GetsuFumaDen: Undying Moon Review (Switch Web Store)

It only takes a few moments to notice that GetsuFumaDen: Immortal Moonthe long-awaited revival of Konami’s Famicom-exclusive action-RPG hybrid GetsuFumaDen. dead cells‘ great ‘roguelite’ gameplay.

There is a starting room containing a visual record of every weapon unlocked so far. There is a secondary weapon reload counter. There is a selection of portals leading to the next randomly generated landscape. There are limited health potions, special weapon attributes, a mixture of permanent and exclusive upgrades for everything, ensuring that each attempt is a little easier than the last, towering bosses, a damaging double jump… You can find much loved the DNA of the old game in every aspect. gameplay of Undying Moon. It’s an understandable but unwise move that unfortunately doesn’t fully work in favor of this new release, each new mechanic introduced and item pickup only draws comparison to the more fully featured and original alternative.

Everything starts quite positively. There is no doubt that this game is an amazing treat for the eyes, every demon and ragged brushstroke gives the impression that you are fighting life. ukiyo-e Print. The soundtrack is – if anything – even better, with impassioned drum beats sounding under the traditional biwa strings and piercing vocals.

Fuma himself is pleasantly nimble to handle, and the weapons he might encounter have a certain niche to fill; the contrast between the lightning-fast omnidirectional combinations of metal fans, the huge arc of the spear, the raw weight of the stone club, the long reach of the whip, and more is always immediate and obvious. Enemies, in their overly repetitive presence, also have well-defined roles: the archer, the brute, the static caster who does nothing but amplify the abilities of nearby demons to a dangerous degree, the sneaky prone to disappearing for a short time. . Over time, you begin to learn how some of them behave, and thanks to this, you live longer than before.

So, for the first ten minutes the game is great – unfortunately, every subsequent moment is rife with minor problems that quickly turn into a big headache.

From the very first stage, you will encounter enemies capable of not only shooting at you from behind the frame, but also right through what should be a solid, impenetrable landscape often results in you taking damage unfairly in a game where every precious hit point counts. Large monsters capable of hard hitting are often found on secluded platforms where there is not enough room to do much more than jump on them and hope for the best or tediously shoot them from afar (provided you have chosen the right secondary weapon to attack ). Work). The camera can be panned slightly with the right stick, but never far enough that you can tell if you’re about to jump to a lower level or into unhealthy air before it’s too late.

The game practically groans under the weight of the numerous types of consumables, but only ever mentions what you have in a few awkward menus, making it hard to know if you’ve finally collected enough material for this one update for your loved one. weapon; it takes away much of the fun of collection and amplification that is at the heart of the genre. Some menus even betray the game’s PC roots by mentioning non-existent cursors, or leaving you to switch between meaningless “front” and “back” weapons.

The mechanically meaningful kanji that appear to tell you when you’ve successfully performed a Break, Flash, or other special attack aren’t translated at all, creating a barrier between English-speaking readers and the game they’re trying to play. . And too many actions are tied to the right shoulder button, which means you often switch to another weapon when you’re just trying to pick something up, or uselessly reread a stone tablet instead of picking up a stack of materials nearby. (and vulnerable to attack while you do so).

Take your Switch on the road and you’ll soon find that those pretty print-inspired views have been replaced with grainy, atmospheric versions of themselves that look even worse when the screen is busy thanks to aggressively tuned dynamic resolution scaling. Is this an automated solution better than freezing the game every time the boss casts a powerful spell? Definitely. But as stylish as the visuals are, you’ll never believe that the graphical load on the hardware – especially when compared to other more impressive games on the system – is high enough to justify such a drastic (albeit temporary) drop. Compromises in handheld mode are inevitable in almost any game, but in Undying Moon you will see new sights with your Switch in hand, and your first thought will be: “I hope next time I see this in the dock.”

Once you overcome these challenges, you’ll encounter a brief promise in the form of Getsu Renge, a fearsome midboss who becomes a constant ally when defeated. She is a stereotypically faster and less resilient playable alternative to the protagonist that could form the basis of an extreme challenge mode. Unfortunately, she’s just weaker and faster, and you still have to upgrade her (through her own upgrade menus) just like you do Fuma – The Fuma you’ve already spent many times over to successfully turn her into a reliable warrior. Renge exists, but you don’t have a good reason to use it.


Many of the obstacles that could have been avoided in GetsuFumaDen: Undying Moon were solved by the genre’s predecessors long before this game was announced. There’s no doubt that it could be a fantastic game in a few patches – but that’s if Konami, which hasn’t featured in many gamers’ good books for a long time, actually gives the development team the time and funding to work on it. How is she in the game? could the result is something special, a problem in other similar Switch games has already.

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