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- Sunrider: Liberation Day Review – Freedom Is Within Reach
Sunday, July 6, 2025
Genre - Sci-fi, Action, Mecha Play Time - 14 hours Developer - Love In Space Steam VNDB
Welcome Aboard Captain
Of
all the games in the Sunrider series this was by far the most
controversial on release and saw a major revision to its ending as a
result. It is now a well regarded entry yet the scars of this change
are evident in many subtle ways. Throughout the story there is an
effort to up the stakes to provide a more dramatic experience than
Mask of Arcadius and it takes an even broader picture view of the war.
The crew of the Sunrider return in all their amusing glory as their
conflicts and relationships continue to grow in the face of
adversity. Mechanically this continues to utilise the turn based
tactics systems of Mask of Arcadius which remain enjoyable even if
you can feel them reaching their limits. All of this is presented in
a complete package of visuals and audio that perfectly capture
the fantasy of being a starship captain. Then there is the issue of
ending and the lack of player agency, these hang over the later parts
of the game even in its transformed state. However, are they enough
to undermine the sci-fi adventure this title is built on? Let’s
engage the warp drives and find out.
Fighting On New Fronts – Narrative And Themes
Picking
up seconds after the plot twist ending of Mask of Arcadius puts the
player right back into the action and sets up the tone for what is to
come. As the war between the Alliance and Pact enters its next stage
and the scale of conflict threatens to swallow the Neutral Rim. It is
a narrative with a lot of forward momentum where everything seems to
be pushing towards an inevitable climax as if guided by unseen hands.
Alongside this is the promise of an end to the war which is a
constant presence throughout the game as the characters dream of what
they will do after the liberation of Cera. These thoughts act as
a means of distracting the player and lulling them into thinking they know
how this will all end. Despite being revealed to the world the
Prototypes still hold the reins of power over the galaxy and their
madness and machinations make for a great contrast to the big space
battles. They combine well with the rising personal conflicts between
the crew with Asaga growing increasingly suspicious that her best
friend Chigara might be one of the Prototypes. Creating these rifts
and slowly pacing out character moments helps the title not lose
sight of the people fighting this war and the cost for them both
physically and mentally. The consequences of the player’s actions
in the first game contribute a lot to this feeling of personal
involvement with some like Ava’s appearance being constant
remainders of the scars left behind by this conflict.
All
this is good until the later half, and in particular the original
ending, where Liberation Day makes a few choices which rubbed some
players the wrong way. Chief among these issues is the presence of
a forced romance despite the previous game giving the freedom to
interact with cast however the player wanted. Obviously if you liked
the character in question then there would be no issue, but many
people did not and felt betrayed by such a substantial change to the
direction of the series. Narratively this forced romance exists for
the purposes of creating a conflict between the cast and setting up
the big plot twist. In the context of Kayto Shields’ personality
and character arc this choice makes sense, the issue is that up until
this point the line between the player and Shields has been
deliberately blurred to allow for a self insert angle. As such this
adds a friction between the two not present before. The original ending
was a plot twist which was sudden and over quickly while leaving the
fate of the cast up in the air in an inconclusive fashion. On its own
this may not have been a problem since this is the very nature of
cliff hanger, but when combined with the forced romance it compounded
the loss of agency and pushed it over the boiling point. The
resulting backlash led to quite considerable changes as the
developers tried and put out the fire. These include an expansion to
the original ending so it is no longer such a cliff hanger and an
entirely new and separate what if chapter focused on heroines. However, they do not change the fundamental structure
and railroading and are instead attempts to soften the blow. Whether
you are okay with what Libration Day is at its core and the
concessions it made will determine how much enjoyment you will get
out of it.
