To the Moon APK (MOD, Full Version) – In this story, two doctors go backwards through a dying man's memories to give him the impression that his last wish has come true. The work that Drs. Rosalene and Watts do is difficult to ignore: they give people a second chance at life. but only in their patients' imaginations. It's such a solemn process that the birth of a new life is often the last thing patients remember before their last breath.
As a result, the task is only completed for people on their deathbeds, in accordance with how they wish they had handled their lives. In this case, the plot focuses on their efforts to fulfil Johnny the old man's fantasies. Every time Johnny goes back in time, more details about his life emerge. The two physicians tried to put together the random events that occurred over the course of a day to determine why the frail old man made his last wish the way he did.
A story-driven experience
Furthermore, Johnny's last wish is, of course, a mission to the moon. Originally developed for PC by Canadian designer Kan Gao and his indie business Freebird Games, “To the Moon” is a story-driven RPG with pixel-art graphics. The rights to make and sell a remastered portable version of “To the Moon” have been bought by X.D. Productions. Like in a movie, the events of “To the Moon” play out in front of the player.
The game's compelling tale and poignant, original music resonated with gamers all around the globe, despite the fact that there is no battle mechanism and the entire thing can be completed in a few hours. In addition to its generally positive reviews, “To the Moon” was nominated for “I'm Not Crying, There's Something in That State of Mind” in the 2016 Steam Grants and received awards from Gamespot, Metacritic, WIRED, and others.
The Key Components
- A unique and non-violent narrative perspective
- Integrated “Music Box” feature, allowing for in-game music downloads and playback of music from offstage (will be enabled automatically subsequent to clearing the stage).
- Do-it-yourself QR code support has been added, facilitating instantaneous communication between users with different devices.
- An innovative fusion of tried-and-true role-playing game mechanics with cutting-edge design aesthetics
- A well-received original score that works well within the narrative
- Simplified coffee production with no unnecessary features or time slots.
If I'm being really honest, when I first put this game in the stack this morning, I figured I'd play it for a few minutes of mindless fun and then put it away, never to be touched again. In reality, I knew I wouldn't finish the tale once everything began to unfold. or alternatively, didn't stop working on it till it was complete. Freebird Games has astonishingly mastered the RPG Producer system.
Thanks to the game's unpretentious liveliness, lighting, and development, I quickly forgot about the “low budget” images and saw the game and narrative components unfolding in whatever objective my imagination could conjure. Now, I'll be the first to admit that this isn't exactly what one would call a “significant continuing engagement.” However, the creative ways in which they are incorporated into the narrative serve to enhance it.
As a medium, I believe we do ourselves a disservice when we refer to our products as “games.” Despite this, I was not made to feel trapped because I had the freedom to complete the trip on my own with enough saw opportunities.The tale itself made me want to speed forward to the next plot point or conclusion. That convenience was really what it was all about. It's tragic that an unassuming developer like Freebird can make an emotionally powerful game on such a little budget, while the big AAA studios can barely make me laugh, let alone cry.
A unique story-driven experience
The plot moves at a breakneck pace, and there's just the right amount of humour to balance out the sweetness and bitterness. Although there were a few occasions when I felt that one of the main characters was being a little bit too ridiculous, overall I enjoyed the story and the characters. However, it's possible that that is his true identity. When I was in school, I attended a cinema class where the teacher said it was a tragedy to ever view a film in segments.
Moreover, I think this meal is best served at a time when you can relax for a couple of hours. Just have a box of tissues handy beside your computer screen. Even though video games often deal with incredible events, it's usually the simpler moments that really stick with players. Inspired by films like Eternal Sunshine of the Spotless Brain, The Curious Case of Benjamin Button, and Pixar's Up, this tale follows a dying man's quest to finally see the moon.
It would be unethical for me to describe the situation in detail and risk giving away spoilers, but I will say that To the Moon has one of the most touching stories I've ever seen in a video game. When combined with the perfect music by my favourite composer, Laura Shigihara, I can't imagine anyone playing it and not being moved in some way. The fact that much of this is an actual article is crucial.
Unique combination of RPG and adventure game style.
This is not intended to be a criticism of the game, but rather a statement of fact to help you prepare for what you'll be going through.I get that a lot of people have a prejudice towards games that don't deserve to be portrayed negatively, but I'm asking them to put that aside for now because I really believe To The Moon is the game that will change their minds. It would be an understatement to say that Freebird Games' production had a profound effect on me.
Despite coming close on several occasions, I have yet to review a video game that successfully destroyed me to the extent that To the Moon did. You'd be a fool to miss out on this incredible piece of storytelling in any medium, but especially video games. I prefer to think of myself as someone who is emotionally attuned. No matter how bad or wonderful something is, I don't run away from my emotions.
