Quantcast


Review: Fragile Dreams: Farewell Ruins of the Moon photo

How do you review a game that has simultaneously brought you endless frustration and endless wonder? A game that has made you want to throw the controller and keep your eyes glued to the screen with a dropped jaw all at once? Fragile Dreams: Farewell Ruins of the Moon is a conundrum. A deep, dark, desolate and thoroughly beautiful experience married to an aggravating, repetitive and lacking game. 

Fragile Dreams is brilliant. It is also quite bad. Yet it is also very good. 

How do you review a game like this? Very much like this game's intrepid hero, Seto, you just keep walking aimlessly in the dark and hope you find something. Then you get kicked in the back by a giggling pair of ghost legs that appeared out of nowhere. 

Did I mention this game is weird as Hell, too? Read on as we try to review Fragile Dreams: Farewell Ruins of the Moon

Fragile Dreams: Farewell Ruins of the Moon (Wii) 
Developer: tri-Crescendo, Namco
Publisher: Xseed Games
Released: March 16, 2010
MSRP: $49.99

Fragile Dreams is difficult to categorize, as it straddles genres and always manages to elude an accurate pigeonhole. It is part action/adventure, part JRPG, part survival horror and part art game all rolled into one. It tells the tale of a young boy named Seto who finds himself alone in a world where most of humanity has died and everything it built has been left in ruin. The one man he ever knew has passed away, and so he sets out on a journey to find more survivors and share his life with someone other than himself.

Fragile Dreams is all about the journey, and it's one of the saddest journeys ever seen in a videogame. Its tale is a tragic one, and as the game's story is drip fed to the player, as Seto encounters a range of eccentric characters and suffers the loss of their brief company, only a player with a heart of stone could experience it and not feel something. The most amazing thing is how some of the game's saddest moments shouldn't be as depressing as they are. One very early scene, at the end of the first section, is unbelievably poignant, despite the fact we barely know the characters involved. 

It's an odd game, that is for certain, but not in a Killer 7 or Muscle March way. It's not wacky, or weird for the sake of weird. There's something deeper, darker and genuinely surprising about this humble little title. There are shocking moments in Fragile Dreams, but the game never forces those shocks with extreme plot twists or over-the-top action sequences. Instead, it possesses an astounding sense of subtlety, and is full of moments that you just don't see in other titles, helped along by the fact that everything about it is so intensely human. 

The game speaks out to some of our greatest fears, namely that of isolation and loneliness. Seto is a boy who just wants to be with someone. Stuck wandering alone in a world full of ghosts and memories, his desperation for a friend and his obsessive search for a girl he only briefly met set the stage for one of gaming's most engaging narratives. 

Unfortunately, so much time, effort and love was poured into the story that it seems none was left to spare for the gameplay.

Fragile Dreams is played mostly as a traditional action/adventure title with elements of horror and roleplaying thrown in. The majority of the game is spent wandering around various desolate locations, taking control of Seto as he searches for the first human girl he's ever met. The nunchuck is used to move Seto around while the Wii remote controls his torch, very much like the control scheme for Silent Hill: Shattered Memories. As he lights up the dismal areas with some impressive lighting effects, Seto will uncover items, creep across broken floors, read the memories of precious objects left behind, barter with a man in a giant chicken helmet, and fight an army of twisted and spooky ghosts.

The combat, by far Fragile Dreams' weakest element, is all handled with one button. As Seto encounters various ghosts and monstrosities on his travels, he'll employ all manner of improvised weapons to take them out. Attacking is handled entirely by the A button, with limited potential for combos and charge attacks based on the timing of the presses. Unfortunately, Seto fights exactly like the fifteen-year-old boy he is. Worse, in fact. His attacks are delayed, he has poor recovery after each hit, he can't target enemies properly, and he has zero defensive capabilities whatsoever. He can't block or dodge, despite the fact that the Z button is left idle throughout the entire game. Would it have killed the developers to throw in a dodge move for the Z button? Apparently so. 

