Video interview with long-time Tales/Star Ocean composer Motoi Sakuraba & release of the Star Ocean The Second Story R original soundtrack on sale now!

Since there were two related stories that I wanted to share, I’m bunching them together into one piece. Let’s take a look at each one separately.

▶︎ The Composer of STAR OCEAN THE SECOND STORY R: Motoi Sakuraba Interview

Prior to the release of Star Ocean The Second Story R this past week, composer Motoi Sakuraba sat down with the guys at Square Enix to give this really nice interview, which is hard-subbed in English.

(Below is a transcript from this video.)

Why did you decide to become a professional musician?

I’ve always loved performing, since I was in high school, and it’s almost like I can’t do anything besides music. I’ve felt this is the only thing I’m meant to do, which led me to pursue music professionally.

What influenced your music?

Until high school and college, I was actually a part of a hard rock cover band. Specific bands that influenced me were DEEP PURPLE and Whitesnake, as well as a prog rock band called UK, and King Crimson.

How did you come across game music?

I was originally a session musician, but it’s difficult making a decent living as one. I’m sure you’ve seen listings for part-time jobs in magazines before, right? I came across one for a gaming company, and that was when I decided to apply.

What propelled you to work a part-time position at a gaming company?

I didn’t know a thing about video games, but applied for the job anyway because I wanted to make a living through my music.

What was your first job in the gaming music industry?

My first job was a game for the PC-98. The music needed to have a limited number of notes, and because I’ve never listened to music like that before, I found the experience to rather novel and intriguing.

What was difficult about your first job?

The most difficult part was the fact that I couldn’t use chords, and had to play each note separately. I certainly struggled because as a keyboard player originally, I had a habit of relying on chords.

How did you come across Star Ocean?

There used to be a game developer called Wolf Team (now Namco Tales Studio) that I used to be a part of and made games with. When some members went independent, the first series they created was Star Ocean. Those ties eventually led to me making the music for the series.

What does Star Ocean‘s music mean to you?

I feel it allows me to showcase my most natural self, especially because there aren’t many titles that allow me to use synthesizers. There are many RPG games out there, but I don’t think many allow you to venture into space, while also providing an experience packed with fantasy and sci-fi elements, so overall I feel like the series really fits me well.

How do you approach music composition?

It depends on the song, but if I can get a hold of the script and gameplay footage beforehand, the harmony and melody comes to me at the same time, as I immerse myself into the footage. If it’s an area where civilization is perhaps less advanced, I might utilize more acoustic instruments, whereas if the civilization is more advanced, I might try to use synthesizers–specifically, digital synthesizers–as much as I can.

What’s something you’re attentive about when composing?

Back in the day, there were only eight available polyphonic tones and the memory size for tunes was much smaller. At the time, I was also creating tunes, so I recall things were incredibly difficult. For example, if there were ever a silent 4-bar segment within a song, I had to fit in a different tune to meet the required polyphonic numbers. As such, if you ever examined the raw data, it’s extremely complex. In an oboe part, I made a program change and suddenly include a timpani part, but those adjustments were needed to make the tracks fit within eight polyphonic song.

How has incorporating stringed instruments affected the music?

While some of the arrangements are close to the original tracks, some [of the new tracks] incorporate string instruments. I hope you would enjoy the expanded range of expressions that comes from it.

Which tracks do you personally like?

Since I’ve always loved band music, my favorite tracks are definitely the battle and boss tracks.

What is the most important thing to keep in mind, when composing music?

In games, I always consider the player to be the most important, so I try to make music that doesn’t interfere with the user’s gameplay experience as much as possible.

How do you approach music composition within a changing landscape?

The approach to composing music hasn’t really changed. There are some differences in the sense that we can utilize more numbers of notes compared to before, but I don’t think the fundamental process of composing a melody or harmony has really shifted.

How do you express your personal individuality through music?

I’m often asked that question, but I don’t know myself. It’s not something I’m particularly conscious about while making music. Maybe my individuality shines through because I’m not conscious of it; either way, I’m not really sure.

What’s a challenge you’d like to take on moving forward?

I’d love to work on a game that incorporates more performative music. Maybe a song that includes an improvised piano segment, or a game that utilizes band music… those would be projects I’d love to experiment with. When it comes to Star Ocean specifically, my hope is that the series would continue to do well into the future, and that I can also continue working on its music.

Star Ocean is an incredibly fun RPG, featuring a ton of gameplay elements. There’s a wide breadth of music as well, so I think you’ll enjoy it. Please give it a try!


Next up, we have some additional details on the new original soundtrack for Star Ocean The Second Story R, which is ON SALE NOW for 4,180 yen / $37.99!

