That’s what helps me. Maybe it’ll help you, or maybe it won’t. Everyone’s process is different, but I hope this can at least point you in the right direction.