The Sailor Moon Role-Playing Game and Resource Book (henceforth the Sailor Moon RPG) was no exception when it came to doubts. I approached each of these books with a certain degree of doubt: Anime is capable of anything, so isn’t a generic anime game just another anime game? A simple vehicle construction system? Isn’t that an oxymoron? In each case, not only did the doubts vanish, but the books proved themselves worthy of lavish praise. In the early game, you'll also be heavily strapped for cash and will have to sustain yourself on whatever yenom you're able to net from catching monster souls, though you can trivialise this later in the game by fishing, so make sure you pick up the fishing rod as soon as you're able to.I have previously read (and reviewed) two other products from Guardians of Order: Big Eyes, Small Mouth (the first generic anime RPG) and Big Robots, Cool Starships (a vehicle construction system for BESM). The octolips that you can buy from one of the vendors in the early-mid game are also essential - they teleport you back to whatever bed you last slept in so you can recover your vitality and increase your love level. If anything, the late game suffers from having long stretches where absolutely nothing happens, as some of the required puzzles in this game can get real cryptic.įor some pointers, if there's one thing you should absolutely understand before going in, it's how the game's clock functions Open the door everyone, reclaim the moon’s light.Īnyways, the game's a bit hectic at first when you're starting out with low vitality (the amount of time you're able to wander around in the world for), but things calm down very quickly once you raise your love level by a few, and you're ultimately afforded more than enough time to knock out the game's challenges. (Not to mention the influence this game would have on things like Undertale, Yume Nikki, and Petscop, and the game itself brimming with Mother-like flair) I am so glad I get to play a game which clearly had so much heart and fun put into the creation of, it will stick with me for a long time. What would a rock opera be if you couldn’t quite catch all the words? Written words do not come prepackaged in a purely audial work, so does needing up the lyrics somehow detract here too?Īnyway, all I really want to say here is that this game is undeniably special and bursting with charm, flavor, thought provoking narrative, interesting art direction, fantastic score, and a beautifully imagined world with not a single stone going unturned. But I think ultimately a game being better with a guide shouldn’t always be a detractor, games are not the only media with extra-peripheral media being a vessel to boost the experience. It’s possible that this game is overly ambitious with what it expects from a player to accomplish without a guide. And that’s kind of perfect with the central theme of the game is being able to strike a balance between escapism and realism. And in that way the game takes a life outside of the screen in how you need to approach it. Sometimes your only cue for solving a puzzle is a random sound cue, or a tiny piece of flavor text. The world is sprawling with secrets, and unique dream logic esque puzzles, and if you don’t have a careful eye for detail it can be difficult to enjoy. Disclaimer, this is definitely a note taking kind of puzzle game a là Return of the Obra Dinn, and while I can understand how this can turn people off who don’t want to waste their time dicking around in a game’s world, I personally feel that this game is extremely refreshing even today so long as one takes the time to take every detail into account.
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