Reviews from

in the past


Aujourd'hui l'influence de Dead Cells est grande même si elle ne peut rivaliser avec celle d'une saga comme Castlevania. Mais si Motion Twin s'est en partie inspiré de ce grand-père spirituel, Konami s'est aujourd'hui en partie inspiré de ce petit-fils pour donner le jour à la suite de son Getsufumaden. Arriver à se démarquer sans devenir un banal clône est un pari difficile à tenir sans verser dans la surenchère outrancière et malhabile. En ce qui me concerne, Konami est parvenu à relever le défi assez brillamment avec Getsufumaden Undying Moon. Je dois cependant reconnaître que l'immersion peut ne pas être évidente du tout, et ne pas être pour tout les goûts non plus.

La direction artistique est pourtant superbe, autant visuelle (s'inspirant du courant Ukyo-e) que musicale (mélangeant tradition et modernité). Le thème du folklore japonais est maîtrisé et bien développé (Yokai, armes). La cohérence du lore et les différents moyens employés pour le soutenir (cela comprend le rythme du jeu lui-même) génèrent une ambiance particulière et séduisante, et confère au jeu une très forte personnalité. Chaque monde est, littéralement, comme un tableau à traverser. Le gameplay est quant à lui solide, très proche de celui de Dead Cells, bien que un peu moins riche en combinaisons et volontairement moins dynamique.

Cependant, les premières parties ont été assez rudes, voires punitives. Le temps de se familiariser avec le rythme particulier du jeu, de ne pas foncer dans la bataille et de privilégier une approche davantage à la façon d'un Dark Souls ; le temps de se familiariser aussi avec l'équipement et la bonne compréhension de son amélioration avant et pendant un run ; le temps enfin de se familiariser avec un bestiaire assez riche et dont un spécimen peut facilement amputer votre vie d'une bonne moitié dès le premier stage. Mais une fois cela assimilé, les parties ont gagnées en dynamismes et sont vites devenues satisfaisantes, et même très plaisantes et gratifiantes.

Le contenu a débloquer est, quant à lui, assez généreux et intéressant (armes, améliorations, routes alternatives). Je ne lui trouve pas de défauts notables entachant véritablement l'expérience de jeu si ce n'est le double saut qui nécessite un temps d'adaptation certain avant d'être correctement appréhendé.

Konami propose en Getsufumaden Undying Moon un jeu solide qui possède même un élément qui, à mon goût, a fini par faire quelque peu défaut au petit-fils suite aux continuelles mises à jour et additions de toutes sortes : une excellente cohérence et unité de son univers.

L'ajout du premier Getsufumaden est hélàs anecdotique car Konami n'a pas jugé bon de le traduire...pas même une version anglaise n'est proposée ! Il est parfaitement jouable mais ne gagne pas en accessibilité.

J'apprécie beaucoup Getsufumaden Undying Moon et il ne me semble pas tout à fait justifié de le réduire à sa seule influence principale, bien que cette dernière soit évidente. S'inspirer de Dead Cells mais ne pas lui ressembler semble être le défaut qui lui est le plus souvent reproché, alors que c'est sans doute dans cette différence que réside son charme. Pour avoir une chance d'apprécier Getsufumaden Undying Moon, il est préférable de se déconditionner de Dead Cells.

Je trouve qu'il est un peu regrettable que les retours ne soient pas globalement meilleurs, car peut-être cela eût-il pu encourager Konami a refaire de bons jeux en poursuivant dans cette lancée, certes améliorable, mais déjà d'excellente facture et fort prometteuse. Et je me plaît à penser que si il n'y avait pas eu la signature de Konami apposé sur ce jeu, le retour critique eût pu être sensiblement meilleur.

Cool visuals but uncool gameplay

Esse jogo é muito bom em geral - tem muitas semelhanças com Dead Cells e outros jogos do gênero. O loop de feedback e a capacidade de replay são sólidos e o jogo tem um forte estilo artístico japonês tradicional que melhora a experiência. No entanto, à medida que você avança no jogo e o completa pela primeira vez, pode ver algumas das falhas de design e a falta de opções interessantes para seguir. É um título sólido, no entanto, vale a pena pelo menos uma jogada.

Similar to Dead Cells in terms of gameplay, Undying Moon lacks the depth in it's combat (which is much more deliberate and slower paced like classic Castlevania) and progression that makes the the later so addicting. Undying Moon is a barebones but beautiful game and ultimately a testament to Konami that they can still give their old franchises love when they really want to (even if they fumble the ball in the process).

Imagine if Sakuna: of Rice and Ruin was just the combat, and the combat was worse.

An incredibly pretty game at times and the boss encounters are impressive, but the core combat and particularly enemy encounters are really not up to snuff, nor challenging in the slightest. The game really has no answer to you just sniping basically everything from outside an enemy's area, and the whole thing is just very exploitable and lame.

