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fragile


Tri-Crescendo has quickly established themselves as one of the most  progressive game development studios. They've produced a string of  underappreciated gems such as the two strategy-driven Baten Kaitos games  for the GameCube, as well as exploring the inner-mind of Frederic  Chopin in the whimsical Eternal Sonata for Xbox 360 and PS3.  Now, the  developer teams up with the forces behind Namco's Venus and Braves and  stray outside the RPG genre with Fragile Dreams: Farewell Ruins of the  Moon. Fragile tells the story of a young boy living after the end of the  human race on a desolate Earth. The set up is unique, delving into  themes of empathy, love, family, loneliness, and the effects humans have  over each other with just words alone. God bless Tri-Crescendo for  thinking outside the box yet again, and bless XSEED for bringing the  entire experience to North America.

na art


If you have seen any of  Tri-Crescendo's previous games, you know they have art direction to  spare. Fragile Dreams is no different, but this is the first time  players will have full control of the camera to really take in the  vistas. Be prepared to marvel at the haunting beauty of a ruined earth,  as the attention to detail is second to none. Much of the game is spent  either under cover of night or in dark places, so you will always have  some sort of flashlight equipped. Unlike other titles such as Calling,  the graphics are not shrouded in a black fog, but rather just dimly lit.  The lighting effects from the flashlight are very well done, and other  sources of light such as moonbeams filing through shattered window panes  are just as impressive. Probably the most fascinating aspect of the  game is that these locations are not made up, nor is the look of an  abandoned world simply guessed upon. The majority of the locations are  derived from real locations in Japan that have been abandoned from  either World War II or failed tourist resorts. They cast an eerie, yet  beautiful view of a world where concrete and pipes have succumbed to  cracks and rust, while the slow grip of nature takes back the  once-developed land. The second half of the game features some of the  largest environments seen on the Wii, and the scope of them is  fantastic.

train tracks


There are some weak spots to the visual presentation  however, such as the occasional dip in framerate during one section. There are also a couple of moments where the level design is plain boring.  Outside of these nitpicks you will still find plenty of spectacular  vistas, detailed character models, and lots of interesting sights to  see. Since the game takes place in Japan, much of the graffiti and text  throughout the walls and floors of the game are in Hiragana or Katakana.  When shining a light on them, a subtitle for the word appears. However  this only happens for the first instance of the object appearing. So, if  you missed a movie poster the first time, your not going to see the  translation of it the second time. It is a bit disappointing, but it's  better than nothing.

train car


While most Tri-Crescendo titles feature a  stellar soundtrack, they've always been helmed by Motoi Sakaruba. This  time around, the music is composed by Riei Saito, but don't worry  because the soundtrack is really damn good. Mostly using piano based  music, one could not ask for a more fitting soundtrack. The music fully  encompasses the feelings of loss and discovery, desolation and comfort,  and abandon and trust. XSEED accomplishes what Namco never seems to do  and keeps both the opening and ending theme entirely intact, only adding  subtitles to the lyrics.  One of the smartest things XSEED also decided  with this port was to keep a dual language option for the voice acting.  While I actually think the dubbing is commendable for the most part,  two voices in particular almost ruin the dub. Unfortunately they are the  characters with the most lines, Seto and Sai. Seto is voiced by regular  voice actor Johnny Young Botched... I mean Bosch. While he does a good  job differing adult Seto from young Seto, his line delivery is painfully  slow, and he also pauses in the middle of lines far too often. Sai  isn't as bad, but she comes off as very young and bratty to the point of  annoyance. The rest of the cast is pretty darn good, but you will  probably opt to switch back to the original Japanese voices.

restroom


The  controls of the game are very basic. You move with the joystick on the  Nunchuck, while other actions are handled by traditional button input,  though the camera is entirely controlled by aiming the Wii Remote at the  screen. To be brutally honest the controls are clunky, and there's no  option to perform a 180 degree turn or dodge, which hurts the  experience. This is my second time playing through the game, and though  it has been more then a year since playing the Japanese release, I found  the controls strangely much easier and had less of a hassle the second  time through.  That said there are still a couple of hallways near the  very end of the game where the clunky controls, stiff camera, and  questionable hit detection get very frustrating. Most bosses have a  pattern that once learned, turns them into a cakewalk. The last two,  however, require mostly just patience and good use of managing the  camera.