I'll admit that I tend to overcompensate sometimes, but in my opinion, that kind of stuff is impossible if you just don't give a damn. Still, I have a hard time being moved by well-executed works of art. As far as I can remember, the last time I sobbed was also the first time. As far back as I can remember, when I was about five or six years old, I saw this movie.
Espresso-style execution with no unnecessary fluff
I don't remember the name of the movie, but I do remember being terrified and crying at the last scene, in which the protagonist pays a final respect to his deceased friend. Instead of flowers for his late friend, the circus monkey, he's giving him bananas. There was something really upsetting to me about it. From then on, I experienced a few personal roller coasters when seeing art made it difficult to swallow or breathe, but I was never really touched.
This season, one of my Steam Grants colleagues suggested I read To the Moon.I was sceptical because it was a role-playing game powered by Enterbrain's Game Creator.I didn't say anything to my friend about my concerns, but might he have guessed? Given that I received it as a gift, it's possible. In short, I should be able to look into it, right? To the Moon comes off as childlike and naive right away.
It's a simplistic role-playing experience that consists mostly of a “stroll in four directions,” with little intuitiveness and no fighting system. It seems to insist that you look into its veracity, but you'll find out rather quickly that the game is straightforward. The work that Drs. Rosaline and Watts of Sigmund Corp. do is really remarkable; they help people remember their lives in new ways in the moments before they die.
Using this revolutionary technology, they may grant the last wishes of those who are about to die. They thought spending the evening with Johnathan Wyles would be like any other work night. The situation becomes more complicated, however, when they realise they have to fulfil Johnathan's last wish and send him to the moon. It doesn't take long to become entangled in a four-hour story joke replete with visuals and sensations, aiming and ultimately succeeding in profoundly shattering you.
The game thrives because it doesn't rely on tired myths, epic quests, or outlandish ideas. Johnathan's (nicknamed Johnny's) introduction to the world is a dreadful, escalating disaster. In To the Moon, the plot moves at a perfect clip, neither too fast nor too slow, as it builds to its epic climax.
They are both pieces of a vainglorious mystery, as are some of the things they own. However, the theme isn't simplistic; it has multiple tiers, and as you uncover them, you'll find that they take your breath away, magnificently highlighting tragic moments with comic relief provided by Dr. Watts's exchange lines, which frequently break the fourth wall and make the world feel more real.
To top it all off, the game's movement and cooperative features are nothing to be proud of and hence mostly irrelevant. Kan R. Gao, the game's writer and director, also composed the music that serves as the driving force behind the game's name and the incentive for its plot. Whether it's a quick burst of sarcasm or a sustained feeling of dread, it does a fantastic job at setting the mood. I saw it coming as the game progressed: “To the Moon” is really altering my frame of mind and perspective as time goes on.
By the end, I felt as if I had become one with the characters and shared their hopes, anxieties, concerns, inquiries, and anticipations. By the end of Act 2, I was breathing more steadily, and my emotions had matured considerably. My eyes were burning, and my body temperature was increasing as I neared the climax of the game. To the Moon made me weep, and that wasn't all there was to it.
I hadn't been moved by any work of art in a long time, not since a moment with a monkey in a movie I can't even remember the name of. As I gasped for oxygen and thanked my lucky stars that I was home alone, I couldn't help myself. However much I tried to suppress my emotions, I could never deny that they were a source of power. I've tried closing my eyes, counting my breaths, and telling myself that the weeping game is pointless since I'm only torturing myself.
But I was completely wrong. I was completely wrong. After finishing To the Moon, I was so relieved that I cried for another half hour away from the controller. It was like someone unscrewed a valve, and all these pent-up emotions gushed out of nowhere. A meaningless, minimalist game I knew nothing about became one of my all-time favourite titles, one I will always recommend to others and use as a yardstick against which to evaluate the quality of future works of art.
Not so long ago, I was at home worrying about something that turned out to be completely unrelated (could it ever be cash or late joblessness for sure?). My little child was sitting on the window sill, her elbows propped up. Therefore, I was pacing the room impatiently when my daughter came to me and said, “Father, come here with me; how about we check the stars out?” Furthermore, I've genuinely muddled things up, yet fate ultimately wouldn't let me pass up that opportunity.
As we sat there admiring the night sky, she said to me, “Check out the stars, Father.” Remain here with me. We'll check the stars out. “Might it be considered that they are delightful?” So I lingered and gazed at the glittering spots, certain that as we get older, society kills something magnificent inside each of us and that the only way we can surely get some of it back is via our children. So, much as my lady did that night, this game made me feel more human by telling a narrative of hope, fear, love, life, and death.
