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- First, a tiny reality check: rankings are personal (and that’s the point)
- Ranking #1: Best way to play Star Ocean: The Second Story
- Ranking #2: Which protagonist should you pick first?
- Ranking #3: The party member rankings (gameplay + personality)
- 1) Celine (The glue character)
- 2) Dias (The “please stop deleting bosses” option)
- 3) Opera (High impact, high style)
- 4) Ernest (If you’re getting Opera, you might as well go all-in)
- 5) Ashton (A+ vibes, solid performance)
- 6) Precis (The chaos engineer)
- 7) Bowman (Practical power with less fuss)
- 8) Leon (The specialist with a route-locked mystique)
- 9) Chisato (Late recruit, big payoff)
- 10) Noel (Underrated “support that keeps things smooth” pick)
- 11) Welch (The wildcard energy)
- Ranking #4: The systems that make The Second Story addictive
- Ranking #5: What The Second Story R improves (and why it matters)
- My “if you made me rank it” opinion: where it sits in the Star Ocean series
- How to build your own rankings (without starting a comment war)
- Quick FAQ for new players (because your curiosity deserves rewards)
- Conclusion: the best ranking is the one that makes you replay
- Extra: of experiencewhat playing The Second Story feels like
Some games age like milk. Star Ocean: The Second Story ages like a sci-fi paperback you “accidentally” reread at 2 a.m.still pulpy, still charming,
and somehow even more fun once you understand why it was such a big deal.
Originally a late-’90s PlayStation JRPG with an unusually ambitious “two protagonists, one timeline” setup, The Second Story built its reputation on
replay value: branching character scenes (Private Actions), recruitable party members you can miss entirely, and a buffet of endings that rewards curiosity
and chaos. Then Star Ocean: The Second Story R arrived and basically said, “Same beloved messnow with fewer reasons to yell at your TV.”
This article is a deliberately opinionated ranking of what matters most in Star Ocean: The Second Storythe best way to play it, the best characters to recruit,
the systems that still slap, and the stuff you may love because it’s a little goofy. If you disagree, congratulations: you’re already playing the game correctly.
First, a tiny reality check: rankings are personal (and that’s the point)
Any “best of” list for The Second Story depends on what you value:
do you want the strongest damage dealer, the most useful utility, the funniest party banter, or the most “I can’t believe they wrote that” cutscene energy?
My rankings focus on a blend of gameplay impact, flexibility, and overall enjoymentwith a bonus multiplier for characters
who make the story feel more alive through Private Actions.
Ranking #1: Best way to play Star Ocean: The Second Story
1) Star Ocean: The Second Story R (Definitive pick)
If you’re starting now, The Second Story R is the easy #1. It modernizes the experience while keeping the original’s identity intactespecially the things
that made it legendary: the dual-protagonist structure, the skill systems, the relationship scenes, and the “wait, that character was recruitable?!” surprises.
It’s the version that best supports both newcomers and longtime fans who remember scribbling item creation notes like they were decoding alien radio signals.
2) Star Ocean: Second Evolution (For the “classic remake” crowd)
The PSP-era remake has its own vibe and a loyal following. If you already love that presentation, you can still have a great timejust know that the modern quality-of-life
and presentation strengths of R make it the smoother recommendation for most players today.
3) The original PS1 release (Historical artifactand still playable if you’re stubborn)
The original is the raw blueprint: fascinating, influential, and occasionally determined to make basic navigation feel like a side quest. If you want to understand
the game’s legacy in its original form, it’s worth a look. If you want the best overall experience, jump to R and never look back.
Ranking #2: Which protagonist should you pick first?
The game’s signature move is letting you start as Claude or Rena. You’ll see overlapping events from different angles, plus you’ll get
access to at least one route-exclusive recruit. The “best” pick depends on what kind of JRPG flavor you want first.
1) Claude (Best for first-timers who want the big sci-fi context)
Claude’s path tends to feel like the cleanest “mainline” introduction if you’re new: it leans harder into the broader sci-fi framing and makes the large-scale story beats
easier to follow on a first playthrough. If you like your JRPGs with a side of “space officer accidentally becomes fantasy hero,” Claude is your guy.