theme park


The core gameplay is exploring the ruins of Japan,  finding trinkets and objects left behind from the vanished human race.  Each one contains a small story or moment in that person's or persons'  life. Some of them are sad, while some are uplifting. Some have morals,  and others simply portray a slice of life. You can hear these stories at  campfires which serve as save points and item management as well.  Speaking of item management, objects you find are stored in your bag.  Your bag has all the density and space of Chris Redfield's pockets in  the first Resident Evil, and sometimes you will need to play Tetris to  get all the items to fit into the square space of your bag. Once at a  save point though, you can store old and unwanted items and weapons in  your briefcase similar to chests in save rooms in Resident Evil. I'm not  exactly sure why this kind of feature is even in the game to begin  with, since Seto carries his briefcase on his back, and it seems rather  silly that he is unable to open it unless at a camp fire/save point.

warehouse


Another  confusing aspect of the game is the weapon system. There are four  weapon types, with four weapons for each type. There are slashing  weapons ranging from sticks to katanas, poking weapons from butterfly  nets to spears, shooting weapons such as slingshots to crossbows, and  bludgeoning weapons like mallets to sledgehammers. The combat system  uses a similar style to the Phantasy Star Online series in that combos  are executed with precisely timed button presses. The time between  inputs will determine the strength of each attack, with up to three  swings per attack sequence. Poking and bludgeoning weapons are different  in that you charge single attacks, and shooting weapons naturally rely  on just aiming the remote and shooting targets. The annoying part is  that the weapons break after enough use. Though the idea is probably  used to make the game seem more realistic, I think the service of making  a game more fun to play should have overridden this concept. Fallen  enemies can drop gems and rocks that translate to cash. At save points a  merchant will appear randomly to let you buy and sell weapons and  healing items. The merchant is definitely on the bizarre side as he  wears the leftovers of a theme park animal mascot and acts like a royal  butler. He brings a little quirkiness to a mostly gloomy atmosphere.  Still it would have been nice to know when he will show up at save  points rather then randomly.

hotel


Starting off as potentially the last  human on earth might seem like the game is aiming to be a constant  downer, but that is not the case. This is a game about life, and living  rather then focusing on the past or those who have passed away.  Throughout the game you will come across many stories of humans and what  they encountered and did during the waning hours of the human race. You  will encounter stories of fear, regret, and isolation. But also stories  of family coming together and making the most of life despite the  incoming tragedy. The actual cause of the disappearance of all the  humans is not explained until well near the end of the game. Since Seto  was born after the tragedy that occurred, he doesn't really have any  idea how electricity or batteries work, which is another interesting  twist. The crux of his journey is the discovery of another living human  and his quest to find her amid the ruins. Along the way he will meet a  cast of ghosts and other creatures and learn the importance of trusting  others, as well as learning what a friend is. As the game progresses the  issues and morals get heavier and deeper. This is a game with a lot to  say on the complexity of the human race, life, empathy, and the unique  bond of language and communication that binds us together. Humans are  social creatures by design and the game presents a fascinating look into  the effects of isolation and loneliness can have on a person as well as  the effects of love and how small actions can affect another’s life.

fragile art


Final Verdict - 8/10
It may not have the best control scheme or the most fluid combat system, but Fragile Dreams is still a beautiful, emotional, and insightful look into what defines us as humans. It pushes the boundaries of storytelling in games and is another fantastic addition to the Wii library.

Latest Comments
Stephen J. Weber
March 25, 2010, 09:47 PM
I will probably pick this up the next time I have enough for a new game.
Keaton
April 01, 2010, 03:22 PM
WANT!

I could have gotten this yesterday but I forgot to check for it, damn.
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