Moreover, I am eternally grateful for it. To the Moon was released in the latter half of 2011 to an overwhelmingly positive critical reception, earning recognition as one of the year's best independent films. The 97% positivity rate over almost 12,000 evaluations of the Steam client is astounding. When you consider that it was the first game ever developed by the then-fledgling development firm “Freebird Games,” you can see how impressive this feat really is.
Beautiful Pixel Art
So, I had a small number of preconceived notions going into this game, and I'm quite relieved to report that they were all spot on, and now the sky's the limit. To put it simply, To the Moon is one of the best games out there if you're looking for one with a unique, all-encompassing story.Since the game's plot is so novel, compelling, and, at times, depressing, I found myself unable to put it down and completed it in a single sitting, if not in a single day.
It's not a really long book—I finished it in a little under six hours, so it's not unheard of. Nonetheless, these six hours were fantastic. Since the plot and dramatic turns in To the Moon make up more than half of the movie, I won't sugarcoat anything. I was interested in the story in at least the same way I am when watching a good movie or reading a good book. More than just the plot is intriguing.
In To the Moon, broad social and philosophical questions are hammered home, such as the desire to cultivate one's distinctiveness in the middle of a pretty tasteless society and whether or not it is ultimately proper for man to select (or not) based on the culmination of his own existence. Even though the subject matter is heavy and, maybe shockingly, depressing, the game does a fantastic job of handling these sensitive subjects in a straightforward manner, which is made all the more palatable by the game's exceptional use of comedy.
Unfortunately, I found myself constantly roaring with laughter, only to sense destruction approaching in the next minute. The challenge lies in the fact that the game manages to be both humorous and profound, making it really artistic. The many, many exchanges are all fantastic; the authors of the narrative and the replica essay deserve all the praise they can get.
However, not everything is excellent; the actual interaction is fairly boring and shocking in its monotony, consisting mostly of guiding the two playable characters about on a little map and having them work together with objects and other characters in a very obvious point-and-click fashion. Thankfully, the catalogue is kept to a minimum, although there is a tiring sequence of little games.
In any case, the plot and the emotions it evokes make even this somewhat sad, continuous encounter fade away into nothing. The subtle 16-digit drawings are fascinating because, while being very pixelated, they convey a surprising amount of information, even at the most fundamental level. Ultimately, this is a gem of a game, a testament to the fact that indie games have become the most imaginative subgenre of the gaming industry, where substance now matters much more than form.
It's a must-have for anybody who gives gaming even a little bit of thought. Everyday life is full of strange, jumbled stories that make little sense to anyone outside of a small group.Like a decrepit soccer ball, a pathetic origami rabbit, or a repulsive stuffed platypus… Even the most hardened guy will be moved to tears by this touching tale of love, adversity, and dedication. Reputable physicians Eva Rosalene and Neill Watts arrived at the designated spot in the middle of a stormy night.
Very fitting soundtrack
After some arguing between themselves about whose fault it was that the organisation car had crashed into a tree, they started out running towards the home on the cliff's edge. As they entered, they could hear the echoing music from the waiting room's piano.
The caretaker of the elderly person, Lily, invited them in and asked anxiously as she drove them to their client, “On the off chance that you wouldn't misinterpret my inquiry, what might be your business precisely?” Neill responded with a broad grin all over before the caretaker had time or energy to respond: “We award wishes!” This time, Eva orchestrated the predictable question, “What was his final desire?”
After a pause long enough for Lily to slow down and relax on her approach to the main room, where a doctor was en route to check the patient's vitals, Lily said, “He needed to travel to the moon… This wonderful short tale, “To the Moon,” is about an old man and his mysterious last wish before he leaves Earth. The combination of countless tales, mundane objects, and long-forgotten conversations about people you once knew all paint a picture of your history that you will likely never forget.
How about the movie The Immortal Life of the Perfect Brain? As a matter of fact, it's that level of investment plus a sense of humour that leans toward the bizarro or the noir and away from Jim Carrey. This is a futuristic fantasy that is messy, exciting, and heartbreakingly rational. That effortlessness is where true greatness may be found is a belief I share.
Successful injections of humor
To the Moon has 16-cycle RPGMaker graphics, a tiny handful of lovely piano songs, and cartoonish people moving about with near-diversionary motions, yet it nevertheless has a powerful enough plot and script to make an adult woman like me weep. When compared to this, I've seen Hollywood tragedies with less sparkle and sophistication in their presentation of the characters. It's woven with homages, allusions, and recollections that will bring a smile to your face, if only a little one.
Since there isn't much to do save explore and pick up a few items here and there and solve a collapsing puzzle every now and then, the game may be seen as either a light experience or a visual novel with puzzle elements. Just so you know, it has nothing to do with role-playing games. To the Moon is a rewarding 4–5-hour experience that will help you make sense of whatever mess you've gotten into.
