Created By: Axis / Fallon
Release Date: August 2000
After the RPG Maker 2000 english translation was released, a few of the first submitted games were probably really bad. Although mainstream JRPGs and the RM95 catalogue existed to take notes from, RPG Making software on the internet was only starting to gain momentum. A Blurred Line is one of the earlier games considered a classic even to this day, but what notables came before? Aside from the Don’s Adventures sample game, what games stood out from the rest in such an early time period? Redmoon Saga is considered one of them. Created 2 months after the RPGMaker 2000 translation had been released, clocking in at around 1 hour squeezed into 15 maps, this demo managed to impress people at the time.
From the moment I opened this game in RM2k,just looking through the maps, I could already tell that the author really had given some time and effort to his game. I didn’t get disappointed when I first started to play either, a cool title screen and an amazing intro was what I first got to notice. I think this author was the first to use the fog effect for the RM2k, and the first time a saw it was just blown away. That kind of eye-candy is what shows the real power of RM2kPunk84’s Review, circa 2001
Although the majority of it is RTP, there was effort to make it feel less default. Even the chipset colors was altered to give the towns a vivid look. Aside from a few novelty firsts (such as the fog effect mentioned by Punk84) you won’t really get too much out of this game ultimately. MY GOD are the random battles relentless, they’re even in places that have puzzles or story events. Your characters don’t seem to learn any skills so the combat and progression is really lacking. Despite that, the game accomplishes a lot with the small stuff. The name/dialogue is properly formatted, spelling errors are kept to a minimum, the maps are quite elaborate, and the story’s flow is pretty straight forward. It avoids a lot of common beginner faults and shows what the engine was meant for.
The story is a little generic, starting with an in-media-res where you fight the villain and lose. Surprise! It was all a dream and you wake up out of bed. Even if the cliches are in full force, there is some demonstration of scene direction. For instance there is flash-back scene that happens in the same room that you trigger it in. Transparent past characters appear in the room to show a lapse in time. Flashback writing was common place in just about any RPG, but this game does take a step further into presenting that. The oddest part in the game is when our hero extorts a key from an NPC in order to gain access to the dungeon. He’s a total asshole about it and even his friend tries to reign him in. There’s no prior context to prelude this and it’s kind of just moved on from.
At the end of the day, sometimes it’s not about making the best game ever. It’s just enough to cross over whatever the current standards are in order to show others how it’s done. Creative works often evolve from each other, and it’s pretty easy to observe that in early RM.
Estimated length: 1 Hour or so