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- Stories From Sol: The Gun-Dog Review - After The War Is Over The Adventure Begins
Sunday, April 6, 2025
Genre – Sci-fi, Mecha Play Time – 7 hours Developer – Space Colony Studios Steam VNDB
Into The Depths Of Space
Drawing
from 80s sci-fi stories and anime aesthetics creates a powerful first
impression and opens up a wide array of genre ideas to play off.
This foundational choice of direction defines much of Stories From
Sol’s narrative and mechanic features for both good and ill. It
fully embraces the pulpy spaceship fantasy of the era with a suitably
dramatic roller-coaster which sees its cast face all kinds of
shipwide calamities. Each one of the crew has their own distinct and
conflicting personalities and these lead to a variety of entertaining
tensions and clashes from minor headbutting to those endangering
everyone. Focusing on a PC-9800 artistic style results in an
imaginative exaggeration of the period that plays into the best
elements of the period in everything from mecha design to classy
chiptune tracks. However, in embracing the period it has
inadvertently brought onboard some of the issues of game design from
the period in is adventure game parts. They suffer from the obtuse
nature of the genre and this impacts what is otherwise a well paced
experience. Then there are the problems with the writing in terms of
consistency and resolution which rear their heads in the later
sections of the story. Is the strong design direction enough to
overcome these weaknesses? Let’s jump into our mech and find out.
Captain I Think We Have A Problem – Narrative and Themes
From
the moment the player steps into the Gun-Dog, the game does
everything it can to sell the ship as a lived in place worth caring
about while still being just another run-of-the-mill military vessel.
Each location has a specific member of the crew associated with it
and they can be visited at any point for short conversations about
the current situation or just some small talk. In doing this the game
provides each space an identity and functionality through how its
cast interact with it from the Chief's tinkering in
engineering to Vanessa’s constant power plays on the bridge. The
ship gains a collective character despite its regular lines and metal
panels and it is a pleasant place just to exist within and invests the
player in its safety to mirror the protagonist’s role as head of
ship’s security. Later in the title when you visit another ship of
the same class this familiarity is cleverly turned on its head as the
spaces once filled with personality assume their natural cold metic
nature to make it clear this is not home. This build up of the ship is
important since once events start to be put in motion the player will
be strapped into a roller-coaster ride which will not stop until the
credits roll. There is a good variety of types to the drama and
action from high octane fights in mechs to tense sleuthing with
enemies breathing down your neck. It never rests on any one of these
for too long as each are given the exact amount of time needed for it
to feel complete before being replaced by the next narrative beat.
The results is a pulpy feeling story which plays into all the right
notes from the period it is drawing its inspiration and it
understands what made the peroid appealing while avoiding all of the
elements that have not aged so well. In many ways its is a rose
tinted glasses version of a story from the time, but it does not ever
come across as self-indulgent and instead as an honouring of an older
kind of sci-fi.
It
is disappointing then when this roller-coaster comes to a juddering
halt as the game enters its finale. The factors which make this
conclusion feel weak stem from the way it neither offers proper
resolution nor sets up anything concrete for the future. By far the
biggest sin the game commits in is the way it tosses aside the crew
of the Gun-Dog who are given a moment or two of screen time before
being unceremoniously shoved into a metaphorical bin. They were the
heart of the experience up until this point so not having a proper
send off makes for a hollow note to end on. Then there is the way it
hurriedly resolves the main conflict while not actually providing any
solid answers about what is going on. Coupled with the fate of a number
of characters being uncertain by the end and the result is an
unpleasant taste in the mouth of a player hoping for some kind of
resolution. It does not even function as a cliffhanger since it is
too vague to feel dramatic while also lacking any sense of where this
will lead or what it means for the future of the cast. Overall, it
feels like the ending was rushed out of the door either because of
budget or time constraints and big chunks of it were cut so what is
left has holes in it which sour the experience.
A
more minor criticism is game’s inconsistent presentation and
understanding of how space works and in particular how deadly it is
for humans. For example, at one point they enter a ship which has had
its atmosphere removed and yet all this does is cause the crew to
asphyxiate with no mention of how the change in pressure and
temperature might influence the bodies. In and of itself this is not
an issue, since this work is clearly not aiming to be grounded
sci-fi, but rather how it is inconsistent with its established rules.
One moment you will have characters wearing spacesuits and another
you will have characters jumping through the vacuum of space in their
normal clothes. This is a bit of nit pick, but the game is filled
with these kinds of inconsistencies and they build up to be
distracting from the core experience.
