Lunar Silver Star Story
The following review for Lunar Silver Star Story featured in the July 1999 issue of Gamers Republic. The review is for the re-worked Playstation port. But the legacy of Lunar stems all the way back to the Sega CD.
The evolution of the RPG has been littered with twists and turns, as designers throughout the years have attempted with each new project to improve or re-invent any number of proven elements. Outer territory maps, fighting engines, village and town architecture, commerce systems, levelling up, and all walks of intermissions have been worked and re-worked. Graphically, companies have wrestled with sprites and polygons, CG, and FMV in an effort to engulf the end user in new and better ways.

Surprisingly, among the hordes of traditional RPGs (excluding strategy and action-based RPGs) that have been created, only a few stand out as truly memorable experiences - a testament to the dedication it takes to tug on the heart strings while pleasing the gamer in all of us.
Few have done it better than the original Sega CD version of Lunar: the Silver Star. Five key elements came together perfectly over a development period that seemed to last forever: detailed hand-drawn graphics, a brilliant original fighting engine, anime-styled cinemas, an epic story, and music that literally took you away.
Now, years later, during the first stages of polygonal dominance, the game is returning, fully realized. Gamearts have taken the time to expand on every aspect of their original vision, and Working Designs have added even more to the U.S. version, by far their most exhaustive localization yet.
Lunar: Silver Star Story Complete has been reinvented to such an extent that those with faded memories of the Sega CD game will barely recognize it and first-time Lunar players will revel in its deep plot and insane amount of thought-provoking gameplay. If you've grown accustomed to the recent RPG formula in which, by leveling up high enough and stowing enough healing herbs and MP, you can cruise through and watch the story unfold, well, forget it. As it was, and should always be, no matter what your level in Lunar: SSSC, a lot of thought must go into each and every scenario in the game.
At no time will the enemies, or especially the bosses, let you easily pass. You are almost always in danger of either dying or running out of supplies; the balance in the game is uncanny. The amount of supplies Nail (Alex' pet, a floating cat-like creature who's the brunt of many a joke) can carry is limited and each party member is restricted to a very small number of herbs or replenishing objects.
During battle, Nail's rather expansive inventory cannot be accessed, so you need to be outfitted correctly at all times. Lunar's stubborn bosses are another story. The higher your level, the higher their resistance, so forget about levelling up and cutting right through them; Al won't save you either.
Strategic inventory management, healing, spell casting, and technique are all required each and every time you encounter one of these behemoths. Not since Final Fantasy III have I been so challenged in the boss fighting arena. Battles aside, Lunar is to hand-drawn RPGs what Castlevania SOTN was to hand-drawn 2D.
The reworked visuals are exceptional, with animated backgrounds and detailed architecture in and around every city and town, not to mention the hours of gorgeous cinemas. In one pivotal scene aboard a massive sea-going vessel, Luna serenades the stars in a stunning visual array incorporating rendered and hand-drawn elements. It's the sort of moment RPG players live for.
There are two aspects of this epic that I found less than stellar: I like the old music better—a lot better—and some of the speech during battles wore a bit thin after a few hundred clashes. Overall, I think battle cries are a good idea, but I think they should evolve with a character's strength and experience. The re-recorded soundtrack is very good and of the utmost quality, but in my opinion it doesn't convey the sense of majesty that the original did. Of course that's just my opinion; I could be wrong.
These slight personal misgivings
don't even nick the surface of this momentous fable that is filled with well
over 50
hours of hard-core role-playing, seldom exhibited on any format. Working Designs
have done a fantastic job on the speech and taken full advantage of Dual Shock
technology to bring you the ultimate Lunar experience.
Not only does the controller rumble, but it does so to match the cadence onscreen during the game and the cinemas! For those of you who appreciate a bit of modern humour in your role-playing diet, plenty can be found around the game's outskirts. Sticking to the main conversations, the story unfolds in traditional form, but should you stray into the game's many nooks and crannies you'll find all manner of pop culture witticisms.
A word to the wise before I run out of space. If you're in the market for a Lunar SSSC Strategy guide, may I suggest the WD Official version. The budget (or as we say here at GR, "boo-jae") books made from versions obtained in shady ways will not include the correct hidden bromite locations, as WD had the foresight to derail their unofficial ways and changed them at the last minute.
The WD book is also filled with extensive maps, intelligent writing, and official art. So do yourself a favor and make an effort to seek out the Official guide. I'm not against unofficial strategy guides when the developer and publisher have given their blessing, but hack books made from beta versions sold to the highest bidder… well, that’s not good for anyone.
And so there you have it. Lunar not only lives up to the hype, but exceeds it by setting a new benchmark in packaging at the same time. A finer package and contents you will not find on these shores. May you all achieve the status of Dragonmaster ... before the sequel hits, perhaps this year!
Labels: Lunar Silver Star Story, Playstation, Saturn, Sega CD










