Fragile Dreams: Farewell Ruins of the Moon
  • 1 Playing
  • 340 Backlogs
  • 5 Replays
  • 3% Retired
  • 70% Rating
  • 150 Beat
Fragile Dreams: Farewell Ruins of the Moon Box Art

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Gohanintendo

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70%Wii

10h Played
Sería un 7,5 pero bajo, porque tenía buen contenido respecto al horror y RPG que brinda el juego, sensación de persecución, sin embargo todo muy esquivable y muy fácil de realizar a pesar de que las batallas no eran del todo buenas. Pero me ha gustado mucho, la historia y personajes estaban bien (simplemente) pero el final haciendo que el personaje vuelva a quedar solo de por vida frente a que a lo largo de la historia se va quedando solo una y otra vez puesss... Mmmmeh
Updated 1.5 Years Ago
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effoffapril

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80%Wii

25h Played
Deeply flawed and beautiful. Must play for fans of innovative, unique storytelling within the interactive medium.
Updated 4 Years Ago
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Wordingofspay

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70%Wii

9h 30m Played
12,07,2019
Updated 5 Years Ago
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Viboras

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70%Wii

13h Played
If not for the poor but serviceable combat and sometimes annoying backtracking this game will be easily a 9, so let's have that out of the way.

It's kind of hard to put in words what makes this game so special, at first I was reluctant and I was playing this game just to play something before a "big" game but soon enough I was enjoying myself so much within its sad yet beautiful world. I thought that I will hate the characters and never bother with its story but once again I was so wrong, it was like playing something that Makoto Shinkai (5 centimeters per second, Your Name) would write and direct, it is filled with melancholic and genuinely beautiful moments, so its kind of sad that Director/Writer/Producer Kentaro Kawashima didn't make another thing afterward (Surely because of bad sales, which is a shame to us all) because he has a lot of potential and this game shows the passion and soul that he put into it.

It has a lot of unrefined mechanics that maybe felt too gimmicky in its time but I think they aged very well, say resting in bonfires, unveil the story of the world with cryptic but optional drawings/messages, items that tell stories within themselves that may or may not be relevant to the main plot, Do this rings a bell? Speaking of stories through items, I loved to explore its world just to find those items and go to the nearest bonfire and listen to its story, a lot of them were trivial but interesting but quite a few were truly amazing, longing and feeling for its characters. Also, another thing that is really amazing was the soundtrack composed by Riei Saito, it's not perfect but it hits you and hits you hard, its also sad that it seems that this was her last major composer role.

I really want to speak a lot of what I loved of this game but it's better if you try it by yourself, again, is by no means perfect, if only for the combat and some annoyances this would be tons times better, but I say that if you like Nier, Drakengard, Makoto Shinkai and even Dark Souls (if only just for the mood) please take a look of this game, and maybe just maybe we can give these amazing creators another chance to truly shine like the moon.
Updated 5 Years Ago
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waveathon

waveathon's Avatar'

80%Wii

13h 25m Played
The game is good. I thought I would get bored of it but the story made me stay. The game play is fairly balance. No over powered equipment. The enemies can be some times scary. A recommended game for gamers who like to relax.

PS: this has one of the best opening and ending song ever
Updated 8 Years Ago
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Mechoshira

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70%Wii

11h Played
Beautiful gem of a game. Great visual direction coupled with a lovely melancholic soundtrack and a fantastic setting. I believe this is one of the few games that captures the "feel" of a post-apocalyptic world with a mix of beauty of sadness. Shame it ended up as wasted potential. Definitely worth picking up if you can find it anymore. It deserves at least that much.
Updated 8.5 Years Ago
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aversiveesperado

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40%Wii

10h 57m Played
Interesting concept, but not well executed. The game itself seems confused about what it wants to be: there are point and click elements of adventure games, combat of an action game, and progress of a jRPG. However, it does none of these things well. The story concept is interesting, a world devoid of humans and you are a lone survivor. However, it feels more like you stepped onto an abandoned property that has fallen into disrepair than a world devoid of humans. You will see more tunnels and hallways than anything, leading to a bland experience. The few characters you meet along the way are just as bland and their characterizations are not handled well. Memory items, while a decent concept, don't lend much to the story. The story at the end is faux-intellectual at best, full of anime cliches.
Updated 9 Years Ago
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Rostropovich

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70%Wii

11h 37m Played
Fantastic atmosphere and visuals but very very clunky combat and some time sink "quests". Warning! This game will make you feel dem feels.
Updated 10.5 Years Ago
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Lithium

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50%Wii

11h 30m Played
This game is extremely immersive, the art, sound, voice acting* and premise are all great. The environments in this game range from extremely beautiful to generic and bland. Most of the game is spent in underground tunnels or buildings, but when you emerge from the light at the end of the tunnel (sometimes literally) the reward is stunning.

Its not a technical achievement by any means, if we're talking polygons here what he have is fairly rudimentary but it's the art direction that carries it. The story, while fairly minimalist is pretty compelling for what it is and fits the mood very well thorughout the game.

Unfortunately this game is a big letdown, Fragile Dreams hits all the right notes but face plants on the game play. The game's combat is very similar to 3-d Zelda games, except they give you resident evil 1 controls and don't give you Z targeting, Seto's clunky controls means that any difficulty isn't derived from the enemy A.I but rather struggling to make Seto do what you want him to. This is amplified in boss fights, the frustration even more so since the strategy to beating them is simply to keep pressing A until they die.

It would have been far better to fix the controls than to dumb A.I down to accommodate them. Due to the highly immersive nature of the rest of the game it would have been far better off if combat was non-existent and exploration emphasized. At least an hour of game play was running around trying to catch a guy who stole your locket around an amusement park then followed by a 2 hour long fetch quest. The combat and the blatant filler leads me to think that less really would have been more.

5/10

Fragile Dreams is an example of big potential held back by poor game design choices. Because of this I cant bring myself to recommend it despite all the things it does right.

*played with original Japanese voices
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IGN's Avatar'

65%No Platform Specified

Fragile Dreams is a great example of a spectacular concept whose execution could have used a little more thought and time. I love the premise, the setting, some of the characters, and the production values. The story is engrossing. Exploring the lush, beautiful environments in search of clues is fun. The flashlight controls and effects are really impressive. Even combat, in dire need of a lock-on, is functional. It really does have a lot going for it, and you'll see that reflected in the scores below.

And yet, some of the design decisions and gameplay conventions are exceedingly tired and frustrating. The unnecessary, uninspired fetch quests, blatant backtracking and awkward item management system distract and subtract in a big way from what is otherwise a quality experience.

If you fancy yourself an addict for Japanese adventure games, you will want to experience Fragile Dreams. But with some glaring issues that really overshadow the gameplay experience, there's just no way I can glowingly recommend the title, as much as I had hoped I could.
Updated 14 Years Ago