Companies are more willing to take chances on games that would normally fall outside people’s comfort zones. We’re now living in a world where Taiko no Tatsujin games are getting localized and we can look at an otome visual novel and figure, “Okay, there’s a good chance Aksys will eventually pick that up.” This isn’t to say some unusual PlayStation-era games didn’t make it over—we have Incredible Crisis and Thousand Arms—just Love-de-Lic’s Moon: Remix RPG Adventure wasn’t one of them. Which is a shame, because it’s this novel, completely out there experience that requires you to get invested. While it can be frustrating, I think it’s the sort of game people should at the very least know exists. The first time I played Moon, I managed the first day just fine. I met Gramby, took a nap and got some clothing, got her picture, bought bread for her, talked with the King and got his card, chatted with Yoshida the bird about destiny, grabbed a treat for Tao, and delivered the bread. Then I keeled over and died, triggering a game over.
Clearly, Moon is not a handholding adventure. It is from an age where you read the manual. (Really, go read the manual.) Your avatar is a child pulled into an RPG. Except, once inside, the goal isn’t to fight monsters and save the day. It’s to spend time with the supporting cast members, learn about their lives, make peace with the monsters’ souls you find, and collect love. You have to take care of yourself and watch your action limits. You should probably take care of others. You absolutely need to save. There’s a charm to all of this. The cast is varied and unique, with a wide array of dispositions. (While the child was playing an RPG, there are even more mature stories going on.) The localization is superb and an utter delight. Things aren’t entirely obvious, with some experimentation and patience needed to understand your limits and complete the different challenges. But it feels very much alive.
Everyone is doing something. They have their lives, and honestly, what the “hero” is doing seems boring, reckless, and violent in comparison. Getting to explore and enjoy the unusual spaces is more engaging, though again it will take time before you might really find yourself capable of accomplishing things. (An additional save system would have been a godsend.) This means Moon can be frustrating. Nothing is spelled out for you in-game. You’re in the same position as the child. I appreciated it, in a way, though admit it wore on me a bit as I engaged in some hours of trial and error working things out. (If you like having things spelled out for you and tidy quest lists, this might be too much.)
Though, even when I would sometimes flail, I at least enjoyed the sounds and the view. As much as I love the PlayStation, there are a lot of games from that era that didn’t age well. Moon looks weird, and that works for it. Its stylized characters transitioned well to the Switch port. Because it’s unconventional, it’s okay that it isn’t HD and pristine. It suits the dreamlike nature of the world everyone inhabits. It is otherworldly in the most appropriate way. It’s like there’s a sense of enthusiasm that’s infectious. The script, which again is absolutely a joy to read, the premise, and the design all encourage you to explore. You have all of these people who (probably) want to talk to you. You have all these responses and opportunities to find new things. You can even help make everything feel more inviting and cater to your tastes by collecting the MoonDiscs to change how it sounds.
Review: Moon Is Worth the Effort
Moon: Remix RPG Adventure
8
Food for Thought
- I like how the slime monsters' colors and design call back to Dragon Quest.
- It's also nice how some of the minigames aren't too trying. Rock-paper-scissors isn't too bad (and felt easier than the matches I faced in Princess Tomato in the Salad Kingdom), and the memory test at the forest wasn't terribly harrowing.
- While I very much didn't like what the Hero was doing, I appreciated watching his antics from this new perspective after seeing the more "heroic" interpretations in the introduction. Spoilers aside, the encounter with Tao when the child was playing the game, then when you see the two in town, are great at establishing the tone.