Atlus Games of the 2000s Codexery

Hoshigami: Ruining Blue Earth

A tactical RPG with coin-based magic and a steep learning curve.

Hoshigami: Ruining Blue Earth is a tactical RPG. MaxFive developed it, and Atlus USA published it in 2001. MaxFive also handled the 2002 Japanese release. The game skipped Europe and Australia. Arc System Works released a Nintendo DS remake, Hoshigami: Ruining Blue Earth Remix, in 2007.

Quick Facts

Developer
MaxFive
Publisher
Atlus USA (NA); MaxFive (JP)
Platforms
PlayStation
Released
December 10, 2001 (NA); February 7, 2002 (JP)
Genre
Tactical role-playing
Modes
Single-player

Facts from the source article.

Story

The story follows Fazz, a naive young man who works as a mercenary alongside Leimrey, a loner who uses a spear and sees little reason for humans to exist. Leimrey regards Fazz as a younger brother figure. Tinn, Fazz's childhood friend and secret admirer, was spoiled as a child and expects to get her way. Fazz meets a mysterious woman named Elena on his journey. Reuperl, leader of Nightweld's Royal Guards, hires Fazz and Leimrey to fight Valaim. Alveen is a knight of the Valaimian Empire who fights to restore his family's name. Gomes, a former mercenary who cut out Reuperl's eye, now lives as a merchant with the Tuchi Tribe. Blackthorn, commander of the Imperial Army that attacked Fazz's hometown, is unknown to Emperor Fernandez. The priest Silphatos joins Fazz with his own motives; the game's best and secret ending reveals him as the main antagonist and final boss. Villa, the Priest of Earth, advises Emperor Fernandez, whose decisions are influenced by him. Jacqueline leads a bandit clan in Gerauld.

Gameplay

Players raise a small army of mercenaries through turn-based tactical battles on a square grid with varied terrain. Game flow involves selecting locations on a world map, watching story interactions, then entering battle. On the story map, players equip items, teach skills, and train party members. Quicker characters act first; after a character's turn ends, they can spend RAP points to control when they act next. The magic system, called Coinfeigm, uses coins made from Manatite ore that contain elemental power originally belonging to nature spirits. Each coin has statistics for stored power and energy cost; coins start each battle at maximum CP and replenish over time. The Shoot System lets a character push an ally or enemy two squares in any direction. The R.A.P System governs turn order: a character's turn begins when their RAP Gauge reaches 0%, and ends when it reaches 100% after actions. Overfilling the gauge delays the next turn, while taking fewer actions hastens it. A queue at the top of the screen shows battle flow, and players can fill a separate RAP Gauge to adjust a character's next turn position. The Session System is also present.

Reception

Hoshigami received mixed reviews according to Metacritic. Famitsu scored it 29 out of 40. Critics cited a steep learning curve, extremely difficult battles, and a heavy emphasis on level-grinding. Permanent character death compounds the problem, as killed soldiers are lost unless revived before battle ends and can only be replaced by a Level-1 recruit requiring hours of training. The RAP, Session Attack, and Coinfeigm mechanics were praised but not seen as overcoming the game's faults.

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