2) Rena (Best for players who want heart-forward character energy)
Rena’s route often feels more intimate early on, with an emotional center that makes the fantasy side of the world pop. If you prefer relationships, personal stakes,
and a “small town mystery that spirals into cosmic consequences,” Rena is a fantastic first choice.
My recommendation: pick the vibe you want now, then do the other route later. The game is built for it, and the second run doesn’t feel like a rerun
it feels like an alternate cut of the same adventure.
Ranking #3: The party member rankings (gameplay + personality)
You can’t recruit everyone in one run. Some characters are mutually exclusive, and at least one recruit is route-locked.
That means your party isn’t just a buildit’s a statement.
Here’s my ranking for overall “most valuable to most players,” combining combat usefulness, versatility, and how much they add to the game’s tone through scenes and banter.
(If your favorite is lower: I’m not saying they’re bad. I’m saying the game is big enough for all of us to be right at the same time.)
1) Celine (The glue character)
Celine is the definition of “always happy you recruited her.” She’s involved early, stays relevant for a long time, and brings a balance of utility and charm that makes the
party feel like a party, not just a traveling damage spreadsheet. She’s also a steady source of personalitysmart, confident, and occasionally done with everyone’s nonsense.
2) Dias (The “please stop deleting bosses” option)
Dias is the kind of character that makes you wonder if the developers lost a bet and had to include a walking boss-fight on the player’s team.
He’s powerful, straightforward, and tends to become the centerpiece of many players’ “best party” discussions for a reason.
3) Opera (High impact, high style)
Opera feels like a premium recruit: strong presence, distinctive style, and a kit that can anchor your strategy. She’s also part of one of the game’s classic recruitment
“chains,” which makes getting her feel like you earned a cool secret.
4) Ernest (If you’re getting Opera, you might as well go all-in)
Ernest often pairs with Opera in player planning (and, practically speaking, can be tied to her recruitment path). If you enjoy building a party with layered options and
strong synergy, Ernest is a satisfying additionand a good example of how recruitment itself is part of the game’s fun.
5) Ashton (A+ vibes, solid performance)
Ashton is a fan favorite for a reason: he’s memorable, frequently funny without being disposable, and his presence adds flavor to many moments.
He’s also one of the most “Star Ocean” characters in the castearnest, oddball, and somehow still cool in a very ’90s JRPG way.
6) Precis (The chaos engineer)
Precis brings a “surprise, I’m actually terrifying” energy. She can be a strong pick if you like unconventional party setups and want a character who feels mechanically
distinct. She’s also great for players who enjoy the game’s sillier side without turning everything into pure comedy.
7) Bowman (Practical power with less fuss)
Bowman is a workhorse choice: straightforward, dependable, and easy to appreciate in a system-heavy game. If your party philosophy is “I want fewer headaches and more results,”
Bowman will feel like a wise decision you make once and then silently thank yourself for 20 hours later.
8) Leon (The specialist with a route-locked mystique)
Leon is a fascinating recruit because he’s tied to route choice and has a distinct role in the team. If you like building around a character who feels unique, Leon can
be extremely appealingespecially on a playthrough where you want to experience a noticeably different party vibe.
9) Chisato (Late recruit, big payoff)
Chisato can arrive later than many players expect, which makes her feel like a “reward character.” If you enjoy optimizing your party as the game expands, she’s a great
optionespecially if you want your late game to feel fresh instead of just “the early game, but with bigger numbers.”
10) Noel (Underrated “support that keeps things smooth” pick)
Noel isn’t always the loudest choice in “top party” debates, but he’s frequently the kind of character who quietly improves your quality of life.
If you appreciate stability, support options, and having an answer to problems that aren’t solved purely by hitting harder, Noel deserves more love than he gets.