The game isn't difficult. Health items are liberally thrown at the player and there are save points that fully replenish Seto's life. It's almost impossible to die for the vast majority of the game. However, fighting the various ghosts that usually hover out of attack range or sneak up from behind, is an absolute pain.

Fights take longer than they should because even the most common of enemies find ways to stay out of harm's way and drag out the already dull combat. A number of opponents frequently phase in and out of reality and take cheap shots from behind, while Seto simply lies back and takes it because he has no way to avoid most attacks. Many enemies stagger upon being hit with a strong attack, but their staggers send them high into the air or low to the ground, where Seto can't hit them, and they take far too long to get back into range. It's like everything in the game is stalling for time, and it grinds on one's nerves.

As if that wasn't bad enough, Seto's weapon can break, or rather, it will break. A lot. In fact, the further into the game you get, the more fragile Seto's weapons become. Broken weapons can only be thrown away, and players will need to buy new ones from a merchant who only randomly appears at save points when he feels like it. Carrying multiple weapons might sound like a good idea, but Seto has a ridiculously limited amount of item slots and his slots fill up quicker than Paris Hilton's on a Friday night. It gets absolutely ridiculous in the last chapter of the game, when Seto can't keep hold of a weapon for more than a handful of fights. I have no idea what tri-Crescendo were thinking with this idea.

That's not the worst of it, however. Nearly every single task Seto has to perform to advance the game's story is nothing but pointless, boring, totally unwarranted filler, to the point where it becomes an insult to the player's intelligence.

Inexcusably gratuitous backtracking, offensively dull fetch quests, and mind-numbing mini games make up half the gameplay, with the other half being ... nothing. Absolutely nothing. There are moments in this game, far too many moments in fact, where the player's time is thoroughly and infuriatingly wasted. Whether Seto is climbing down a ladder that takes almost ten full minutes to scale, or walking through long, repetitive corridors with nothing at the end of them, there are moments of sheer boredom that clearly exist only to bump the game's running time up, and feel like nothing but a slap in the face from the developers. 

It's only in the last hour that the game starts really throwing any new ideas on the table. Interesting bosses and fresh gameplay elements are crammed into the closing chapter, and it makes one wonder exactly why the ten-minute ladders and empty corridors were even necessary. It's simply flabbergasting that such an imaginative and clever game is also such a dull, uninspired and exasperating one.

Some of the things that Fragile Dreams makes the player do, some of the unfair demands on a gamer's time and energy, are completely inexcusable. There's no excuse for a fetch quest that sends you back through every area you've just cleared. There's no excuse for cumbersome and restricted item management. There's no excuse for weapons that break every five minutes. There's no excuse for vast sections of time spent doing nothing but walking along empty corridors or going down endless flights of stairs. There's no excuse for a room full of motion-tracking cameras that manage to detect you even when you're not in their field of vision and send you back to the beginning when you get caught (after forcing you into a fight that will make your weapon break). There is no excuse. Not for any of it. 

And yet ... I love this game. I love this insulting, infuriating waste of time. I will never, ever play Fragile Dreams again. However, I am intensely glad that I have played it once. For everything this game does wrong, and it does nearly everything wrong, it manages to make up for it with a sublime story, amazing characters and some of the most memorable scenes I have ever had the pleasure to witness. At times I truly did want to throw my controller and turn the Wii off. Yet I couldn't. I couldn't tear myself away because I was so hooked by this game's stellar narrative and the beautifully bleak and melancholic atmosphere of the whole experience. 

I want to give this game a high score. It deserves a high score simply for what it does as a piece of artistic entertainment. However, it also deserves to be criticized for the fact that it fails in so many blatant and unacceptable ways. A game can get only so far on a compelling story, no matter how emotionally engaging and unique it may be. Unfortunately, Fragile Dreams crosses far too many lines. So many that, eventually, the story cannot sustain the overall experience. 

