While small by today's standards, the world invites exploration and has a semi open-world approach insofar as allowing the player to venture where they want, the only limiting factor being your stamina level. The game has its own calendar system, its own (semi) astrology, its own world creation backstory, currency etc. One of Moon's greatest strengths is how well-realized its world is. Stay out too long and he'll pass out, bringing a Game Over, though there are items you can acquire which can aid in staving this off. And with the Love you gather, you increase in your levels these level increases increase your active time gauge, which determines how long your main character can stay about on foot before they get tired and need to go to bed. Love plays a major part in this game: you do activities with and find items for characters to gain Love, you find the souls of departed animals to gather Love, etc. The game focuses on a young boy who gets sucked into a literal JRPG game world, seeing beyond the typical scripted events and realizing that, to the entities within, it's a very real and whimsical world, characters with their own personalities, motivations, dreams, and pursuit of Love. While called the "anti-RPG" by those who've played it, this descriptor is more apt in terms of the genre tropes and themes it provides deconstruction and commentary on, for the actual play structure is much more in line with a point-and-click adventure game mechanically.just without the point-and-click part. left the company and went to do their own start-up, Love-de-Lic, headlined by Kenichi Nishi, and they set out to create some very unique, original and inspired gaming experiences, beginning with Moon: RPG Remix released in 1997. If you've never heard of this game before, well you're in for a treat post-SNES/SFC era, some Square programmers, artists etc.
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