It was worth every second I was able to save for my needs. It's tempting to wish you'd forgotten some games so you could experience them in a fresh and exciting way. You may count this as one of them. To the Moon is less of a game and more of a story-driven, cerebral narrative. The player has nothing to do beyond wandering about, but once immersed in the plot, they won't care that the interaction is minimal.
Has a lot of emotional depth
You will laugh and weep while playing this fantastic game. My role in this cannot be adequately described in words. Just… You should just listen to it. absolutely incredible narrative I won't give too much away about the plot, but I can attest to the story's excellence. You take on the roles of a pair of researchers working for a “Make a Wish”-style organisation that uses a time machine to alter people's memories in order to grant the dying person's last wish.
The narrative is presented in three acts and takes around four hours to complete at a leisurely pace. One may argue that the tale's elements are a little cliche, but I didn't find that to be an issue since the story was so well-told and relevant. My extraordinary advice is to think critically about everything. Something that at first seems unimportant often serves as a foreshadowing of some greater truth.
It's well worth your time to think carefully about things like the surroundings, social interactions, the terrain, and everything else. Incredible Characters: Each and every one of the characters has a distinct personality, and you'll grow to care about them, especially Dr. Neil Watts, one of the manipulated characters, who provides a welcome comic relief while still contributing to the story's overall success.
Narrative is novel and well-written
But really, this tale is just mind-blowing in every way. Amazing Soundtrack: Anyone who says that game music doesn't matter has obviously not played this game. The music is mind-blowing, and hearing different songs from it may make you feel completely different. It doesn't take much for your mood to go from happy to sad to agitated to sad again. Fantastic pixel art—The game's old RPG-style designs are, in my opinion, among its strongest points.
You're more immersed in the plot as a result. Anyway, the setting is great, the lighting is excellent, and I've never taken a pixel art game seriously before. There is no charge to download content!Such a great distance necessitated the delivery of two episodes that are shorter than normal but nonetheless available for free download and play. Equally great is the paid OST, which donates half of its benefits to charity.
Excellent DLC, if there ever was one. Goal: This isn't about designs, and you won't really see them, as the game genuinely draws you in like a good book, but I had trouble starting the game, and after giving some attention to upscaling to full HD, the game hunkers down to an exceedingly little objective that could make some people quit. Also, the aspect ratio is 4:3, so black bars will be visible.
Characters are relatable
We may attribute this to the game engine they choose to use. Some games stand out for their exceptional level of engagement, while others are memorable because of the story they tell. Everybody should spend their time and effort playing To the Moon since the story is clearly the winner. I should preface this by mentioning that the game may not be to everyone's taste, but if you go into it with an open mind, you'll have a very memorable time.
Watts and Rosalene, our two main protagonists, are both medical physicians, and although their jobs may be many things, normal isn't one of them. Those whose lives are rapidly approaching their end may be offered a new choice. The plot of the tale requires you to help your patient achieve his goal of travelling to the moon. Even if it's hard to fathom why someone would desire such a thing, there may be a good reason.
One begins with the most recent memories and works backwards through time to the point where one could discover key concerns in Johnny's background. The more you play, the more you get attached to Johnny's memories, which may seem strange if you're approaching the game as “just a chore” and seeing Johnny as an outsider. Keep in mind, however, that if you allow yourself to become immersed in the story, you will end up playing a much better game.
No audio/visual/control options of any kind
To be honest, there isn't much that can be written about the story itself without giving away significant plot points. The game's short duration is a result of its intense concentration, although others may see this as a positive since it means less time will be wasted on pointless side quests or aimless wandering. You're supposed to stay focused on the task at hand and not let your emotions get in the way of your job, but if you play the game as designed, your emotions will inevitably surface.
just as they should. The music/soundtrack is basically as important as the plot since there are moments when you will listen to a good piano piece that will provide pleasant sensations or a sense of misery, bitterness, and curiosity. To the Moon also has a substantial dose of comedy, so I have no reason to believe it will be depressing in any way. Since this is your goal, you shouldn't let your own feelings get in the way of your objectives, and little conversations about particular jokes and quips may sometimes occur.
Although the plot (whether you like the ending or not) and music will likely please many players, anyone anticipating a deep RPG experience or a lengthy game will be disappointed. For the time being, I can see how the game's brevity may be seen as a virtue; after all, it gets you to the point where you need to be. However, I would advise against basing your investment in the game just on how long it is; instead, you should evaluate it based on the narrative it tells.
No alternate endings or unlockable content
If you can look past To the Moon's simplistic visuals and nearly nonexistent interactivity mechanics and allow yourself to become invested in the story while passively listening to the game's magnificent soundtrack, you'll find that it's the perfect fit for playing in the pauses of some of the longer games you're already playing. It's a good game without any gratuitous violence, and it's a short but satisfying adventure with some laughs, some stirring music, and maybe even some tears.