Is Fragile Dreams worth playing? Absolutely, if you have the sheer willpower and patience to see it through. There is truly nothing quite like this game, on the Wii or anywhere else. However, the game makes so many unfair demands of the player and requires so much forgiveness that most won't want to stick with it. It's a horrible shame because the things that Fragile Dreams does right are done beautifully, and such a lovingly crafted world deserves so much better than to be forced into a poor game.

That's the biggest frustration with Fragile Dreams. That so much brilliance is let down by careless and slapdash game design. That a truly wonderful story is clouded by terrible combat, terrible quests and terrible wastes of time. That a title deserving nines, tens and nominations for game of the year has been relegated to the status of "alright" and "just about worth playing if you've got the stomach for it" thanks to things that not even the developers could have considered acceptable.

Fragile Dreams: Farewell Ruins of the Moon is beautiful. I thank the developers for making it. I resent the developers for not making it good enough. 

Score: 6.0 -- Alright (6s may be slightly above average or simply inoffensive. Fans of the genre should enjoy them a bit, but a fair few will be left unfulfilled.)









More gaming stories around the web. Got news? Submit yours to tips@destructoid.com

Jim Sterling serves as reviews editor for Destructoid.com, head of the Podtoid podcast, and produces a number of news stories, original features, one-of-a-kind videos. With his passionate argumentative style, controversial opinions, harsh delivery, and dedication to brutal honesty Sterling is a name that you can't help but recognize. Likes PS2, iPod Touch, Silent Hill 2, Metal Gear Solid, Dynasty Warriors 3 Meet the rest of the team



Post a comment! You can also post a photo below:

Comment with Facebook





Click connect and comment instantly!

Comment with Dtoid





New? SIGN UP - it takes 5 seconds

89 comments | showing # 1 to 50
prev
next 50 comments

HoodedMiracle's Avatar - Comment posted on 03/21/2010 14:06
HoodedMiracle
YES.

I got this game a few days ago. Your review echoes the first few hours of the game.

Good to know it gets more memorable scenes as it goes on. :D
Occams electric toothbrush's Avatar - Comment posted on 03/21/2010 14:06
Occams electric toothbrush
Hmmmmm....maybe I'll just watch a video of the story and buy it in a year or so super cheap. Don't really feel like putting up with those kind of frustrations right now.
janoDX's Avatar - Comment posted on 03/21/2010 14:09
janoDX
Agreed, but a 7 is more a fair score... Well, this is better than Final Fantasy XIII
Monodi's Avatar - Comment posted on 03/21/2010 14:09
Monodi
Oh well, I can live with that. I might try it because I have heard a lot of it before.
covah's Avatar - Comment posted on 03/21/2010 14:10
covah
SIX!?

RAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGE
Vorbis's Avatar - Comment posted on 03/21/2010 14:10
Vorbis
Damn, now I have to unpack my Wii.
sprldr's Avatar - Comment posted on 03/21/2010 14:10
sprldr
Japanese stuff is weird.
RenegadePanda's Avatar - Comment posted on 03/21/2010 14:12
RenegadePanda
So it's kind of like the Wii's Heavy Rain?
Discarded Couch Sandwich's Avatar - Comment posted on 03/21/2010 14:13
Discarded Couch Sandwich
This is gong to be another of those sub-£10 Wii games for me, of which my shelf is already full of. (Wii games can be so unigue and so cheap!)

