The best surprises were the unexpected ones, my friends, and I’ve come to understand that again. Konami’s new play GetsuFumaDen: Undying Moon, which he announced about 2-3 weeks ago and made available early without much waiting, is one of those interesting surprises that makes you smile. Who would have thought the company would take a 2D platform action game made in the history of fi and make a remake worthy of the present day? The men did it, but that’s what it’s up to us to tell.
Getsu Fuma’s world-long troubles
First of all, the first Getsu game was only in Japan in 1987, I didn’t play it, but from what I’ve researched, it seems that Castlevania had a Castlevania-style gameplay and progression system, which is understandable that Castlevania was one of Konami’s biggest brands at the time and they made another similar game. That game was a success, but it’s a niche to the market, and few remember it today. Undying Moon is a remake of that game, but this overhaul isn’t limited to visuals, but the genre of the game has changed and turned into an interesting hybrid I can call Roguevania, the closest example I can think of is Dead Cells at this point. So in the procedural 2d episodes of the game, you try to make progress without dying, of course, you die a lot in the meantime, because if not the end-of-episode bosses, the marauding monsters in the episode don’t forgive mistakes. And when you die, you go back to the center of the Getsu clan you’re affiliated with and start all over again, like in the Rougelike games. But over time, with the materials you collect, you develop and grow stronger, open up new weapons and start to go further all the time, just like dead cells.
It’s simple; Ryukotsuki, the demon who has been dormant for 1,000 years, is reborn, and an army of monsters haunts the world. Getsu Fuma, the youngest member of the Getsu clan who once sent this friend to his icy cell, is also chosen to kick his ass and begins his difficult journey, during which time he will carry the search for his brother Getsu Rando on his shoulders. While this simple matter is of course a means for us to send countless demons back to where they came from, it’s good that the old game continues its legacy in this area, but of course the lion’s share of the work is in fights like this.
There’s a tactical machination.
Don’t listen to Fatih Hodja, friends, because Getsu is not a game where you can survive for a long time by going in and diving into the gumbo. On the contrary, just like Dark Souls, you have to make every move with your mind in mind, and you have to use all the possibilities you have to the fullest, because once you die, everything is back in your hands, and the money and stuff you have is flying. But considering the speed of play and the variety of tactics, it’s quite rich. Each time you start a cycle, the game gives you two weapons, and as you progress through the sections, you get new weapons and side weapons such as bombs, bows arrows, kunaidir. If you get a better weapon than you have, you always have a chance to change it and go with it, and that keeps the gameplay very dynamic. For now, they all have their own special movement, katana, a giant stick, a double dagger, armor fists, spears and Japanese umbrellas as weapons.
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Of course, don’t say umbrellas, I like this weapon that lets you stun enemies and make finishing moves before they’re dead. Of course, these weapons also have skill trees, and when you find them on the road, some abilities can be randomly turned on, so that with the items you collect, you can open them up and start the cycles more prepared. It has been stated by the producers that more weapons will be added to the game over time, so there is a structure that you will not get bored with when playing the same episodes. Besides, they have a way of developing our hero. You can also improve your four different features by collecting fallen souls from some special enemies and chests.
There’s a good strategic situation here, too. When 1 soul is collected, you get the main weapon, the side gun in 2, the life increase in 3, the health potion in 4, and the special spirits that serve to open the weapon feature in 5. I ate a lot of health care bread, which is usually number three in the beginning. So if after 3+3, a gun is a choice or a good side gun, you can also think of it as 2+2+2. I think this dynamic gameplay is the biggest reason for Getsu’s immersion. I throw it away, even if I play for four hours, each cycle can turn into a different adventure. While the playability is comfortable, I can say that I was mostly saddened by the width of the hitbox, especially when the enemies hit us. At the points where I thought I was running, the impact or the fact that I never got to see the blow mostly took away my precious life points. Since the game is still in early access, I hope that this problem will be corrected in future patches, other than that the production offers a very tight, lag-free gaming experience.
I’m dazzled
I don’t know about Okami, folks, but in visual style, it’s really a myth, and it remains one of the touchstones of artistic visuals to this day. Here’s GetsuFumaDen going down a similar but much darker path visually. The demons, demons, oni, who spect out of ancient Japanese scroll illustrations, are now reflected in the game with what I would call the upper point of this style. While we’re fighting in the front, the world in the background is very lively and moving. The demons sitting by the fire, the strange, hellish landscapes, the misty mountains and the swoistering waves made the atmosphere incredibly strong, creating an insatiable visuality to its course. In some episodes, the clouds that come our way add a different thrill to the gameplay, while approaching the fire is as dangerous here as ever.
Of course, when the game had an atmosphere inspired by this Japanese mythology, the enemies didn’t quite get out of the scale I’d seen in at least 5-6 games before, and I saw the human head-shaped enemy in a wheel of fire, the one-eyed lumpy man, the bosses with the snake octopus again, and the few enemies who surprised me visually when I said Fujin and Raijin again. Oh, of course, it’s also about me playing a lot of Japanese games, but I can’t help but point out that in last month’s World of Demons, which was visually the same concept, the same opponents came up with better designs. The current variety of enemies of the game is very good, and it is not too difficult to memorize the movements of all of them. Some of them are frustrating, yes, but that’s not a minus, but I think it’s a trait that drives us to play better, so Getsu has studied the enemy diversity course, which is a very important criterion for me. You know, you never get bored, because the enemies that come in each episode are different and reflect the habitat they are in well.
Hit that drum a little bit less!
Unfortunately, this diversity and glamour in visuals is not reflected in the music. While the music in the boss wars is fine, the over-repeating of the music in the episodes and the constant atmosphere of tension is one of the trump cards of the game, but I turned down the music and turned on my DIR EN GREY in the back and enjoyed it. Oh, when they eased the tension, no. But at least they’re more suited to the game, interestingly, should they have made the music? This extreme repetition and uniformity of the music became more obvious and disturbing, especially when playing with headphones. It’s physically exhausting to have a bam drum sound in my ear when I’m playing with headphones so as not to disturb my neighbors at night, and if I wanted to listen to drums all the time, I’d go open a KODO and enjoy it, or listen to Ghost in the Shell’s magnificent Making of a Cyborg and remember how to use drums in taste. In short, Konami brothers, please take a look at the music for this episode in the following patches.
I swear it happened, and so did Billahi.
However, however, we dressed Konami in abundance, especially through the Pachinko machines, I was very pleased with this unexpected return of the company as a player. Because GetsuFumaDen is a game that looks pretty good even on its first early access day, its mechanics work properly and it’s rich in content. Fans of games like Hades, Dead Cells, Forgone should never miss this original Roguevania. It’s not every patriarch’s duty to bring back a forgotten game of the past with such success, and while Konami has some cons (which can easily be fixed), he has made a firm return to the private square with Undying Moon. On the other hand, if you’ve gone this far, let that touch Castlevania, Contra, Silent Hill and, of course, Metal Gear Solid, konami! Make those poor people laugh!
Pro
+ Fast gameplay with plenty of variety
+ Playing tactically and methodically is very satisfying
+ Visuals and animations are tremendous
+ Variety of enemies and bosses is more than enough to get started
+ Sound effects and strong atmosphere
+ Performance is pretty good even on low-performance systems
+ Strict controls and lag-free gameplay
Cons
– Episode music is very uniform and tiring
– It’s unclear where our man’s hitbox starts and ends
– The strokes that pass through the walls are troubled
– Some enemy weapon balances should be better adjusted
– Minor graphics errors
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