Lunar: Silver Star Harmony (PSP) Review

Date purchased: Mar. 23, 2010
Price paid: $39.80
Dates played: Dec. 29, 2020 to Jan. 14, 2021
Playtime: 56h 9m
Date reviewed: Jan. 14, 2021
Date posted: Feb. 20, 2023
Rating: 4/10

This was a big letdown. I originally quit this about 25 hrs in when I bought it about a decade ago due to getting bored with it. I've beaten this on Sega CD multiple times and once on PlayStation, rating them a 10/10 and 9/10, respectively. Unless you like the plot, this version has absolutely nothing going for it. The game has virtually zero challenge. Up until the final dungeon, for probably over 95% of the battles, I simply chose the party AI where everyone physically attacks and then watched for about a minute until either I won the battle or the next round started. Regaining all HP & MP also attributed to how easy it is. Nall also recovers all adverse conditions, including being knocked out, at the end of battle, and he does this BEFORE the experience is awarded, so everyone gets all experience from every battle, which means you don't even have to think about trying to revive them during the battle (except during boss battles) so they don't miss out on the experience points. The boss battles were all basically using the same spells and Arts whenever the gauge filled up. I didn't use a single consumable item during the entire game, except during an unwinnable battle. Because the unwinnable battle seemed extremely plausible that it could be won, it ended up being a waste of over an hour of my time. The plot changes from the Sega CD version were for the worse, to me. I did not like the removal of overworld exploration, with the overworld now being a map with selectable locations to go to. Unlike Alex's Harp in the SCD version, his Ocarina in this one serves absolutely no purpose, which makes me wonder why it's even part of your inventory.

I really can't see any reason to recommend this version to anyone.