  • You can listen to clips from all tracks and purchase here.
  • And here’s the teaser video for the soundtrack:

TRACK LIST

▶︎ Disc 1

  1. At the crack of dawn
  2. Silent the universe
  3. Feel refreshed
  4. A feeling of oppression
  5. THe venerable forest
  6. Electrical dance
  7. Stab the sword of justice
  8. Strike your mind
  9. Pure a stream
  10. Mist began to form
  11. Field of Exper
  12. Weathercock
  13. Rescue operation
  14. Cuddle
  15. A crisp morning
  16. Shower of blossoms
  17. Sacred song
  18. The bonds
  19. Walk over
  20. Misty rain
  21. Moderate
  22. Heraldic emblem

▶︎ Disc 2

  1. Dynamite
  2. In a lightsome mood
  3. Breath of air
  4. Discord
  5. The Colosseum
  6. Pyroxene
  7. Ome of hope
  8. Ceremight
  9. Invasion
  10. Intangible body
  11. Look forward
  12. KA.MI.KA.ZE
  13. Decisive battle
  14. The Climax of the tower
  15. Mysterious dreams
  16. Trumpet 1
  17. Trumpet 2
  18. Electric Piano 1
  19. Electric Piano 2
  20. Harmonics 1
  21. Harmonics 2
  22. Harp 1
  23. Harp 2
  24. Cembalo 1
  25. Cembalo 2
  26. Organ 1
  27. Organ 2
  28. Shamisen 1
  29. Shamisen 2
  30. Violin 1
  31. Violin 2

▶︎ Disc 3

  1. A quirk of fate
  2. The time light of dusk
  3. Desert island
  4. Lose one’s illusions
  5. Hydrangea
  6. Field of Nede
  7. Endlessly
  8. Teary
  9. Breezy afternoon
  10. Deadly hatred
  11. Tender spot
  12. Theme of RENA (music box)
  13. Theme of RENA
  14. White the heart
  15. Let’s walk in a parade
  16. Come on Bunny
  17. Fortune teller
  18. Cooking Master
  19. Mission to the deep space
  20. Shiver

▶︎ Disc 4

  1. Tengency
  2. Invade
  3. Fight to the last
  4. Beast of prey
  5. Mighty blow
  6. The incarnation of devil
  7. The ultimate terror
  8. Can you say Yes with eyes open
  9. Integral body and imperfect soul
  10. The fateful moment
  11. Resolution
  12. We form in crystals
  13. Live in plenty
  14. STAR OCEAN forever
  15. Timpani
  16. Orchestra
  17. Merry harbor

▶︎ Purchase from the links below


You can also listen to a couple of the remastered tracks on YouTube here:

  1. The venerable forest (SO2R Ver.)
  2. Pure a stream (SO2R Ver.)
  3. Deadly hatred (SO2R Ver.)
  4. Shower of blossoms (SO2R Ver.)
  5. Cuddle (SO2R Ver.)
  6. Field of Exper (SO2R Ver.)
  7. At the crack of dawn (SO2R Ver.)

Taking a Closer Look at Star Ocean The Second Story R Remaster

Rena and Claude on the overworld map.

Star Ocean The Second Story R was released worldwide this past November 2nd. Originally developed by tri-ace and released by Enix (now Square Enix) on the original PlayStation in 1998, this new remake/remaster was developed by Gemdrops, breathing fresh new life into what had been considered the heart of the Star Ocean franchise. Some fans are even hoping that this latest release will remind everyone of when the series was performing at its highest potential. As such a beautifully put together 2D/3D hybrid, fans are also hopeful that Square Enix to continue this trend by giving other lesser known or seemingly forgotten and abandoned titles the remake treatment.

2D Rena running through a 3D village.

Going from personal experience, one of the main things about the original PS1 game was definitely the music, and with this new release, you are able to select which soundtrack you’d like to listen to: the original or the updated arranged tracks. Since the original tracks hold more nostalgic meaning for me, I chose the former, at least for the first play through. And rest assured that the new soundtrack is great if not better than the original with new arrangements by Motoi Sakuraba.

In addition to the music, you are also able to select between three voice recordings:

  1. Japanese voice from the PSP release (Star Ocean: Second Evolution)
  2. English voice from the PSP release (Star Ocean: Second Evolution)
  3. New voice recordings from the original PS1 cast

Although he plays a relatively minor character, you should recognize the painfully familiar voice of Bowman, whose performance was by the late Keiji Fujiwara, also known for his work as Reno in Final Fantasy VII Advent Children and Final Fantasy VII Remake as well as his performance as Ardyn in Final Fantasy XV, among many others.

