Genre
– Sci-fi, Post-apocalypse, Journey Play Time – 7 hours Developer – Key Steam VNDB
How
To Make A Human
Key
has an interesting fixation with robots and AI and Stella Of The End
marks their third notable attempt to address this subject matter.
While their games all use it to showcase something about humanity, using the
machines as a mirror, each individual title takes a different angle
in how it tackles the ideas it is handed. Stella Of The End chooses
to utilise a post-apocalypse where giant city sized robots roam the
earth and tackles them through the innocent android eyes of Philia
and the jaded human eyes of Jude. If this sound vaguely familiar then
you would be right since it bares more than a passing similarity to
one of Key’s other games, Planetarium, which is held up to be one
of the classics of the medium. This is not a one for one recreation
of that emotional title, but Stella Of The End tries to leverage its concepts
and character direction for similar ends through a longer and more action
packed narrative structure. Does Stella Of The End live up to its
predecessors legacy or is it an echo of the past like the ruined
cities its characters explore? Let’s journey alongside a cute
android girl and find out.
Journey
To The End Of The Earth – Narrative And Themes
For
Stella Of The End, the journey is far more important than the
destination. This is a tale of two individuals' travels and it plays
out in a series of episodes each detached from the others in a new
area. Together they showcase the extremes of this world for the darker
parts of humanity to the good in people’s hearts to the beauty of
the abandoned ruins. Having a flexible framework where no consequence
matters for more than that chapter gives the game room to place the
duo of Stella and Jude into situations where they are forced to
reveal more about themselves and grow without worrying about how the
greater plot will be effected. These come in many different forms
from dangerous encounters with hostile humans to the robotic remnants
of a golden age, but they all provide opportunities for Jude to pass
on his worldly wisdom to Philia and receive some of his lost
innocence in return. Their relationship is the core of the narrative
as the only continual element in the chaos. However, on top of
this is an ever present sense of wonder at the world, a feeling that
no matter how ruined or terrifying it might be there is always somewhere you can just stop and admire. It does an excellent job of
counterbalancing the serious sections of the narrative in order to
keep the game from becoming too brooding or oppressive. This sense of
beauty also has a downside in the form of a poor understanding of
just how fragile human creations are and how they do not survive long
without constant maintenance. For some locations such as the mega
city the pair pass through, this is acceptable since there are clearly
robots keeping it in some functioning state, but there are many other
areas which have clearly been abandoned for some time with nobody
taking care of them and yet are still in near pristine condition.
This ends up being distracting when the characters treat this as
normal and makes it feel as if the developers have a poor
understanding of the subject matter their work is centred around.
|
Singularity Machines are wonderful and strange titans
|
AI
and Androids as a stand-in for humanity and innocence is an
immediately obvious thematic element from the moment Philia opens her
mouth. She behaves like a new born child to whom the world is magical
and people are all inherently good and over the course of the game
this view point is challenged. This is the big common theme Stella Of
The End shares with the other Key titles featuring robots, but unlike
them it also has more unknowable and alien AIs in the form of the
Singularity Machines. These behemoths operate on an axis of logic a
human mind cannot fathom and their destructive wake is done from
reasons known to only them. As such they are the objects of fear
throughout the game forming a duality with the decidedly easy to
understand Philia making the player question exactly what it means to
be a machine and the extent to which Philia’s intentions are truly
known to them. In many ways the robotic entities form
another duality with the chaotic but understandable humans the pair meet along
the way. Although they might be dangerous and violent, there is an
easy to comprehend reason for their actions which the player can empathise with or
at least find parallels to it in the world around us. By showing the
two extremes of creator and created it can use them both to help
Philia and Jude develop as characters while giving the player some
meat to chew on when the consider what this post-apocalypse says
about their own lives and the march of the technology.
|
For the most part this world is well thought through
|
Developers
form a brand image through the kind of games they create and Key is no
exception with them choosing making people cry as their core identity.
This emotional gut punch is a double edged sword since it can
provides a much need catharsis to their narratives, but at the same
time it makes the fate of its characters extremely predictable. It is
this issue of foreknowledge that proves to be the thorn in the side
of Stella Of The End. Philia and Jude are the only two characters of
note in the story and as such it is obvious from prior Key titles
something bad will happen to one of them. There is not even much of
an attempt to hide this within the context of the game itself with it
layering the foreshadowing of the tragedy on thick. Here in lies the
problem, this lack of subtly and blatant pandering to expectations
clashes against the emotive beauty and strong thematic elements. It
is as if a person is talking quietly in one ear and then suddenly
switches to shouting when they get too excited. Due to the game’s
shorter length, this noise is intently focused rather than being
spread out over a multiple routes and it does a good deal of damage to a
player suspension of disbelief when the game itself cannot do the
same.