If you follow the rules, don't become crazy, and focus just on the game, I have no doubt that you will make a profit. Get involved with the narrative. Please forgive any poor grammar or incoherent sentences; English isn't my first language. What many games nowadays fail to realise is that they don't require all the fancy extras to become truly exceptional. What I mean is that, despite the fact that everything about this game is archaic, I am willing to absolutely prescribe it to you in 2016.
And I'm able to do so because of the way this game makes you feel. I'm warning you now: if you don't feel the need to almost (or really) weep while playing this game, you either didn't pay enough attention to the tale or you're not a very deep person. What a masterpiece this game is. I know modern games want to entice you with action, constant emotion, and maybe even an inclination or a “rush” or some kind of competition, but in reality, you want to play this game.
This is not a little game.
As someone who is sensitive to the feelings and opinions of others, I can declare with confidence that when I enter my software engineering club, everyone there can agree on how much they enjoyed this game. Simply put, you should buy this game. Do it to get your emotions going, and let yourself get swept away by a show-stopper that doesn't have to break the bank. since it may make you feel much better even when nothing else has changed.
Everybody involved in this game did it out of pure enthusiasm. Since I'm a writer who focuses on essays, I've had to figure out what it's like to write one of these pieces. The music, the art, the tale, and even the programming are all bursting at the seams with vitality. Playing this game will give you a lift and serve as a gentle reminder of how games should make you feel. Plus, as you may be aware of… In the end, it doesn't matter how many years you lived if you can't remember what inspired you.
You only get a second chance at a game like To the Moon once in a while, and when you do, you better take advantage of it since you may never have another chance to witness or play in such a unique setting again. The events of To the Moon take place in our contemporary reality, where scientists can fulfil and manufacture memories, allowing the protagonist, John, to fulfil his dying wish and go to the Moon.
This is a masterpiece.
You take on the roles of two such researchers, and it quickly becomes apparent that interacting with customers' memories in order to grant their wishes is just one small part of their job and that the researchers have no emotional investment in their clients beyond the transactional level. As the plot develops, you are taken on a journey through John's unpleasant memories that are intertwined with the fulfilment of this wish.
As the two researchers witness these reminiscences of the past, they begin to interact with John, and you begin to see that in this unique case, they no longer view it as their obligation or commitment to fulfil this undertaking, but rather do it out of kindness. Like the two researchers, the tale pushed the topic forward, and as it did, I found myself focusing more and more on John as the narrative progressed.
The game's principal composer, Laura Shigihara, and the game's core creators left an impression on me as few others have. To the Moon is based on real events and illustrated in a 16-bit manner; it encourages players to reflect on their own lives, deaths, and the value of living by drawing on their own positive and negative experiences. You play as Wyatt and Rosaleane, two researchers who live in a world where memory replication is possible.
Strong Story and Concept
This gives the researchers the ability to give people who are close to death the chance to make one last appeal, even if it's only to themselves. To begin To the Moon, our intrepid explorers pay a visit to an elderly man called John, who has one last wish: to go to the moon. He seems to have provided no evidence for this; therefore, it will be up to researchers and analysts to delve into his mind and look for clues to determine the source of his need.
The physicians are realistic, level-headed people. Crossing over into other people's heads is clearly nothing out of the ordinary for them, and at the beginning of the story they only treat it as “simply taking care of their other business,” but as they get to know John, they delve into all the complexities of why he is mentioning to visit the moon, despite there being no really obvious explanation for why.
Suddenly, the tough and humorous aspects of their labour are mingled with feelings of doubt about the thing they are doing and personal responses to the harsh moments from John's life about which they testify. Just like actual people, you'll find that they're charming one minute and boring the next, with a lot of grey area in between the two extremes. Overall, To the Moon is a gripping tale with superb writing that delves into questions of morality, mortality, and melancholy.
Dialogue writing brings the characters to life
You'll spend much of the game in a passive observer role, but as you go through the story, you'll find yourself wanting to learn more and more about the protagonists and their backstories. It went beyond the confines of its protagonist's tale to become about the problems we all encounter as the days pass; it's full of people we know and situations we understand and find intriguing. To the Moon has the grace to express the complexities of human life without breaking a sweat.
It's refreshing to come across an interaction of such high quality. In a very encouraging way, the author suggests There is a finality about it. There were times when I couldn't believe the story would continue so I could find out what happened, and then there were times when I wished it hadn't because I was sobbing at the ending. Although To the Moon is more of an intellectual tale than a game, don't let that put you off; you'd be missing out on a very remarkable experience if you did.
