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Rainbow Moon Going in, I wasn’t exactly sure what to expect from Rainbow Moon. I had heard some generally positive buzz on the game, but you can never really guess the true quality of a game that comes out in the middle of summer. Even so, being pleasantly surprised by a game is never a bad thing, though sadly, Rainbow Moon doesn’t always hit the right notes it needs to hit. The game is basically a Fire Emblem style turn based strategy game that involves taking turns moving around and commanding the characters in your part while the enemy does the same. This basic, well known concept is made fresh by some really interesting and enjoyable ideas that are often bogged down by lack luster, and possibly even offensive, design decisions.
Once you actually engage an enemy, you will enter the grid based screen where you take turns moving, defending, attacking, using items, and using skills. The difficult part is trying to decide how to effectively take these turns and minimize damage while taking out your enemy as quickly and effectively as possible. To do this, it’s helpful to have a firm grasp of the many systems at work in Rainbow Moon, and there are many. The game tries to pretty much take all the well known systems from other strategy games and RPGs and combines them into one game. There are statis effects, skills, items, enemy/character weaknesses, and even weapon strengths and weaknesses versus other weapons to consider when in combat. Thankfully, there are tutorials that roll out over time to get you used to each system as it is presented, that way there isn’t an overwhelming amount of information right at the start of the game. The combat is extremely fun, and is also fairly difficult. If you’re careless it’s not all that difficult to die in a normal encounter, thankfully the leveling and progression seems to happen fairly quickly. Before long the enemies that were once scary are easily taken down with one simple attack. Although there are definitely some points where grinding is necessary, the game generally feels like it moves along fairly fast. On the surface, and when first jumping into the game, it seems like a pretty decent, competent strategy RPG, but after awhile some of the design decisions really bring it down.
Now, in all fairness the game is a pretty long game with some interesting systems and fun combat, but the entire thing comes across as some kind of free to play Facebook game that wants to take your money through micro transactions. Even the second you start the game there are two things that are apparent. First, the game looks and animates like a free to play game, and second, the little story that this game does have is generic and boring. In fairness, the game doesn’t shove the store in your face and tell you to buy things. In fact, I didn’t even realize it was there until I just randomly decided to go to the store option at the main menu. So when it really comes down to it the game is probably worth the $15 up front, but it really just comes off as sleazy when combining the free to play vibe along with the way the game design seems to encourage micro transactions. At the end of the day, I had a pretty good time with Rainbow Moon, even if there are some things that rubbed me the wrong way. However, if you aren’t into turn based combat RPG games, and you hate grinding and item management, then I would stay away, and even if you want to dip your toe into the genre, there are some better choices than Rainbow Moon. Screenshots ![]()
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