Rainbow Moon, a title that immediately invites questions. Receiving my review code for this game, my curiosity had been piqued. How well did this Indie Strategey RPG do? Let’s get our Indie on with Indie Chris!
The Story: There isn’t much of a story at all. All you really know is you yearn to leave the vibrantly colored Rainbow Moon. Honestly, the lack of story seriously took away from the game. I felt that the character had almost no drive as to why he wanted to leave, just that he did. Dialogue was cutesy at best, but it seriously bored me to death. Characters were dull and did not stand out, and silent protagonists are cliche and unimaginative.
The Gameplay: This game had a VERY unique battle system. Let’s say it’s Arc the Lad meets Final Fantasy Tactics and goes all out! From the get go, I was offered Normal or Hard mode to play on, and once I chose that, they had me pick a character type that affected starting goods, naturally I picked Adventuresome which gave me nothing. Outside of battle, you walk around and talk, nothing fancy. You encounter battles in 2 ways: 1. Run crazily at an enemy sprite ready for action, or 2. Randomly it’ll show some enemy names and amounts in the bottom left hand corner of the screen, press X and you’ll engage them in combat. Then there’s boss battles, which lets you know that it’s a boss, cute, but unnecessary. If an enemy has a gajillion health compared to others, obviously it’s a boss (also the music is more… Heavy and unique, any good RPG fan would instantly know it’s a boss).
Now, the combat system, it’s turn-based relative to players speed. When it’s your turn you may select an action to do, move one space, attack an adjacent enemy, use a skill, use an item, retreat, pretty basic, right? Enter the unique factor, sub-turns. For each sub-turn you have, you could perform one action. In other words a character with three subturns could attack 3 times consecutively, or move 2 squares and attack once, or any variation you want. However, defending automatically finishes your turn, so be sure to do that dead last. Also, there are 8 weapon types, each character or enemy can exclusively use one type, and that type has both a strength and weakness to one type. Basically, you do more damage if you hold their weapons weakness and do less damage to someone whose weapon bests yours.
Leveling Up: I was told there would be no grinding in this game. I disagree. Bosses were way too hard, so you have to grind to stand a chance. Leveling up is an experience basis, no shocker there, right? Well after you beat a battle you also get Rainbow Pearls for each enemy you killed with a SPECIFIC character, so if you don’t coordinate as a team, one person might be way more overpowered than the others. Rainbow Pearls are a stat boosting currency, you go see a savant and he can raise each stat at a set price, some were harder to bring up, some were easier to bring up, it depends on the character build. Also, there is a cap for each level on how much you can bring each stat up, so you can’t have 10,000,000 attack in the beginning and 0 defense (finally we put a stop to broken games!).
The Artwork: The art was very inviting for a SRPG, it was perfect for the game’s atmosphere, sprites were unique, and your appearance changed with equipment. Honestly this was a very colorful, vibrant, and pretty game. So, if you’re in the mood for 50+ hours of gameplay and a unique battle system, all systems are a go for Rainbow Moon. Looking past story deficiencies, this game is definitely worth picking up and playing.
This game is on Playstation Network for $14.99 USD and Indie Chris gives it a 4.25 out of 5!
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