This is the kind of story that will hit you right in The FeelsTM.You can go through it all in under four hours if you move quickly, so please help yourself and don't rush. Freebird Games does a great job of incorporating a relatable plot that will keep you glued to your screen. If I had to divide my life into two periods, the first would be the time before I played this game, and the second would be the time after, depending on my perspective.
You may experience emotions you didn't realise you had in this game if you're not already completely feral. You must cry. The joke is on you. You may expect to weep a lot more. If I had to choose just one Steam game to prove that “games are art,” it would have to be this one. It has some of the most amazing images you'll see in a game, with a vintage, pixel-craftsmanship feel. The characters are well-rounded, likeable, and easy to empathise with.
The game's fantastic use of music and sound effects, however, is the real selling point. Without the incredible score, the story's emotional weight wouldn't be as powerful. Kan Gao has a way of playing the right harmonic movement that enhances the story's emotional impact. His work as a solo artist leaves me in awe. Then there's the tune by Laura Shigihara. How wonderful it is to hear such a well-timed musical composition!
This game would not be nearly as impressive if it didn't have such beautiful music. This game's full price is ten dollars, so be prepared to spend it if you want to play it. We'll add another $1 for the tissues. There is no better way that I can think of to spend eleven dollars. If you haven't already bought and played this, stop reading this and go out right now! Perhaps one of the best games ever made.If To the Moon were a film, it would be about as good as Titanic and very likely worse.
Music – The heart
Trust me when I say that if you want a true and nostalgic experience worth every penny, you will need to acquire this game, and I say that as someone who doesn't get truly influenced very efficiently. Even if you can get it for free from the Modest Nonmainstream Pack X, it's worth the extra $10 to purchase it on Steam.This role-playing game features a wealth of information about his life and the way things are, allowing you to dig deep into the plot.
You'll feel like you're the one having his wish granted thanks to the moving narrative and music. Stop reading this right now and go get it; it will be the finest $10 you've ever spent. After reading this, I hope you'll be wondering, “What does it really mean to have an awesome existence?” Undoubtedly, this is among the most impressive acquisitions ever made at Humble Bundle. This tiny gaming gem is just $1.
This is a presentation about Freebird Game, a Canadian designer.However, they weren't exactly close, either. They've already created three games, and Freebird's current leader, Kan Gao, has worked on other projects in the past. But this is all they could ask for in their debut.
To the Moon is the game that defines, or at least defines, indie games for a long time. Minimal enigmas, a sparse sense of setting, a wealth of unusual images and a wealth of remarkable music, and, most importantly, some thoughtful discussion The innovative approach that indie games often use has just reached a whole new level. Consider a triple-A game that has game dialogue that isn't often heard.
What a state of bliss! Depending on your play style, the game might run anywhere from two to three hours. I beat it in under two hours back in 2011, and I just beat it again today, although the game isn't all that replayable. In other words, the second time around, you won't like it as much. You should also download the free downloadable content for this game and give it a go. The music is fantastic as well.
But you already know that, right? The value is rather uncertain. To be honest, I wouldn't shell out the suggested price of $8 for it. It's a good bargain if you can get it for $4, but if you're not someone who enjoys playing gentle games and instead want a more challenging one, you should get it anyway. Released this spring, Finding Paradise is a new game with similar mechanics to To the Moon; from there, we can gauge Freebird's level of innovation with their upcoming sequel.
No resolution fix. Looks scaled
With that stated, here is the last section. It's hard to provide a comprehensive review of To the Moon without giving anything away, which makes it a challenging game to analyze. At the same time, if you just tell people a game is ideal without explaining why, they will avoid it out of fear of disappointing themselves. To help you understand, I'll first explain what it isn't. In contrast to your average 20-hour pixelated RPG, To the Moon centres on a group of six colourfully bereaved individuals who must band together to defeat a horrific evil.
Because it is Chrono Trigger, and Chrono Trigger has a timeless soundtrack, it is the role-playing game (RPG) that it most reminded me of. The game elements are superficial, and you'll never be tasked with making a serious choice.
Despite its evident focus on plot, its high degree of intuitiveness means it may be mistaken for a game. In addition, the plot itself isn't very astute. There is nothing here you haven't seen before, especially if you're a fan of mindless television or science fiction that skips the psychological scene. Remember that the narrative is not a copy of anything, but if it were told clearly, it probably wouldn't impress you.
On the other hand, the tale isn't explained well, and here is where To the Moon really takes off (pardon the quip). The game enters the realm of “capital-W workmanship” in the simple fact that it manages to avoid the temptation to become self-absorbed and sensational while dealing with such subject matter.
The account of two physicians who have been here before and for whom this is just another day at the office (to the point that they make dismissive and even outright rude comments about what is occurring) keeps the drama firmly rooted in reality. When a really significant moment occurs, the game alludes to it in passing during conversation rather than hammering home the idea with a devastating hammer. It gives you the freedom to respond however you choose, whether you just want to say “awesome stuff” at the end or prefer to cry for five minutes straight like I did.
