Its nothing really like it, but the trouble with Star Ocean: Second Story is I got the same bad feel from this as I do from Chrono Cross. The idea of putting in all these choices, when it pretty much just seems like padding for the sake of saying, 'look at all these choices' instead of just doing a lot more work and polish on fewer, well played out ones. The trouble with Chrono Cross I mean is the number of playable characters. Really it was overkill. (To be clear I did like Chrono Cross, but I don't think I ever bothered playing half the characters after recruiting them.) I get the game gave us a load of them, but many of them would have just been fine as background NPCs in the story you meet on the way. The huge amount of choices all to lead up to 80 different endings (which is mostly just a few scenes per each one after the end of the game) feels pointless to me. We all play the game as we want the first time. We play again making different choices after that for various reasons. Maybe be the bad guy instead of nice this round, play with this character a lot more you didn't the first time cause the party limit didn't give them enough face time. Does the game really need 80 various endings as a selling point? Why not 10 endings, with more to them, more game specific details and changes through the game itself as you make your choices instead of after the very end? The main reason why I don't go playing most games through for every ending, or such, is boredom. If the game has 80 endings, do you really want to play it 80 times? How many times before they start blurring together in the game play itself, all just to see a few new different scenes at the end? I love choices and difference in games and playthoughs. But I rather have differences that matter in larger scope, not choices just for the sake of choices. Remember when Fable was trotted out saying it was to be the big game changer with every choice matters idea?