Review falithes 3/5 · Dec 10, 2025
A flawed gem with awesome world building but aged combat
This is a game that hasn't exactly aged well, in terms of gameplay. It's very much a product of the JRPGs of its time, which is both a good and bad thing. Albeit, one critical difference with Skies of Arcadia (SoA) versus your typical Final Fantasy entry is the pacing, SoA isn't in a rush both in and out of …
This is a game that hasn't exactly aged well, in terms of gameplay. It's very much a product of the JRPGs of its time, which is both a good and bad thing. Albeit, one critical difference with Skies of Arcadia (SoA) versus your typical Final Fantasy entry is the pacing, SoA isn't in a rush both in and out of combat. Combat is your traditional turn based affair, but animations are unskippable and VERY long. Between these long animations and an intro and outro animation for entering/exiting battle, most battles, even trivial ones, will take a few minutes. That might not sound like a lot, but it adds up especially with the high frequency of random encounters... the Dreamcast version (which I haven't played) apparently had an even worse random encounter rate. This is often a big criticism of the game, and honestly it is warranted. That said, something that is cool about the combat is how your characters do run around and engage with the enemies to make the battle feel more active than it is. Of course the downside to this is how it prolongs all animations. It kind of feels like Crono Cross, where your position and enemy position does matter for your abilities and spells, but you don't have control over the randomized movement.
There are some noteworthy additions to an otherwise traditional combat. First is the mechanic around shifting your elemental type. This is an interesting mechanic, because it not only impacts the damage you deal, but it also affects the types of spells you learn. So you have control over which spells you want to prioritize/learn. You can also switch your elemental attack type on the fly and still attack in the same turn. This is a neat idea, but it is significantly held back by its opaqueness:

This chart is never given to you. Someone painstakingly came up with this via trial and error. I suppose the good news is most of the time, an elemental weakness and resistance only affects your damage by 10%. Except for purple/red. It's fine to have a kind of rock, paper, scissors mechanic. The issue is how poorly this is communicated to you. Sometimes an enemy will use an elemental type, but that doesn't necessarily mean they are affiliated or identify as that element. So even paying attention, sometimes what you would expect to be the weakness isn't. So I did find myself more frustrated with this elemental shifting than on board with it. So it's honestly best to just use elements that give you XP towards spells you want.
This mechanic I felt more sour on than positive, but the other noteworthy mechanic I am more firmly on board with was the ship battles. They developed a second turned based battle system exclusively for ship battles (or dog fights since they are in the air?). This allows you to plan out the actions for each party member for a given turn, then an animation plays out. You are given information about the four actions that are color-coded. A green square means equal footing between you and the enemy, yellow means slight advantage to the enemy, red means enemy has advantage, a triangle means you have advantage and the icon for your special weapon means it can be used on that turn. This ends up feeling a bit like battleship in a good way. These aerial dog fights feel epic and the animations do breath life into the battle drama. That said, there is a downside. And if you haven't already guessed it... the animations are VERY long and unskippable. Some aerial battles can easily last 30 minutes and roughly 2/3s of that time is spent watching unskippable animations. So it is really cool, but they should have made the animations skippable. This ship battles felt significantly more tactical. Which is a good thing in my book, even if it's flawed.
So combat had some really interesting ideas that don't age too well given the slow as molasses pacing of the combat. What does age well, in my opinion, is the highly stylized anime art style and steampunk world building. I do also like the boxy texture that most Dreamcast games had. I find it appealing, even if it's a bit weird. Something that I do find odd is how the game is praised for being so up beat, like that's a novel thing. Most games/media are up beat, even at the time of the release of SoA... that said, I don't think the upbeat story is a bad thing and it is well done. It's just not novel or noteworthy like people seem to like to state. Sure Final Fantasy 7 certainly was a lot darker than SoA, but all the Mario games are the definition of upbeat. And many other franchises.
I do think the ending of SoA is one of it's strongest elements though. Most of the story is pretty silly, padded with some darker moments sprinkled throughout. Where the game is exceptional is with it's world building. I'm just a sucker for Steam-punk aesthetics and while a world of floating islands is outrageous, it's still really fun to explore it and it feels unique. It's a combination of Jules Verne's Sci-fi meets the whimsical splendor of a Studio Ghibli movie. The only real negative I have to say about exploration is the random encounters... which honestly dissuaded me from exploring more because of how annoying random encounters were.
The game also featured a mechanic around building a base and crew for your Air Pirates. Both are interesting and give you a sense of progression, even if they are mostly just set dressing. Neither really fundamentally alters gameplay. But it is neat to leave your base and come back to a more bustling village.
SoA was a neat little gem. It had some interesting ideas that would have been cool to see expanded on and developed in a sequel. Sadly we never got that. By modern standards, the game is very slow which will turn a lot of people away from this game. I do think it's art direction and world building are unique enough to make this game worth checking out. The aerial dog fight combat is cool, even if flawed due to the long animations. Overall glad I finally played this game. I remember wanting to way back in the early 2000s when it came out. But I never got around to it.