Rainbow Moon (upcoming psn srpg)

what does the S stand for in SRPG in your title? I've heard of rpg's, wrpg's, and jrpg's, but not this, i'm just curious...

kexx wrote:

what does the S stand for in SRPG in your title? I've heard of rpg's, wrpg's, and jrpg's, but not this, i'm just curious...





Shalalm, duh. You should know, kexx.

Looks nice, but I've heard that same score in most other generic Japanese RPGs. Hope they can port it to the Vita via PS Suite if the game turns out good.

IGN has a review up. Looks pretty interesting.

I hope you have a lot of time on your hands.
by Colin Moriarty
June 29, 2012

SideQuest Studios may be an unknown quantity to most gamers, but for the hardcore PlayStation Network audience, the small German developer has made a name for itself. Its two previous titles -- side-scrolling shooters known as Soldner X and Soldner X-2 – were popular forays into a retro genre. And for its third outing, SideQuest Studios decided to throw a curveball in the form of an equally retro RPG called Rainbow Moon.

Rainbow Moon may have a deceptive name suggesting that it’s more of an ‘80s cartoon than a hardcore role playing experience, but rest assured that it’s very much the latter. Taking inspiration from a variety of games from the past, Rainbow Moon combines obsessive grinding, equipment and character upgrading with strategy-based battling. While it doesn’t quite soar to the heights occupied by the best RPGs ever created, it’s still a worthwhile purchase for those looking to dump scores of hours into something that we don’t see too much of today: a bona fide old-school RPG.

The plot of Rainbow Moon is simple and, like many old-school RPGs, largely unimportant. The game’s protagonist, Baldren, finds himself stranded on a mystical satellite aptly known as Rainbow Moon. The same dimensional rip that deposited him there also brought a plethora of monsters to the once serene moon, and it’s up to him, along with the various characters that join him on his adventure, to rid the moon of its unwelcome new inhabitants before getting back home. Don’t expect a story in the vein of Final Fantasy VI or Wild Arms here; Rainbow Moon emphasizes mechanics and gameplay far more than plot. Mountains of roughly-translated (yet strangely endearing) text and an almost complete lack of character development affirm this fact.

As soon as the game begins, it becomes impossible to ignore Rainbow Moon’s crisp graphics and vivid colors. Sure, the character designs leave something to be desired, but the enemies you fight might as well have been lifted straight out of Dragon Warrior on your NES. Battle a poison-hurling scorpion here, a laser-firing mech there, or a fast-moving zombie in another locale; the variety of enemies is fairly vast, but expect palate swaps as enemy types get stronger (no doubt a nod to the RPG glory days of yore). Rainbow Moon also benefits from a strong soundtrack with some truly catchy tunes and a limited voice track that gives virtually all characters you speak with quirky “hello” and “goodbye” sound bytes bound to put a smile on your face with their ridiculousness.

But let’s get down to the nitty-gritty: gameplay and, more succinctly, combat. As you explore, you’ll run into enemies both directly (like in Chrono Trigger) and via random battles (like in Final Fantasy IV). Regardless of how an enemy party is engaged, things typically play out the same way. Your party – which can consist of up to three characters at a time – will be pitted against a hostile crew that may only contain a single enemy, 20 enemies, or anywhere in between. Even if the way you initially get launched into battle proves conventional, the actual fights themselves are anything but.

Don’t assume you’re going to get a deep combat experience like Final Fantasy Tactics here, but you’ll still get something very much inspired by that kind of game. Turn-based combat plays out on a grid, forcing you to think more tactically than many other games in the genre. Your characters will have various skills at their disposal, varying speeds at which they move, and even a certain amount of moves they get to execute each turn. Enemy and character strengths and weaknesses also play a huge part in combat. Fighting is only marginally deep, but still exceptionally satisfying and quite different from what you’d find in other likeminded games.