I think I've developed an immunity to blatantly bad gameplay - I'm almost at the end of Disaster: Day of Crisis for one and haven't given up - so I'll probably enjoy this quite a lot!
eskimo bob's Avatar - Comment posted on 03/21/2010 14:18
eskimo bob
oh god I am so glad the story doesn't seem disappointing. I've been looking forward to this title for around a year now and have been almost scared to see this game fail. however, now I'm picking this up on your recommendation, Jim. thanks!
Blasto's Avatar - Comment posted on 03/21/2010 14:19
Blasto
I have it on the way from Gamefly, just because of the way I had seen yourself and others talking about it's uniqueness...but, does it really take ten freaking minutes to climb a ladder??? I don't know if I will be able to put up with that, no matter how unique and haunting it is.
Happymeowmeow's Avatar - Comment posted on 03/21/2010 14:20
Happymeowmeow
Yep. I don't quite know how to feel about this game either. How on earth would you score something like this? Is there a number that reflects horrible yet great?
Electrium's Avatar - Comment posted on 03/21/2010 14:20
Electrium
Anybody have any idea how long it is? I definitely plan on renting it, but when I play it depends on how long it takes to beat it. If it'll take more than one rental than I'll probably wait until after finals when I have time for it.
pedrovay2003's Avatar - Comment posted on 03/21/2010 14:21
pedrovay2003
Wow, it sounds like this was one hell of a ride. I'm surprised you were able to put it in words.

And that chicken-man screenshot reminds me of a Hayao Miyazaki film for some reason.
RIMoonlight's Avatar - Comment posted on 03/21/2010 14:22
RIMoonlight
@RenagadePanda
But wouldn't that mean the story is bullshit and there'll be plenty of JJJASSSOOOOONNNNN?
Anyways... I'm not too sure about this game. I want to get it, but I'm not sure if I'll be able to persevere through it. It looks amazing, but... yeah. I'm of two minds here.
Jim Sterling's Avatar - Comment posted on 03/21/2010 14:23
Jim Sterling
Electrium:

It'll take about ten or so hours if you spend some of your time looking for items.
Jonathan Holmes's Avatar - Comment posted on 03/21/2010 14:24
Jonathan Holmes
I'm only an hour or so in, and I have to say, the game has exceeded my expectations. The in-game cinemas, the art direction, and even the instruction booklet are pretty extremely evocative. Like Jim said, it's beautiful, surprising, smart, and sad. It's also cute, and pretty funny at times.

The main problem is, this is clearly a game made with no money. I'd bet that there are DSiWare with bigger budgets than Fragile.

I hope that the creative team behind this game gets to make another title soon, one with a full budget and plenty of creative power. That would be a glorious thing indeed.
Tony Ponce's Avatar - Comment posted on 03/21/2010 14:24
Tony Ponce
@Happymeowmeow

On a couple of occasions, the site withheld scores, just dropping an N/A. On another occasion, specifically the Flower, Sun, and Rain review, Matt gave the game a low score AND an editors' choice recommendation, then he followed the score with a few more paragraphs explaining why the game should still be played.
RIMoonlight's Avatar - Comment posted on 03/21/2010 14:26
RIMoonlight
@Jonathan Holmes
We're assuming this game will make enough money to justify one.
ChrisRuotola's Avatar - Comment posted on 03/21/2010 14:27
ChrisRuotola
Just like your Sonic Unleashed review. The game is 1/2 amazing and 1/2 awful.
Richie the Sign Painter's Avatar - Comment posted on 03/21/2010 14:28
Richie the Sign Painter
I so wanted this game to be great! I still will play it if I can find it cheap but it's a shame there are so many problems.
It does look fantastic though.
Jonathan Holmes's Avatar - Comment posted on 03/21/2010 14:36
Jonathan Holmes
@ RiMoonlight- Oh heck no. I assume that the game is going to totally bomb.

That doesn't mean that the creative team behind it wont move on to bigger projects. About half of Tim Schafer's games bomb, and even more of Platinum/Clover titles have lost money, yet both camps keep making great games.

Publishers know that there are a lot of factors other than a game's quality which cause it to die, release timing, marketing strategy, overall budget, and competition with other games are just a few. If Fragile doesn't sell, no one will think that it's because the game didn't do anything right.

@ Renegade Panda- If Heavy Rain is a bleak, Hollywood thriller, than Fragile is a beautiful, quiet manga drama. Both take their strengths from other forms of media, and tend to suffer from it.

