![]() ![]() As in Dead Cells, you can only spend this currency at the end of a given level. Two types of currency are used to unlock passive bonuses (green and yellow Tao symbols), each of which has several levels. There’s a lot to unlock in Dead Cells, but the point here is that it all uses one type of currency. In Dead Cells, you collect blue energy cells from fallen enemies and spend them on permanent meta-game enhancements: new weapons (which are added to item pools), new skills, and various passive bonuses, like keeping a certain amount of gold after dying. Undying Moon is, unabashedly, Konami’s attempt to reverse-engineer Dead Cells, but it gets that game’s sense of upward mobility very wrong. Unfortunately, you’ll have to play through it so often that that red dress does eventually start to fade. It’s an order of magnitude better looking than its peers. If the roguelite genre is the Matrix, Undying Moon is the “Lady in the Red Dress.” It captures your attention. In terms of art design, I don’t even know what to compare Undying Moon to. Once I unlocked the seaside area, I never stopped choosing that route. The boss characters are big, bizarre, intricate, and lovingly crafted. The environments, monsters, and colorful animations are top-tier. Let’s get that first part out of the way right off the bat: GetsuFumaDen: Undying Moon should win an award for its unbelievably gorgeous art style. ![]() Now, twenty-five years later, Konami has resurrected this curiosity as a stunningly beautiful, but ridiculously frustrating, roguelite. Look it up on Youtube sometime it’s pretty wild. Did you guys know that GetsuFumaDen: Undying Moon is a remake/sequel to an ancient 1987 Famicom game called Getsu Fuma Den? It basically plays like Zelda II, but the sidescrolling action sequences are more like Castlevania or Teenage Mutant Ninja Turtles. ![]()
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