Motley Crew – Characters
The
old cast returns with their suite of strong personalities from both
the crew and the various factions. They form the majority of the
characters and make for an experience which feels like the direct
continuation it is and as such their arcs develop here in much the
same way as before. Each crew member is afforded the time to move
their arcs forward in a meaningful way and it adds to the sense that
the Sunrider is a small community. Of them, two in
particular are given the majority of the screen time, Asaga and
Chigara since their conflict drives much of the crew’s internal
struggles. As Asaga descends into a pit of hostility and paranoia
about Chigara’s allegiances, her actions become similarly
problematic until it all boils over into an open clash. Watching this
descent slowly and inevitably creeping up, much to Shield’s
ignorance, is the most compelling through line present in the
narrative. It is the fall of a character the player has come to like
which gives it a power the abstract and grand war could never have
and makes for a perfect complement as they build up alongside one
another. There are a few new characters in the form of the Prototypes
with distinct personalities who are added in order provide substance
to their motives and identity. While they have relevance to the plot,
their relatively small amount of screen time leads to them feeling
hollow and they seem to exist to explain their plans to the player rather
than being entities with any depth beyond simple antagonists.
War In The Final Frontier – Visual, Audio and Technical
Visually
there has been a much need upgrade to both 2D and 3D art assets from
those of Mask Of Arcadius. Everything is more vivid in the game’s
depiction of this larger than life sci-fi universe and it makes sure
to push this new coat of paint into the player’s face as much as
possible. There are no dramatic redesigns so it all comes across as
what these characters and places were originally meant to look like
and that vision has just been allowed to make itself known. As you
might expect it also continues to reinforce the space captain fantasy
through its bright and spacious interiors and grand space battles.
The soundtrack contribute to this feeling with music which ranges
from emotional to empowering wrapped up in the common sense of a
space adventure where great deeds will be accomplished. This upgrade
and increased focus on the idea of the space captain as a heroic
figure were needed since Mask of Arcadius was on the weaker side in
terms of its visuals and it was already pushing these ideas but they
needed the more complete package of Liberation Day to properly
mature.
As
for the turn based tactical mechanics, there has been little in the
way of changes made outside of the streamlining of unit abilities to
make more sense within the system. A few new enemy types have been
added to mix to ensure the experience gives the player something new
to consider in their calculations. Beyond this change, it remains a
well formulated means of presenting the space battles and the
characters’ part within it. Every unit has a defined role on the
battlefield and they mesh together to create a series of engaging
tactical choices. The enemy
units inspire a similar response as they work to counter the player’s
decisions and demand certain targets be prioritised in back and forth
exchange of fire and abilities. However, Liberation Day marks the
extreme of what this system is capable of doing as the game struggles
to add complexity and difficulty as the playtime rolls on. The later
sections are characterised by unit spam or inflated health pools in
an attempt to challenge the player. Instead it just feels drawn out
and cheap compared to the earlier stages and results in the mechanics
ending on a weak note.
Conclusion
Liberation
Day is an interesting transitionary phase in the series where
elements of the old rub up against the change in direction. It
successfully raises the stakes and transitions the war to its next
phase in a manner which builds off the established world in entertaining
ways. The characters remain the same driving forces for the narrative
as before and are given the space they need to continue their growth.
Improved visuals and audio design further the space captain fantasy
with a vivid depiction of this sci-fi setting. While the mechanics
mostly adhere to this trend of improvement, it is clear that they
have reached their limit in terms of complexity and difficulty. Then
there is the railroading of the narrative and the forced romance
which feel contrary to the emphasis placed on player choice by Mask
of Arcadius. Overall, this is still a strong entry in the franchise
even with the problems it has implementing its new ideas.
Verdict –
Another strong entry in the Sunrider series which continues its
grand narrative and loveable cast while giving it a new coat of
paint. Even if it does stumble in implementing its new ideas.
Pros -
+
Ups the stakes and builds off the established narrative in
interesting ways.
+
The cast remains entertaining and deeply human as they continue their
character growth.
+
Improved visuals help sell the space captain fantasy in a new light.
Cons -
-
A forced romance and reduced player choice can make for a sense of
whiplash after Mask of Arcadius.
-
While the gameplay still remains fun to engage with, it has clearly
reached its limit and resorts to inflated heath and numbers to
compensate.