11) Welch (The wildcard energy)
Welch tends to be polarizingsome players adore the vibe, others bounce off it. Mechanically, she can be useful, and thematically she adds an extra layer of “this is a game
that knows it’s a game sometimes.” If you like fourth-wall-adjacent whimsy in your JRPGs, Welch can be your people.
Important note: your recruitment choices can lock out other characters, so the “best party” is the one that matches your goals.
If you’re chasing endings and Private Actions, you may rank “most interesting scenes” above “most damage,” and that’s valid.
Ranking #4: The systems that make The Second Story addictive
If you’ve ever said, “I’ll just do one more town,” and then realized it’s morning, you already understand why this game has staying power.
These are the core systems that still feel rewarding todayand why The Second Story remains a standout in the JRPG conversation.
1) Private Actions (The secret sauce)
Private Actions are the heart of the game’s personality. They turn party members into people, not just combat roles, and they make replaying feel meaningful because you’re not
just redoing fightsyou’re seeing different relationships form. They also feed into the game’s ending permutations, which is basically the game softly daring you to run it again
and make different choices.
2) Relationship values and multiple endings (Replay value with teeth)
Lots of JRPGs have multiple endings. The Second Story has a whole ecosystem of outcomes driven by who you recruited and how characters feel about each other.
It’s less “good ending vs bad ending” and more “the epilogue is a character stage play, and you accidentally cast it with your decisions.”
3) Item Creation and specialties (The craft rabbit hole)
The crafting/specialty systems can feel like a mini-game universe inside the main game. You can experiment, discover weird results, and gradually realize you’ve become the kind
of player who gets excited about optimizing a non-combat skill because it makes the whole run smoother. It’s crunchy in a way that rewards tinkering rather than punishing you
for not reading a spreadsheet first.
4) Action-leaning combat (Fast, readable, and flexible)
Combat has always been a selling point for this entry: it’s quicker and more kinetic than many turn-based contemporaries, and it makes party composition feel tangible.
Even if you’re not optimizing, you’ll feel the difference between a party built for aggression versus one built for safety and control.
5) A tone that mixes sci-fi and fantasy without apologizing
This is “science fantasy” with confidence. It can be sincere, melodramatic, funny, and occasionally ridiculoussometimes within the same hour.
That’s not a flaw so much as the flavor. The game doesn’t chase realism; it chases momentum.
Ranking #5: What The Second Story R improves (and why it matters)
The reason The Second Story R is so widely praised is that it tackles the most common friction points while keeping the identity intact.
These upgrades don’t just make the game prettierthey change how it feels to play.
1) Fast travel and smoother pacing
When you have a game built around revisiting towns for Private Actions and recruitment triggers, reducing travel friction is a huge win.
Less time backtracking means more time engaging with the parts that made the game special in the first place.
2) Full voiceovers and improved presentation
Voice work and modern presentation touches help the cast land betterespecially for players who didn’t grow up with PS1-era text delivery.
The end result is that the game’s campy sincerity feels intentional rather than accidental.
3) A refreshed battle experience with quality-of-life polish
Improvements to combat pacing and usability matter because this is a long JRPG with lots of fights.
When the moment-to-moment play is smoother, the entire adventure benefitsespecially in the back half, when older games sometimes feel like they’re testing your patience.
4) 2.5D visual style that respects the original’s identity
The modern look aims for “classic JRPG atmosphere” rather than “realism,” which fits the game’s tone.
It feels like a memory you can walk around insidecleaner, sharper, and still unmistakably Star Ocean.
My “if you made me rank it” opinion: where it sits in the Star Ocean series
Among fans, The Second Story is frequently treated as the high point of the serieseither #1 outright or the game everyone compares the others to.
That makes sense: it’s the entry where the franchise’s best ideas are both abundant and memorable, and the relationship systems actually change how you play.
Even people who criticize the plot’s occasional chaos often admit they keep playing because the systems and cast are just that fun.
How to build your own rankings (without starting a comment war)
Want a ranking that feels true to you? Use one of these lenses:
- Power gamer lens: rank characters by consistency, damage ceiling, and how early they come online.
- Story/scene lens: rank characters by the best Private Actions, the funniest moments, and the most satisfying epilogues.