The way in which I could empathise with one of the heroes undoubtedly made a difference. To what extent do I like this? Take this: I purchased it for next to nothing as part of a bundle, and then I let it sit on the rack for a long time before giving it the old tried-and-true quick test. This survey took me four hours and one computer to set up on Steam. That works out to $2 for each hour of crucial continuous involvement, a better deal than you'll get in the majority of AAA summer blockbusters.
To the Moon is an excellent tale of human experience, love, and tragedy. It's more of an impressive work of art than a typical video game. This game is for everyone who enjoys reading or listening to a good narrative. If you're expecting modern graphics or an innovative user experience, you'll be disappointed. There isn't much you can do in this game but go from one scenario to the next. The game features a handful of really simple problems, all of which can be solved in less than ten moves.
Dialogues: really well and authentic written
Games don't include defeating enemies, levelling up, or looting treasure chests. Your characters are a married couple… So, they're called doctors, but I see them more as researchers. Their job is to access a dying patient's memory, unlock those memories, and use them to recreate the patient's desired memories. Our protagonist, Johnny, is a frail guy with a dream of travelling to the moon. therefore, the name of the game.
Where the moon is In the process of restoring Johnny's memories, a touching tale of love and tragedy unfolds. This game is fantastic, telling an incredible tale that fans of the genre will enjoy immensely. However, anyone looking for a traditional action RPG experience in which they fight enemies, get loot, and level up should go elsewhere. The duration of the game is around 2 hours, give or take a few minutes to solve the puzzles.
Even the most jaded player will feel emotional at the conclusion. While the plot has the potential to be excellent, it also has the possibility of becoming really predictable. There's a bit of a disconnect between the plot and the gameplay, which is one of my main complaints with TtM. Within the first few hours, I had the impression that the narrative was the driving force and that adding enough gameplay elements to call this a game came later.
Characters: reliable and loveable throughout the whole time
Don't get me wrong; TtM has enough usable features that it could be considered a full game, but from what I've played so far, it's hard to get excited about. TtM often involves locating items that are linked to a central person's memories. After collecting a sufficient number of these items—typically five—you will be able to go to the next section of TtM and decipher a significant portion of the plot.
Use these five memories as hammers to smash something extraordinary before you're given the chance to go on. Because it is now accessible, you may touch it to reveal the solution to a mystery. Most of these puzzles are rather easy to solve. You can tell if you're doing too many actions based on its feedback by comparing the total to the optimal number of movements.I don't know whether too many movements alter TtM in any way, but I assumed that as long as I could solve the puzzle and keep going, it was good.
The varying difficulty of the puzzles kept things interesting for a while, but eventually wore a little thin. There were times when you could do anything except seek for clues and solve puzzles, like talk to NPCs or inspect items, but I don't think that having that choice is that motivating. The fact that there are periods of time in which your options are severely limited is what allows the boring concept of Time to Move to persist.
Story: amazing and emotional
If I had to guess, I'd say that the creator of Time to Make had a little fun with the fact that not everyone would like the game's overall continuing interaction features. Moments into Through the Mirror, you and your partner encounter a squirrel. With TtM's help, you'll think you're about to jump into a typical RPG battle as the squirrel reacts to your approach. True, it's an annoyance that lasts for a few seconds, but after that, you see how TtM is different from other superficially comparable works.
I could understand why some people might expect TtM to be like a typical RPG, but in practise it's more like walking simulators or visual novels, as TtM is primarily concerned with telling a narrative. Although there are interactive elements, they aren't nearly as well developed or important as the tale. That's not to say what's there is bad; I just get the impression that, as in most walking simulators and visual novel games, the narrative was prioritised above the interaction that was available.
While I'm aware that many walking simulators and visual novel games include a broad range of activities that might help players create lasting memories, I've found that the games I've played have focused mostly on the plot. I realise that it depends on the engineer, but in most cases, this is done because of how they think the narrative should be able to handle it. What I saw of TtM made me think it might have been completed just as well as a book or a short film, but the decision was made to turn it into a game instead.
Atmosphere: great mix between drama and humor
Initially, TtM provides two primary modes of interaction, although this evolves over time. You'll have to avoid obstacles while trying to make your way through a rather quick sequence until you get the ability to fire flying goods at cartoon zombies. While it was encouraging to see TtM unravel as you progressed through the game, I can't help but think that the experience would have greatly benefited from having these revelations peppered throughout the whole adventure.