Here are a couple points to watch out for in the new remaster:

  • The combination of the 2D sprites in the realistic 3D backgrounds will surprise you in a good way.
    At first, you might feel a slight sensation of disconnect, but once you get used to it a little, you’ll begin to realize how well the 2D sprites mesh with the new 3D backgrounds. Its this fusion between the two types of graphics that make me very hopeful for other niche RPGs to get the same remake treatment like this.
  • It may be an older game, but it’s easy to play and has plenty of things for you to do.
    Some might think that since this is an older game the gameplay is going to be sluggish or clunky, but there’s absolutely nothing to worry about here. It plays exceptionally well and is right on par with modern RPGs. There is also so much character customization in this game that you could spend a considerable amount of time planning and structuring your party.
  • Different versions of the character profile illustrations can be switched in the status menu.
    Select between three types of character profiles from the original PS1 version, the PSP SE version, or the new SO2R version.

It is plain to see, from beginning to finish, that this is a meticulously crafted game that pays close attention to details in terms of visuals, voice acting, the soundtrack, and many other aspects, ensuring that it preserves the cherished memories of those who have experienced it. Not everything can stay the same, however, and one of these areas that received the most fine tuning was the battle system.

Like in many other games of today where battle systems utilize a sort of stagger meter or shield gauge in which enemies will be temporarily weak for a brief moment, SO2R utilizes a bar of four shields, and once all of these are extinguished, the enemy will enter a BREAK sequence in which they will be vulnerable to attack with greatly lowered defense.

Another nostalgic area in the game is with the Assault Action system in which you can locate secret items spread throughout the world of the game that will allow you to briefly summon characters from the other Star Ocean titles.

There is also the new Bonus Gauge where you collect spheres that are dropped by enemies in battle, giving you various bonus effects for as long as you can keep the active Bonus Gauge status. Perish in battle or get ambushed into a back attack battle will reset this gauge and you’ll have to start over again, but it generally doesn’t take too long for it to fill again.

It may be impossible to modernize every aspect of the original game, and there will always be individuals who have their own personal preferences. Even so, this could potentially be the optimal way to enjoy the story on modern systems today.


Thanks, Inside Games.
©️SQUARE ENIX 1998, 2023. Original version by tri-Ace.

Square Enix releases brand new trailer for Star Ocean: The Second Story R

As the November 2 release date quickly approaches for the full remake version of Star Ocean: The Second Story R, Square Enix has released a brand new trailer that shows off much more of the game in addition to character illustrations and background information on all the villains that appear in the title.

Originally developed by tri-Ace and published by Enix (now Square Enix), Star Ocean: The Second Story was released for the PlayStation 1 on July 30, 1998 in Japan, followed by its North American release on May 31, 1999 and in Europe on April 12, 2000. The title is just one of many in the franchise to be scored by famed composer Motoi Sakuraba.

Although the Star Ocean franchise has seen six official releases, The Second Story has always seemed to be the fan favorite, getting a PSP port. in 2008/2009, as well as PS3, PS Vita, and PS4 ports in 2015. It also received an animated TV series produced by Studio Deen that aired 26 episodes on TV Tokyo from April 3, 2001 to September 25, 2001.

Star Ocean EX OP theme “To The Light” βy Amika Hattan
Star Ocean EX ED theme “Hearts” by Saori Nishihata

Star Ocean: The Second Story was also released in manga form, written by Mayumi Azuma and released in Square Enix’s Monthly Shōnen Gangan from 1998 to 2001.

▶︎ The Ten Wise Men

Since I haven’t played the game since its Western English release, I just realized that most of the character names of the villians have been changed from their original angelic names to names with less religious connotations.

Here’s a quick rundown of the baddies with their new illustrations:

Gabriel
Lucifer
Michael
Haniel
Metatron
Zaphkiel
Jophiel
Zadkiel
Camael
Raphael

▶︎ Characters from past titles make a comeback

With the special “Jewel” item, the player can access a new mechanic called Assault Action in which you can summon the aid of characters from past titles in the franchise. But you have to locate these jewels first! They will be spread throughout the game, so this is a nice new addition to the remaster.

▶︎ New Game +

Once you defeat the final boss, you will be able to start a new game through the New Game + function, which will allow you to carry over all the items that you’ve gathered up until that point as well as your gameplay progression such as player level, SP/BP, and skill level. You can then start a new game with either of the two main protagonists, Claude or Rena.

Things that will not carry over include the following:

  • Fast travel points
  • Synard acquisition, PA progress, and opening treasure chests will be reset
  • Valuable items and story-related items
  • Pick pocket usage status
  • Special move / emblem technique status


Thanks, Gamer.