Outside of battle, Rainbow Moon assaults players with all manner of options, upgrades, equipment and more. The game’s two currency types – Rainbow Coins and Rainbow Pearls – serve different purposes that make your party stronger in equally different ways. Coins purchase items, weapons, armor, skill scrolls and more, while Pearls upgrade specific character traits ranging from strength and defense to speed and luck. Purchased equipment can be further upgraded by using items found during and after battle. These items provide varying types of permanent statistical boosts to your gear that can make a strong character setup even stronger.

All of these features mix seamlessly with a fairly straight-forward questing and side-questing system that’s shallow on story but still fun to work your way through. The main quest often sends you from character to character for brief conversations, an occasional fetch quest or a foray into a deadly dungeon. Side quests have you doing all kinds of activities, from retrieving lost items to killing devious enemies. Combined with Rainbow Moon’s vast map to explore – rife with geographic diversity and plenty of territory to cover – the game is dense. For the audience that this game is aimed squarely at, that’s a good thing.
Closing Comments
I played Rainbow Moon for over 30 hours on hard difficulty and still have so much more to do on both the main quest and various side quests I encountered. A representative from the developer told me that he spent more than twice that much time with the game, and that even shooting through the main quest on standard difficulty without exploring and doing side quests will take longer than my time investment. This is only supported by the fact that there’s a Trophy for spending 100 hours with the game, a Trophy that won’t be difficult to obtain if you really try to see and do everything in Rainbow Moon. Rainbow Moon also has a Platinum Trophy, a rarity for downloadable games, so the investment may very well be even more than that.

At the end of the day, the rub with Rainbow Moon is that it’s a time investment, and it’s not a time investment those of you who don’t like grinding RPGs will want to make. But for those of you that do enjoy a solid, old-school grind, spending time with Rainbow Moon is time well spent, especially considering Rainbow Moon costs a meager $15. Put bluntly, that’s a hell of a value. Put more bluntly, Rainbow Moon is a lot of fun, and RPG fanatics should play it.

Hm I've never really "finished" Disgaea 3 or 4 either one on PS3. Hard to sit down and grind for that long nowadays. I managed 200 hours on Disgaea DS back when somehow.

Crafting system article on PS Blog.

The six characters that you’ll come across during your journey can be equipped with five different equipment types: weapons, hats, body armor, amulets and rings. All these items have their own attributes, and some even have built-in passive skills or conditions. In true RPG fashion, equipping better gear will make your characters more powerful during battles.


If the plethora of gear to find in Rainbow Moon isn’t enough to keep you busy, we’ve also implemented a crafting system to upgrade your existing gear. Each piece of equipment has a different number of crafting slots, which can be filled with all sorts of materials you collect from defeated monsters. While most crafting results can be previewed, we’ve also added plenty of secrets. Crafting is free of charge, so make sure to experiment a lot.

Release July 10, $14.99. 20% off for PS+ for 2 weeks.

Another post about the character development.

Aside from RPG standards like experience points and gaining levels, in Rainbow Moon you can earn a resource called “Rainbow Pearls.” You can exchanged these for improved character attributes or increased health and magic limits. This system gives you a certain freedom in how you’d like to develop your character

Sounds like Disgaea's "mana".

The thing NIS has proved to me is that their games stick with me. The only thing that the devs of Soldner-X and Rainbow Moon have showed me is pretty graphics. That's fine, I'm not holding that against them at all, but a grindfest SRPG take some talent and even though I haven't finished all Disgaea games at first glance I am always intrigued for hours on end.

That said, NIS games generally have interesting to really interesting plots colored with humor. From what I've seen this is a bog standard SRPG with little flair outside of an MMO-inspired crafting system. That's probably good enough for most people, but as a SRPG veteran I see no reason to give this game a shot.

I hope someone around here proves me wrong. I like being wrong. Truly.

Aaaaaaand I totally bought this today. PS+ had it on sale, which surprised me so I went ahead and took a shot.

After an hour or so I can say I'm glad I did. I can see the battle system getting boring after a while, but there's some good design ideas at work here. I'll have more to say after I play some more, but as of now I'm pleasantly surprised.

Let us know how it goes.

