gamers (100%) found this review helpful
Imagine what you'd get if you made a Zelda game, but set it in the world of Fallout, and mixed it with elements of Resident Evil. Hard to imagine? This game is equally hard to describe. It contains elements of action/adventure, RPG, survival/horror, and even a dash of point-and-click adventure, all cast against an artistic, philosophical, and emotional backdrop.
The game's strength is definitely mood. This game does an incredible job capturing the mood of its subject matter: a survivor in a post-apocalyptic world trying to find meaning in his life, and trying to find another human being to share it with. The game is sad and lonely as well as philosophical and even almost nihilistic at times.
It is a great game as long as you are willing to accept it for what it is. It may make you emotional. It may make you lonely. It may make you appreciate how lucky we all are to have loved ones to share our lives with. But I doubt you will describe playing this game as "a good time," and it is not a traditional video game, which is probably why it has a low average rating.
My only real complaint is that the ending was cliche and a letdown in spite of the fact that the rest of the story was so unique and un-cliche.
In summary, I highly recommend this game to anyone who's ready for a mature and artistic story, but keep a loved one nearby because you might need a hug to get you through it!
posted by PGRhydderc (NORTH ADAMS, MA) May 17, 2010
Member since May 2010
gamers (89%) found this review helpful
I do not believe this is perfect by any stretch of the imagination. The combat is shallow and clunky, inventory management is frustrating and often much too limited, and there is a lack of replay value in the standard sense. That being said, the story, environments, and atmosphere make up for it.
The story is compelling and presents what an actual post-apocalyptic setting would be like. The environments are breathtaking, even if they aren't as graphically beautiful as stuff on other systems. The atmosphere is perfect; it captures what it's like to truly be alone, grabbing you by the reigns and steering you in the direction of any sort of contact, human or not. The story I'd rank up there as the saddest/most touching story in a game, it honestly made me cry. I'd wholeheartedly recommend renting it, buying if you believe that games are art. This is a perfect example of such; it's delivering a serious message and immersing the player into Seto's role, successfully making one feel the loneliness that Seto feels. I feel like despite the clunky combat, this game is still fun; a serious story surrounded by a shallow game structure can still be a lot of fun.
If you're looking at this from a pure gameplay standpoint, avoid this at all costs, because you will be disappointed. If you are willing to overlook gameplay flaws for one of the best stories in video games, step right up.
Fragile Dreams: Farewell Ruins of the Moon, besides being a very wordy title, is a very odd experience. Oh sure, things start out well enough: your avatar is all alone in the world, staring out of his observatory, wondering what lies beyond. You get a very unsettling sense that you're alone in the world. And then, you see a silver-haired girl who can sing (kind of) and runs away the second she sees you. Your response, of course, is to pursue her into a dark, abandoned subway station. From here, things get really creepy. This is more survival horror than an RPG, with enemies who can only be seen with a flashlight, weapons that break easily, dark hallways, ominous music and limited inventory space. Because of the anime-inspired look and the age of the characters, you might assume this was made for kids, but the snarling attack dogs, hands reaching out from windows and disembodied legs giggling "you can't catch me" in a little girl's voice suggest otherwise. You are helped on this journey by a very confused personal assistant computer thing who seems unsure if it's seen this mystery girl or if it knows what you should be doing. And yes, this is your advisor. But let's talk about gameplay. You wander down halls, running into enemies that must be thwacked with a handy weapon. Aiming said weapons is a lost cause, because the controls are so rigid. And you can apparently only swing a sword from a stationary position. Not much about this game works. Accept for some of the presentation elements and the originality of the concept, there's really nothing here for the average gamer. I had hoped the game would focus on simply surviving in a desolate world, but they had to throw in wacky computers, a merchant wearing a giant chicken head and tortured souls into the mix. Oh well...