Make sense?
MRLN's Avatar - Comment posted on 03/21/2010 14:36
MRLN
I'm going to watch a video of it, then.
eggz's Avatar - Comment posted on 03/21/2010 14:41
eggz
ahhhhhhhh, if its fucking amazing and fucking awful its worth getting for a tenner. I suppose its always better than 'always average'
RIMoonlight's Avatar - Comment posted on 03/21/2010 14:45
RIMoonlight
Huh. According to IGN, Fragile Dreams has been the second most successful title this week.
RIMoonlight's Avatar - Comment posted on 03/21/2010 14:47
RIMoonlight
FFFFFFUUUUUUUUUUUUUUUUU-
Ignore above post. It was posted like last year. Fuck.
kalidanthepalidan's Avatar - Comment posted on 03/21/2010 14:47
kalidanthepalidan
I was waiting for this! Thanks for the review. I think I'll be picking this up in April. I for one am fine with poor gameplay if the trade off is a moving story and great art.
GoldenGamerXero's Avatar - Comment posted on 03/21/2010 14:48
GoldenGamerXero
If the terrible parts come up that often and yet the game is still above average I'm willing to give this a try.

This is why I love Destructoid. A 6 or Above Average rating genuinely means something.
Kyogissun's Avatar - Comment posted on 03/21/2010 14:50
Kyogissun
This is from the same developers as Eternal Sonata, correct?

Hopefully they'll take what they've done right from the two games and, I dunno, finally make one with really REALLY good gameplay that's FREAKING AWESOME.

Not that Eternal Sonata's gameplay was bad, it was actually pretty fun but it got soooooo repetitive after a while...
kalidanthepalidan's Avatar - Comment posted on 03/21/2010 14:51
kalidanthepalidan
@GoldenGamerXero

Agreed. Its nice having a REAL ten point scale.
ace of knaves's Avatar - Comment posted on 03/21/2010 14:53
ace of knaves
Really interesting review, I'll have to think about this one.
Happymeowmeow's Avatar - Comment posted on 03/21/2010 14:55
Happymeowmeow
@Tony Ponce
Interesting. I haven't been reading long enough to know the reviewers were that flexible.
LsTr Of SmG's Avatar - Comment posted on 03/21/2010 14:56
LsTr Of SmG
Sounds interesting and looks beautiful for a Wii game, will definitely consider picking this up.
Crabman's Avatar - Comment posted on 03/21/2010 14:57
Crabman
"...and his slots fill up quicker than Paris Hilton's on a Friday night."

Quote of the day.

I want this game. What I'm wondering ia that is the slow pacing and frustrating mechanics a play on the theme of bleak desolation (i.e.; this is pointless, why go on etc etc) of if the developers really did just screw up hard?
Maxxthepenguin's Avatar - Comment posted on 03/21/2010 14:58
Maxxthepenguin
"How do you review a game that has simultaneously brought you endless frustration and endless wonder? A game that has made you want to throw the controller and keep your eyes glued to the screen with a dropped jaw all at once? "

Well, that sounds like Deadly Premonition to me, so 10/10?
worm jerky's Avatar - Comment posted on 03/21/2010 15:05
worm jerky
Paris Hilton reference made me happy.
GoldenGamerXero's Avatar - Comment posted on 03/21/2010 15:08
GoldenGamerXero
@Maxxthepenguin

Not really as Deadly Premonition seemed to be trying to be bad and go for the so bad it's good spot whereas Fragile Dreams sounds (I said sounds because haven't I played the game and can't really form a definite opinion) like it was trying to be a good game but they didn't really work on the gameplay. It's not good enough to be truly great but not bad enough to be bad/good?

