Since I am thankful for Japanese translation in Momodora, I inversely translated my review article into English (hopefully the developers will read this article ;-). Although there seems to be many mistakes in my English, this article is just a "writing practice" as in the subtitle of my blog. Thank you for your patience and let's get started!
Since the latest title of "dark souls" series will be published on March 24th, my attention to the series -- known as its insane difficulty -- has been higher and I wonder whether I should buy it. In that situation I was inspired to buy Momodora: Reverie Under the Moonlight by the article in Game*Spark, which introduced the game as the reminiscence of dark souls.
Bombservice, the developer of the Momodora series since 2010, is not Japanese studio, and I knew them for the first time through the latest fourth title I review in this article. Thankfully the game is fully translated into Japanese, so I really enjoyed it.
(Slight spoiler alert)
Graphics and playability
My first impression of this title was like that of Cave story; In fact, the developer refers to that game in README in the first title of Momodora. However, I was surprised and impressed by the beautiful graphics in this game. Kaho, the heroine of the game, shows her beautiful pixelated looks. I feel the developer's spirit from not only Kaho but all main characters -- they are cute girls such as Witch of Decay, Archpriestess Choir, and an unspoken girl in a painting in the Monastery.
Especially the beautiful animations are excellent while playing. Walk, jump (with leaf effect), melee, and chain attack, every action of Kaho is smooth, which makes me feel great playability. It is also amazing for the developer to create signs of yawning or toeing even with no control. I enjoyed the primitive action of attacking and dodging, with exhilaration by scattering purple gems around when defeated enemies.
At first I started with normal difficulty and spent about five hours to get the ending. The difficulty of exploration was well designed for me, not too difficult, not too easy. Sometimes I got lost my way, but going to unmapped area usually lead to the story progress. Bosses look very strong at first sight, so patience is strongly required to detect their action patterns. Since there is always a save point just before the boss battle, defeating these bosses by trial-and-error seems to be intentionally designed. I really got "VICTORY ACHIEVED", just like dark souls, after I tried these bosses many times and finally defeated them.
In contrast, My feeling is that it is too difficult to get all achievements. For example, the achievement "Imperishable" (Finish a play through without dying.) doesn't sound matched to this type of game which essentially requires trial-and-error. Actually I encountered the bug that no achievement was opened (what a pity!), so fixing this bug would be grateful, if possible. Proper achievement can help us keep motivated to a game.
The story begins with the departure of the heroine priestess to solve a curse. What caused that situation is probably derived from the stories of the previous titles, so I cannot grasp the world entirely because this is the first time for me to play the title in Momodora series. I misunderstood she attacked with her cloth or so, and found it was not a cloth but the maple leaf when that changed to the green leaf and color of the stuff also changed in green in attacking. However I found later that the subcharacter did tell her to attack with the leaf at the very beginning of the story. It's regrettable that I failed to get it and I am lacking in my reading ability. Anyway we can enjoy an action game or shooting game by their nature without understanding its world as background. It is thankful for me that the game has such a primitive fun in its nature.