Is there an end date on that + sale? I've been thinking about subbing for a month for some of that other free stuff...

Stele wrote:

Let us know how it goes.

Is there an end date on that + sale? I've been thinking about subbing for a month for some of that other free stuff...

PS blog post says the sale ends on July 24th.

so it has pay-to-win style DLC which I'm NOT coming in here to complain about; just wanted to point out that one of them is free. It's not much, just a few extra coins or whatever, but better than nothing. Also that I am a stupidhead and didn't save and lost about an hour of progress assuming the game would autosave for me or something. Which it did not.

Oh incidentally (an hour, well, 2 hours in but only 1 of actual progress) I'm liking it. I'm playing on normal and the AI so far is none too bright, but I think that's fine because they throw a lot of bodies at you and it would probably be pretty daunting/slow to progress if they were smarter.

Yeah, I started on hard but it just made enemies more difficult to kill and required more grinding. No thanks.

I'm still not quite ready to put forth a judgment, but I got a bit bored last night with combat even though I added a second character. We'll see. Might be a slow burn.

I got my second character. Kind of annoyed that the pearls aren't shared between the characters. I find myself using initial dude as a tank (run up front and just defend, don't attack anything) just so I can grind up second character.

Yeah, that's one of my biggest gripes with SRPGs in general. I hate having to grind a specific character up to level. Usually happens with healers and whatnot. So dumb.

I'm gonna design my own SRPG just so there's a collective pool or experience and you give it out to who you want.

garion333 wrote:

Yeah, that's one of my biggest gripes with SRPGs in general. I hate having to grind a specific character up to level. Usually happens with healers and whatnot. So dumb.

I'm gonna design my own SRPG just so there's a collective pool or experience and you give it out to who you want.

The Tactics Ogre remake on the PSP did an outstanding job with mostly resolving this issue. The only problem was in trying to get new classes caught up to the level of experienced ones.

Also, Fire Emblem on the Gamecube used an experience pool that you earned in each mission, and could then assign to specific characters. Made keeping healers and other less-actiony characters caught up with the team anchors much more manageable.

garion333 wrote:

I'm gonna design my own SRPG just so there's a collective pool or experience and you give it out to who you want.

Sign me up. Let's build it.

I thought Tactics Ogre did do a good job of that, but it's the exception not the rule. I didn't remember FE having that, but it's been quite a few years since I played the GC and Wii ones.

Clearly more modern games need to have this feature. Truly the only SRPG series where I don't see grinding as an issue is Disgaea, but that's because grinding is what that's all about and gives you a few different ways of accomplishing it (namely the Item World).

Here, as far as I can tell so far, all you have are battles. There are static battles on the map (which are designed well in that it tells you the level and how many enemies are there, plus you can escape at ANY point in a battle) and random encounters that you can skip. Pretty good design there, but the battles (so far) pretty much play out the same and play out rather slow. There's no geo cubes or other interesting things on the battle map (so far) and it's making it tough to have the desire to keep playing. So far. I'm hesitant to cast the die.

Any other comments on this game? I have a decent sized pile but this looks like something could be fun.

Battles take too long for my tastes. I uninstalled it and may at some point get back to it. If the story had been even slightly interesting it might've helped move things along quicker, but it doesn't. Also, it's not really a SRPG in that they don't have a ton of depth, literally and figuratively. Perhaps things open up more in the late game, but I didn't care to slough through to get there.

Good to know--thanks for the feedback. Apparently, they are giving those of us on the fence a chance to try it out:


90 min in an SRPG isn't much. But I appreciate the thought. Maybe when the pile is lighter. I couldn't buy it right now even if I loved it, so better wait to try.

GWJ's very own OzymandiasAV reviewed the game for GameCritics.com. Spoiler alert: it's not a favorable review.

Huh. I almost wonder if that pimp line wasn't a typo. Maybe it was supposed to be primp? Otherwise that's pretty sad.

I hope it was primp. I'm not getting the warm fuzzies on this game but I'll probably check out the demo. At best, it sounds like wait for a sale.

Huh I guess it sold well then...