A Motley Crew – Characters
Any
story focused around a ship needs a crew with good spread of
interesting personalities and Stories From Sol
truly delivers on this for the Gun-Dog. The breadth of characters on
offer serve a series of important functions in such an isolated
setting where they occupy the majority of what the game’s narrative
has to work with. On their most basic level they provide a sense of
the wider universe which the game does not otherwise address since
their different viewpoints speak to where they came from. The brusque
Chief clearly comes from a vastly different background to the bubbly
Cassandra and they both contrast with the laser focused Dylan. While no
specifics are ever given to their lives before being assigned to the
Gun-Dog, outside of a crumbs here and there, the player can easily
draw conclusions about what the world beyond is like. Their strong
identities make them easy to remember and recall quickly which is
important given how quickly the game moves in its later parts. As
events spiral to their conclusion it is good to have a simple frame
of reference so the player immediately knows how each event is going
to impact the characters. Crucially their personalities constantly
clash against one another in dramatic and entertaining ways
reinforcing the idea of them as individuals with their own aims and
values. Their interpersonal interactions form the backbone of a lot
of what makes the game’s moment to moment so engaging as they
bounce off each other in fun and sometimes dangerous ways. The
Gun-Dog’s crew have just the right amount of depth while also being
memorable to make them the most enjoyable part of the entire game.
Retro Is The New Future – Visual, Audio and Technical
Style
appears to have been at the top of Space Colony Studios’ list of
priorities and it oozes from every inch of the game’s presentation.
Its artistic vision is one which emulates the limitations of
classical hardware through the flexibility of modern technology to
create a larger than life vision of this era of games. What this
means in practice is intricate pixel art images which lean into the
PC-9800 sci-fi aesthetics to form a space where their angled nature
can feel right at home. There are lots of nice touches that help sell
the spaceship and characters with the most prominent being the motion
on constant display. Each portrait has their own selection of emotive
movements matching the character's personality while backgrounds and CGs have
dynamic elements that change to reflect what is going on in the
story. Character portraits even have three different versions
which change their colour and the complexity of their designs to more
directly resemble their inspiration. The soundtrack follows a similar
philosophy with its chiptune music embodying an upbeat and energetic
tone. While it is not without its darker and serious tracks, the
general feel of the music is one focused on the idea of a big space
adventure and how cool all of this is as it looks longingly at the
giant mechs and fantastical ships. All-together this style creates a
consistency to the experience and further pushes the core feelings present in the narrative.
As
for the gameplay which lives alongside the narrative, it is a solidly
built adventure game with little beyond what you would expect from
the genre. It offers the player the option of one of several
commands, such as look and use, to interact with the environment and
progress. The visual novel narrative is the focus here and the
adventure game parts are a means of pacing the player while giving
them something to do with their hands in between key plot moments.
However, it does suffer from one of the common pitfalls of the genre,
unclear progression. What this means is the course of actions
required to progress operates on a logic which is not immediately
apparent and this leads to confusion and a stalling of the
experience. Stories From Sol does not have the esoteric solutions
present in many of its peers, but it does have moments where the
player is required to perform actions on things seemly unrelated to
the matter at hand. None of these are going to stall a player’s
progress for any extended period of time and yet their repeated
presence does lead to some frustration.
Conclusion
When
a game knows exactly what it wants to be and directs everything into
it, the result is a vivid and memorable title as it is with Stories
From Sol. Focusing solely on selling this 80s style spaceship fantasy
gives it the ability to craft a roller-coaster ride of drama and emotions
with a strong sense of direction. Its characters are large and
contrasting, allowing for all sorts of interesting interactions and
conflicts to naturally arise. The retro mix of pixel art and chiptune emulate period styles while using the advances in technology
helps create striking locations and emotive characters. While the
ending does feel rushed and there are issues with its adventure game
parts, none of these overshadow the game’s wholehearted commitment
to its vision.
Verdict –
Vivid 80s style and a strong vision craft an unforgettable sci-fi
story with lovable characters and suitably pulpy drama. However, the
lacklustre ending and the pitfalls it inherits from adventure games
do bring down the title’s overall quality.
Pros -
+
Knows exactly what kind of experience it is and firmly sticks to the
best elements of 80’s sci-fi while avoiding the parts which have
not aged well.
+
A roller-coaster of a story which sells the spaceship fantasy in a
suitably dramatic manner.
+
Its characters are an endearing spread of personalities who
constantly rub against each other in this boiling pot of a ship.
+
Having a strong retro aesthetic and musical direction makes each
moment a feast for the senses.
Cons -
-
The ending feels rushed and has neither the conclusiveness to
satisfying nor the impact and set up needed for an engaging
cliffhanger.
-
Suffers from some of the classic issues with adventure games relating
to their sometimes obtuse requirements for progression.