- First-time lens: rank by “how much this character helps me understand the game and enjoy the ride.”
- Replay lens: rank by “how different my second playthrough feels if I pick this route/party.”
The secret is that the game supports all four. That’s why it’s still being talked about decades later.
Quick FAQ for new players (because your curiosity deserves rewards)
Is Star Ocean: The Second Story R worth it if I never played the original?
Yes. It’s one of those remakes that doubles as a friendly entry point: you get classic JRPG structure, but with modern conveniences that make exploration and experimentation
feel inviting instead of exhausting.
Do I need a guide?
Not for a first playthroughunless missing recruits stresses you out. The most fun way to play is to follow your instincts, then use a guide on a second run to mop up
missed characters, Private Actions, and endings. The game is designed for “second run energy.”
What’s the biggest “new player mistake”?
Treating recruitment and Private Actions like optional fluff. They’re not just extras; they’re core to why this game is special. If you ignore them, you can still beat the game
but you’ll miss the personality that turns it from “good JRPG” into “oh no, I’m obsessed.”
Conclusion: the best ranking is the one that makes you replay
Star Ocean: The Second Story is at its best when you embrace its playful ambition: two protagonists, a party you can’t fully collect in one go, systems that invite experimentation,
and a relationship-driven endgame that makes your choices feel like they matteredeven when those choices were “sure, I’ll recruit the mysterious person in the corner, what could go wrong?”
If you want my final, uncomplicated take: The Second Story R is the version that best showcases why the game earned its reputation.
And the reason rankings for this game never end is simpleit gives you enough freedom to be right in different ways.
Extra: of experiencewhat playing The Second Story feels like
Here’s a very specific experience that tends to happen to a lot of players, whether you’re a first-timer or someone returning with nostalgia in your backpack:
you boot up The Second Story planning to “try it for an hour,” and the game gently, politely, and without raising its voice steals your entire evening.
The early hours are deceptively cozy. You’re meeting people, learning the basics, and thinking, “Okay, classic JRPG setup, I get it.” Then the game starts dropping little
side doors everywherePrivate Actions that pop up in towns, optional scenes that reframe a party member, a recruitment opportunity that feels like it’s probably important
but also kind of mysterious. You tell yourself you’ll come back later. The game smiles knowingly, because it has already scheduled your “come back later” as a second playthrough.
Then the systems begin to whisper. Item creation doesn’t demand attentionat first. It’s more like, “Hey, if you want, you can mess with this.” You mess with it.
Something unexpected happens. You make something useful. You try again. Now you’re chasing that little dopamine spark of discovery, the same feeling as pulling a lever in a
cartoon laboratory and watching a machine do something slightly alarming but mostly awesome.
Combat, meanwhile, encourages a certain kind of confidence. You start off cautious, then you realize your party isn’t just survivingyour party is styling.
You adjust a strategy, swap a character, or learn a new approach, and suddenly the fights feel smoother. You stop thinking in “levels” and start thinking in “roles” and
“synergy.” It’s the moment the game stops being a story you’re reading and becomes a system you’re driving.
And then the social layer gets you. Private Actions land like little sitcom episodes: sometimes sweet, sometimes ridiculous, sometimes surprisingly sincere.
You’ll catch yourself caring about outcomes that aren’t tied to loot at all. You’ll pick a dialogue option because it feels right, not because it seems optimal.
Later, when you realize that choice nudged relationships and endings, you’ll have the odd satisfaction of knowing the game noticed your personality.
Eventually you hit the point where you can feel the game’s replay design working on you in real time. You’ll see a character you didn’t recruit and think,
“Next run.” You’ll hear about an alternate route moment and think, “Next run.” You’ll finish a major story beat and realize you want to see how it plays from the other
protagonist’s perspective and think, “Okay, fine. Next run.”
That’s the magic. The Second Story doesn’t just want to be completed; it wants to be revisited. And the funniest part is that it doesn’t force you.
It simply makes the second playthrough feel like a reward you give yourself.