Game: To The Moon
Developer: Freebird Games
I had originally intended to write about the "Drawn" trilogy, as they were the next games I had played after Journey. Instead though, I played To the Moon tonight and it stopped me dead in my tracks. It was beautiful, emotional, and thought provoking, and all on such a "primitive" version of the medium. It is living proof that graphics are not all that make up a game, and that games can be used as a means to tell an intelligent story just as much as they are there for simple entertainment.
One thing I am immediately confronted with when writing these posts is the tension between describing my experience and keeping things vague so as to not spoil anything for the reader. The details are important and necessary to explain how I felt at this moment or that ...but I know I would not have had these moments if I had any inkling of what was to come. Going into a game, or any story in any medium with fresh, unassuming eyes is something very important to me. It helps you to make a much stronger connection with the story and helps you to feel the story more organically. instead of being on the edge of anticipating something you heard about already. So I sit here trying to think of how to describe this game and sing it's praises, without saying exactly what makes it great.
So I suppose, spoilers beyond this point. Please go play the game first before reading. The game is only a few hours long and well worth your time.
An dying man has requested the services of a unique company. They will, in the last moments of a person's life, alter that person's memories to change something in their past. Fix a regret, achieve a life goal, grant a wish.... so in their last moments they see the life they had hoped to live in place of the one they had.Very brief, actually. However, anyone familiar with science fiction can already see some of the issues this can bring up. However, those are far from the true focus of the game. To The Moon, while having lighthearted parts and also dealing with the some of the moral questions of memory rewriting, mainly deals with some elements of life that just aren't talked about commonly in other games. Grief, insecurities and death, as well as mental instability and learning disabilities. The last two are strongly reinforced with the alienation that they bring, the feeling of being apart from everyone else, or even apart from yourself.
The dynamic between a woman with a learning disability (I don't know my mental illnesses enough to diagnose which one) who just wants to feel normal, and a man living a life that is not his (and the ramifications) of that is absolutely fascinating! Especially when this is all learned in reverse order, in pieces and steps. The new information, the leap to conclusions only later needing to reevaluate when a new piece is revealed. Kan Gao really knows how to truly hook someone into his stories, yet does to without making it feel trivial or have twists inserted for the sake of twists. Everything feels natural, it made sense. It was wonderful to be able to connect the lines before the main characters did, but just before so I didn't have to slog through their ineptitude. The pacing was just perfect.
The moral quandary... actually, saying there is one is false. The game is filled with many difficult questions and conclusions and just things observed. There is one key one at the end, but there are also many questions that arise from how things went. A few that stood out to me:
- Young John's statement that he wanted to be with River so they could be unique together, over his friend's suggestion that perhaps River just wanted to be normal. That he wanted to use River to fix himself, regardless of what she wanted. That objectification of a mental illness, when it was first presented, felt so... uncomfortable. It was unexpectedly cold from a character I felt I knew. Also, it felt... unusual, a concept I had never heard before but it instantly felt unclean. It was an unexpectedly string reaction to such a small statement for me. Later, when the information is revealed about his brother and how he has been basically living two lives, it became so very understandable where he was coming from... living as his brother's shadow even after his death, one can understand the strong desire to be unique, to stand out. And the pity that is felt by how that desire basically lead him to a disappointing life where he was of little note was so... tragic.
- John's mother's reaction to Joey's death, was also understandable, but disheartening. She would use John as a link to the child she had killed, while using medication to hide from John that he had ever had a brother. Her intentions were pure, and her grief understandable, but the outcome of that...
- The moral question of whether to remove River from John's life... My gut screamed no, and my head calmly said yes. It was interesting, rooting for both to the leads at the end, even though they were directly opposed at the time. Not knowing how things ended, I don't know if I could have brought myself to just "do the job", but how could anyone ever know in that situation?
There is more, I'm sure, but my head is too wrapped up in itself at the moment. I quite literally played the game after I got home from work and started writing after I beat it, not wanting to forget anything. My head, though, is in such a reflective, meditative state now though, languishing in the bittersweet emotions the game brought up. I teared up at multiple occasions while playing this, and now that that has settled, I just want to sit back with a contented sigh.
That is one of my major roadblocks with writing these posts, I think: I feel so much of the game rather than view it on a cerebral level that it is hard for me to really define what made the game work for me. At the same time, I am hesitant to start adopting a more critical eye, because I love the cathartic feeling that I can get from a well weaved story and I worry that if I become too analyical of that it may impact my ability to simply experience a story.
Before I wrap this up, I just want to point out the pictures above. A game that did all this for me, all these emotions, all this thought, was done with SNES level graphics and very little actual gameplay. I have long been of the mind that a good stroy can live without good graphics as long as the art is designed well. I also truly believe that the interactive story model has real value. It is often looked down upon as a thing of the past, or not using the medium to it's full potential, but I'd counter that by saying that is, like everything else, has a place. Not all games have to be like it, but it does have value. For all the beautiful worlds and deep lore and character choice that Skyrim had, it never pulled any emotional cords for me and had no stories I was compelled by. As much as free world and "The player as the character" have value and the potential for story telling, they will never achieve the same level as a pre-planned out, character driven story. The more variables you add, the more deluded a story become and the more of it's impact is lost. Looking back on it, that is +100 hours in Skyrim I will never get back. To The Moon is 3 hours I don't want back. It is time already spent as best as it could be.
I eagerly look forward to to the sequels.









