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GetsuFumaDen: Undying Moon plays well, but plays it safe

There are many ways to revive an old game for a contemporary audience. From massive remakes to rudimentary portals, players have seen it all. Lucky for Konami Getsu Fuma Den largely unknown outside of Japan. One side, its new game GetsuFumaDen: Immortal Moon can be seen with fresh eyes and without prejudice. On the other hand, perhaps the power of nostalgia could have helped people see it in the best light possible.

While it’s technically a sequel to the 1987 Famicom-era spin-off, it could well have been a reboot of a bygone era. The player once again steps into the tabi shoes of Fuma, the guardian warrior of the Getsu clan. Fuma is tasked with ending the multitude of supernatural threats that threaten the world. To do so, he will need to journey through the Land of Limbo, risking his life against hordes of mystics.

GetsuFumaDen

Thankfully, risking one’s life is the core activity of GetsuFumaDen: Immortal Moon. The game is refactored into roguelike (or roguelite, depending on how you want to define such things), where death is just the beginning of the learning process. Players will still traverse the Land of Limbo in two directions, navigating the levels in the maze and battling the enemies within. This time, however, most of the progress one makes during a given run – collected resources, special weapons, and money – is converted to void upon death. However, there are ways to maintain one’s profitability. Voluntarily ending the run by defeating a boss is one. Thickening and teleporting back to base is another thing, though only a small percentage can be kept. Resources can be used to permanently lock in stat bonuses or new abilities and skills, increasing the player’s advantage over time and with persistence.

And they will need it. Like most roguelikes, GetsuFumaDen: Immortal Moon is unforgiving even at low difficulty settings. Each enemy is different and has a unique attack pattern, and the dozens of weapons available each have their own mastery and unlockable qualities plants. Finding the right way to fit one’s individual approach to combat is an involved and invigorating process.

All of this sounds familiar to fans of roguelike games and Metroidvania titles. GetsuFumaDen: Immortal Moon Differentiate yourself through unique images and themes. The game’s aesthetic is inspired by traditional Japanese Ukiyo-e woodblock prints, and it’s beautiful. Any still image provided from the game can make for a nice framed poster, if there is a button to hide the UI. In motion, the graphics look like the work of Hokusai or Hiroshige is brought to life. I have a special affection for the shrine room in the Getsu Clan Estate, where you return when you die. Your character revives in a meditation room, decorated with dozens of paper stamps.

As you unlock new weapons and gadgets, seals fill up to graphically represent your growing arsenal. It’s a creative way to show your progress. One drawback to the game’s hectic visual style is that this tends to result in a wobbly experience on the Nintendo Switch. Common frame rates and graphics reduce a lot in resolution when playing in handheld mode. Lines and textures that used to be clean and colorful when attached to the base, look matte and pixelated when held in the hand. That can really have consequences, as they slightly affect the readability of the animations and combat effects. It’s only a small compromise, but it’s always noticeable.

GetsuFumaden Undying Moon

Mechanically, GetsuFumaDen: Immortal Moon Borrow more than add to the increasingly crowded roguelike field. Even someone who is just learning about the genre like me notices similarities with titles like Dead cells especially. This proximity is not always beneficial GetsuFumaDen. It doesn’t quite have the same level of diversity or creativity in its arsenal and list of non-boss enemies. Its weapon selection is also a bit less imaginative, though. You have a variety of katana, kunai, ball and leash setups, and even Oni sized clubs that can reduce your jump height due to their large number, but the game doesn’t deviate much from that. Medieval Japanese inspiration. You maybe Use an umbrella, though, to deflect attacks like a veteran kabuki star. And a weapon that is basically Castlevaniawhip style, with an attack curve that allows it to knock down enemies from a favorable height.

The fight could also use some extra tweaks. Most ranged enemies can target the player from a distance offscreen rather than feels fair, and sometimes, what appears to be covered up, is actually not, leaving you to find Understanding what the game thinks is a barrier the hard way. Furthermore, some functions that are not clearly explained in the manual, such as the special attacks of each weapon, are accompanied by kanji images. These are not indicated in a way that makes them understandable to a non-Japanese reader.

However, the runs are short enough that you won’t get completely bored, and once you start getting into the habit of running and upgrading slowly, these nitpicks will quickly disappear. What remains is a solid foundation and a splendid, if rather conventional, identical appearance.

GetsuFumaDen: Immortal Moon immediately available on Nintendo Switch and PC.

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