That said, bonus points for using the Gradius power up system as it's chief roguelike mechanic, where building up souls can enable you to get different bonuses upon cashing out. But it isn't nearly enough to save it.


For such a beautiful artstyle the gameplay is just super lacking

Feeling like it wants to be a Roguelike action platformer but the only thing Rogue about it is enemy placement and item drops, the map itself stays the same which is just a lot of endless corridors.

Yet somehow it stays engaging with it's combat, enough to keep trying, until you realize it's more or less a gauntlet style game where you have to start over from the beginning with (at least none that I could find) zero ways to go forward so you aren't playing the same boring level over again.

Some positives but overall I'd just say skip it

I might come back to this at some point just to say “I did it” but outside of the visuals I’m not very impressed with this game.

The core gameplay is really fun, but you lost me when you made it so you have to go through dungeons multiple times to maintain your equipment. Even on the lowest difficulty it’s very frustrating whenever you die having to start over and the game gives you very little sense of direction.

I’ll see if I feel any better if I do come back to it but I’m certainly not feeling it right now.

Fantastic artwork, disappointing gameplay. Doesn't respect your time, punishes you too much for dying, making progress painfully slow.

Imagine resurrecting a series after nearly 35 years just to make it Worse Dead Cells

good idea, good visuals, terrible execution, terrible progress.
i dont wanna play even with cheats

I picked this game up on a whim based on the visual style. I've put dozens of hours into Dead Cells, one of the most pleasantly tactile side-scrollers I've played in recent history, so discovering that Undying Moon was a pretty blatant clone that doesn't play (or run, on Switch) nearly as well was like getting hit with a stun-gun. I tried to give it an honest shot, but every time I died in the opening level, my evening got just a little bit worse.

Undying Moon came with a copy of the original GetsuFumaDen for Famicom (ported by the masters at M2, no less) so I started playing it as a consolation prize only to discover it was completely untranslated. The game also came with a crisp scan of the instruction manual to give the player some extra guidance. This was also untranslated.

I'm not going to rate this, but that's okay because I don't really want to rate this. I don't really want to think about this much at all.

Aviso para que no os pase lo que a mi. Es un rogue-like donde vas a repetir una y otra vez los primeros mundos mientras consigues mas y mas piezas pero que nunca son ni rematadamente suficientes como para hacer nada. Ose,a es un dead cells con animaciones muy guays, pero, aunque no lo parezca, con AUN muchisimo mas farmeo.

If you're like me, you were impressed by how stylistic this game is, and that holds true! This game is absolutely beautiful to look at. Every single moment of this game is like looking at an art piece. Playing is a different story.

You'll find quickly that there are very few ways to play that get you far. The easiest being to stick with normal swords that strike fast, have decent damage and range. Then, you poke enemies through floors until they die. The game becomes a lot of that as you get your sword really strong, rinse and repeat.

The reason I bring this up is that the combat is the roughest part of this game and it's the main focal point as well. It's intentionally sluggish to create difficulty, which is fine. But it's so intentionally sluggish that you find there's not many diverse options for you that allow you to actually kill any enemies. Slow swinging strong weapons are so slow you have to cancel your attacks to dodge most of the time. Plus, swords work just fine. You can kill with like 2-3 hits with a sword before the enemy gets an attack out anyway.

Progression is rough too. You are going to have to die quite a bit to then build up residual funds to stand a chance. That's not uncommon in games. But the clear jump between that feeling of "I need to die more" and "I'm prepared" is jarring. I think it'd be preferable to slowly feel like you're getting stronger.

After you fully beat the game once, there really isn't much in terms of replayability unless you are a completionist. You can make weapons stronger, you can unlock some new ones, but not too much more than that.

Overall I had fun with trying to learn the game but after 10 hours, I'm not dying at all to go back to it. I also would not recommend picking it up at full price. If this game is on sale for 50% off, watch a YouTube video of the combat and see if you like it

Mad respect to actually putting out a game Konami. Next time try making a good one.

Visually arresting and beautiful. Shame about the gameplay though, it's not engaging at al and the progess of the game is really slow. Combat is not fun at all.

I was real excited for this game and real disappointed in the result. It's a collection of undeniably compelling parts that entirely fail to come together into an engaging whole. The combat is impressively tactile and the different weapons each play totally differently, but the randomization of them each run means players can't really specialize in the one that feels best. The Dead-Cells-esque run structure is a proven winner, but it's hampered by gating meta-progress behind frustrating and unpleasant bosses. The art is incredible, but it frequently makes combat illegible.

This tries hard to be a hip update that reframes a classic game in modern terms, but it doesn't understand what makes those modern games successful well enough to replicate it successfully.