You can excuse flaws that act as improvements to the experience but not when they're just left as flaws.
pl0x kthanxbai's Avatar - Comment posted on 03/21/2010 15:14
pl0x kthanxbai
for some reason, this wasnt totally unexpected


even then i wouldnt call this "generic wii shovelware" becuz IN THIS CASE the devs really wanted to make something unique and special
Jeff Cusack's Avatar - Comment posted on 03/21/2010 15:16
Jeff Cusack
@Crabman

I definitely feel like a lot of developers are increasingly deliberately using frustrating gameplay elements as a part of their message, regardless of whether the player likes it. In my opinion this trend is a good thing, even if it means that I don't like the games that follow it... But then I'm not a reviewer who is forced to play them!
grafkhun's Avatar - Comment posted on 03/21/2010 15:18
grafkhun
I didn't know tri-crescendo was behind this, I will take another look now. Still, like you call it Jim, gameplay's pretty ass, but the story and premise seem really interesting.
Super Drybones's Avatar - Comment posted on 03/21/2010 15:19
Super Drybones
I love destructoid for this reason. They explain they're reviews more from an emotional stand point as opposed to a mechanical one. I'll definitely rent if and if I love it I'll buy it.
TJF588's Avatar - Comment posted on 03/21/2010 15:23
TJF588
Mind that I haven't played the game, at all, but I could see aesthetic reasoning for giving scale with ladders and stair being forever (though in the instance of big stairs I've personally known, there was character dialog in FFVII's [optional] climb), though I would totally agree that corridors of nothing, in both reward and scenery, wouldn't be necessary; if there were even just a little somethingsomething of interest along the way or at the end, then it could lend to the atmosphere (new typo-word: artmosphere), and a sense of space can still be had without it all being totally bland. I think something in me is wanting to justify sprawling hallways in a dystopian wasteland, but I could see it as more annoying than a foreverly boring ladder descent.

Also totally agreed on a dodge button. Even if you're a fifteen year old boy, you can sidestep. Blocking... Not sure on that unless there's a shield-like item, and even then, ghosts. And while long recoils may suit a vagabond boy, it could get annoying to be controlling such an un-spry guy in so many battles. And a means to aim (can he not jump up and hit stuff or bend down and hit stuff?) would definitely be sensible.

...or something.
Keriaku's Avatar - Comment posted on 03/21/2010 15:25
Keriaku
Sounds like it needs a streamlining remake in the next couple of years.
NOVENO's Avatar - Comment posted on 03/21/2010 15:57
NOVENO
Thanks for writing this review Jim, I'm picking this up tonight.
canneddirt's Avatar - Comment posted on 03/21/2010 16:08
canneddirt
I am about halfway through the game and I have to agree: beautiful story and wonderful atmosphere, but VERY frustrating gameplay. Still well worth it, though.
Jackson Starburst's Avatar - Comment posted on 03/21/2010 16:10
Jackson Starburst
Now I have not played this game yet (I will though) but it sounds to me like the gameplay was deliberately bad in a Suda 51 kinda way. I mean if the gameplay had been really fun that would have gone against the atmosphere.
CoruptAI125's Avatar - Comment posted on 03/21/2010 16:16
CoruptAI125
Sounds interesting, too bad I don't have a wii.
True Axiom's Avatar - Comment posted on 03/21/2010 16:18
True Axiom
Good review. Most of the reason Destructoid beats regular, awful sites is that there's a subjective discussion of why the game is fun, and not, "These are the pieces. The pieces suck, so the game sucks."

I'mma pick it up when I next have money, or next have free time. Probably the latter. It sounds like it's entirely up my alley.
theswitcher's Avatar - Comment posted on 03/21/2010 16:28
theswitcher
Another game which completely trumps Final Fantasy XIII.
Qraze's Avatar - Comment posted on 03/21/2010 17:03
Qraze
its official, dtiod does not like japanesse games.
prev next 50 comments

Comment with Facebook





Click connect and comment instantly!

Comment with Dtoid





New? SIGN UP - it takes 5 seconds

Comments policy

Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?

Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!