On
Man And Machine – Characters
Having
a narrative so focused around a journey means the pool of characters
the player has to latch onto is small since most will disappear as
fast as they pop up. This makes it important that the main cast is
engaging and easy to feel for, which is something Stella Of The End
does with flying colours through Philia and Jude. They are opposites
to each other and often clash with Philia’s innocence and desire to
help people rubbing up against Jude’s cynical and world-weary
approach to the dangers they face. Neither is entirely right in their
views on the world they inhabit, but at the same time they both make
valid points which draw upon ideas and beliefs the player will be
familiar with in their lives. Despite their conflicts they have an
undeniable bond which can be tracked as it forms slowly over the
course of the game creating something the player can see progressing
and latch onto in order to care about their trails and triumphs. Further
reinforcing this connecting is the banter the pair share over their journey, it starts out awkward with neither one being
sure of the other's limits, but as they grow and become more
comfortable in each other’s presence it is perfectly reflected in
how their interactions evolve. The cherry on top is the way they
represent the thematic ideas the title wants to present without
compromising their identity or being too in the player’s face.
Instead they carefully walk the line between their two roles by
shifting in and out of presenting these themes as and when the plot
demands it in order to retain the sense that they are people rather
than narrative devices.
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Don't listen to him, deers pack a nasty kick
|
When
it comes to the rest of the cast it is much more of a mixed bag. Some
fair reasonably well by being simple background characters who
require no additional screen time or by having a complete and short
character arc during their appearance. However, there are many who
due to the lack of screen time they get from the episodic structure
end up feeling half baked and provide the player little reason to
care about them. Take Willem Grosvenor for example, he is the person
who gives Jude the location of Philia and hires Jude to deliver her
to him kickstarting the events of the game. He is crucial to the plot
and makes appearances at the end of most episodes and yet he comes
across as extremely flat, he is mysterious old man with an obsession
with AI and androids and he never develops beyond this simple
archetype. Given his importance this lack of interesting aspects puts
him in direct contrast to the brilliance of the main pair and he ends
up feeling like a stock cryptic character with nothing going on
behind he vague words. Other characters follow this trend and lack
anything to hold the player’s attention and feel like gaping voids
in this otherwise thoughtful and emotive tale.
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Oh so mysterious (Rolls Eyes)
|
After
Humanity Is Gone – Visuals, Audio And Technical
In
a visual novel so focused around a sense of place and characters,
presentation is key to ensuring they can be properly expressed in a
manner pleasing to the player. Here Key gets to flex its higher
budget and years of experience to create a seamless and immersive
world. The soundtrack aims for the atmospheric rather than the
memorable with understated synth melodies shifting into heart pumping
smooth actions tracks. Sound effects are similarity geared towards
keeping the player firmly in the moment with the rustling of
equipment or the subtle opening of a door which give the player an
audio outlet to match what is going on in the story. Of course the
visuals are excellent with a wide colour palette from the muted greys
and browns of the surviving human settlement to the neon blue glow of
the giant ruined technological metropolises. It is worth noting how
the art style wears its influences on its sleeve such as with Jude’s
outfit being similar to that of Sam from Death Stranding and there
are many other small nods over its play time. This allows Stella
Of The End to share a knowing look with the player without losing its
sense of immersion since they all have in universe explanations as to
why they look or act as they do. By far the design aspect which
stands out the most is the Singularity Machines, each distinct from
one another like they are individuals who are driven by an unknown
purpose carved into their very existence. They leave a powerful
impression and are used sparingly enough to maintain their mysterious
appearance throughout the game. In their totality the presentational
choices made by Key show why they have continued to draw in a
passionate audience even after all these years.
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Every inch of the art is a sight to behold
|
On
the technical side, Stella Of The End contains some useful features,
the most important of all being the ability to go to any
chapter in the story from the main menu. Due to this being a linear
visual novel with no choices these options effectively give the
player easy access to the entire length of narrative. This is key to
ensuring the game has some sense of replayability by allowing the
player to dive into the individual episodes they want rather than
having to play through content they have no interest in. It almost
encourages a highlights reel style approach to subsequent
playthroughs which the episodic nature of Stella Of The End helps
along through each section existing within its own self contained
narrative bubble meaning the player never feels lost or confused when
jumping in. Beyond this the title contains the standard suit of
expected functions and is surprisingly unremarkable when looking it
in its entirety.
Verdict
–
This emotional post-apocalypse presents an intriguing tale of AI
and humanity and their ever changing relationship as each reflects
back onto the other flaws. It is only held back by Key’s obsession
with its brand identity and a few weaker characters.
Pros
+
A wonderfully vivid world masterfully painted in both visuals, audio
and text.
+
Philia and Jude make for an entertaining dynamic duo who learn and
grow from their time together.
+
Uses its thematics to reflect the modern trend of AI and drives it to
ask questions about the nature of our own humanity.
Cons
-
Key’s obsession with getting the player to cry has become too
predictable and actively damages the experience.
-
Characters outside of the main pair are poorly developed and lack the
strength to maintain your interest.
-
Basic technical features that do the job and nothing more.