I'm sure I'm not alone in thinking this, but I'm glad TtM brought attention to such a remarkable tale. Something I find very useful about TtM, apart from seeing how it turns out, is that it demands my involvement with the plot. Depending on the tempo at which you tell your tale, it might be difficult to get your point across effectively. If the pace is excessively slow, it will get tedious. If the tale moves too quickly, you can get the impression that more depth is needed, and you might not have enough invested reasons to care about the characters by the time the plot concludes.
There was no problem of this kind with TtM. The plot develops slowly but surely, and there are just enough surprises and twists to keep you interested. Also helpful is the fact that TtM doesn't try to explain everything about itself. The Secret of the Manacles dubiously reminds me of why Hidetaka Miyazaki makes the plot of Dark Spirits so mysterious on purpose. I'm sure there are a variety of reasons for why he does this, but mostly it's so that players may have a unique experience based on their thoughts and where they choose to take the tale after it's presented.
DLCs: 2 free DLC christmas mini episodes
While this is not entirely true in TtM, as a major amount of it is readily accessible, there is enough there to alter your perception of the tale based on who you are as a person, a player, and a fan of stories. Due to this very fact, I consider this to be a remarkable game.
There was a time when I wasn't sure if I should consider To the Moon to be a great game or not because the game's ongoing interaction components aren't nearly as interesting as the story, but since the game serves as a vehicle to allow you to experience its story, you should probably conclude that it is a great game. No doubt many would disagree with me, but I believe that many otherwise excellent games lack meaningful persistent player engagement.
It's nice when a game can provide both a satisfying experience with its mechanics and a compelling narrative, but neither is necessary for the game to be considered flawless. I have known for a long time that TtM is a tragic story. Other works of literature, movies, and video games have brought me to tears, but TtM didn't do it for me. The ending of TtM made me feel a little profound, so I know I'm not a cold, emotionless beast, but the book didn't have as big an impact on me as I had anticipated.
How to Play
Regardless, there were many points of resonance, especially when the plot takes a detour towards the end of TtM. You probably won't have the same experience with comparison as I did, but there is definitely enough in TtM's narrative that you'll feel or understand what it's trying to portray, even if you do end up yelling. While the tale of TtM drew me in deeply, I found myself having conflicting feelings towards one of the show's main characters.
Even though there are a few people that may be considered main characters in TtM, only two of them are really available for direct control. Dr. Eva Rosalene was OK, albeit a little wooden all the way through TtM; Dr. Neil Watts was a little too upbeat, with a few solemn moments thrown in to show his true colours. Dr. Neil Watts was entertaining, and he sometimes said things I could have said. The problem is that there were times when it seemed really confined.
Maybe he was trying to be the class comic, and he did it on purpose to relieve tension, but sometimes he seemed like an anxious kid. Don't get me wrong, there were a lot of wonderful lines, and he grew on me as a guy, but there were also a lot of awkward pauses. In conclusion, my time spent with TtM was enjoyable. The plot was heartwarming and relatable enough to be the game's principal selling point.
Very interesting novel
You may call TtM a playable game since it has enough parts, but I didn't find any of them very interesting or novel. You should play this game if you like well-researched tales, pixel art, or relaxing games that can be beaten in a very short amount of time. Thanks to this game, I realised that superiority and cute visuals aren't always preferable to each other. Designers should strive harder to provide us with games that are meaningful and worthwhile.
A game with the power to evoke strong emotions and novel sensations When it comes to visuals, To the Moon isn't perfect. The game's natural storytelling makes up for its lack of design polish. It's an opportunity to take part in a tale that's equal parts inspiring and heartbreaking. The plot immerses you and pulls you in as you try to grant a dying man's (Johnny's) last wish to visit the moon by altering and replacing his memories.
The trip's brilliance was in the way you cleverly pieced together his recollections, as well as his life and romance narrative with his wife (Stream), to move the plot forward. The music in the game will also have an emotional impact on you, particularly the game's main theme, “For the Moon,” which is also a qualifying phrase. It improves your overall game knowledge and prepares you mentally for each game set.
The length of the game doesn't really matter to me, but I care more about the meat of the experience. The game succeeded in touching our hearts with its message about life and death and the joys and sorrows we may or may not have experienced. All of us have our most recent and most treasured memories of loved ones. The game's moral asks, “If you had the chance and the power to alter your history, would you seize it?” Maybe I could use some.
I would recommend this to an adult audience or anybody in need of a change of pace from the many shooting and running games in our collection. Thank you so much for making such a fantastic game. I'm on the edge of my seat, waiting for the next chapter. This game has an amazing plot, a fantastic soundtrack, and is generally enjoyable.
I highly recommend this game to anybody interested in reading an incredible novel in an unusual medium. The overwhelming confidence in the Predominantly Sure polls is well-earned. Give it to someone you know who likes to play hard to see if they weep at the end. It was a complete surprise to me that I did.
Read Other Articles