Overview
I'm not sure what it was that first turned me onto the Lunar series. I picked
the first one up cheap when I was looking for a copy of Popful Mail,
I think, and it was the only Working Designs title at the local FuncoLand.
I'd always been a fan of RPGs, and when Silver Star was recommended
to me, I decided to give it a shot and see what it was like. When I stopped
back in the next week and found that they had a copy of a second game, subtitled Eternal
Blue, I immediately snatched it, looking forward to a return to the admittedly
cartoony world. As it turned out, I was in for a rare, and special treat - Lunar:
Eternal Blue was of that rarest breed: A sequel not only as good as, but
impressively superior to the original in every possible way. This is something
you almost never see, especially in this day and age of 'Wham, Bam, Ship'em
Man' sequels where the goal is more to ride on the popularity of the first
than it is to improved upon it. Eternal Blue takes place not directly after
Silver Star, but instead a thousand years later, long past the day and age
of Dragonmaster Alex and Luna, and the world shows a vast amount of change
for it. For one thing, just as an example, it appears that the Frontier and
Vile Tribe were finally assimilated into the rest of the world, hence the world
map is a good four times larger than Silver Star's was.
| Fields |
USA Info |
Japanese Info |
Image |
| Title |
Lunar: Eternal Blue |
 |
| Dates |
1994 |
| Company |
Working Designs, Game Arts |
| Creator |
Studio Alex |
| Genre |
Fantasy, RPG |
| Related |
Lunar: Eternal Blue (SegaCD), Lunar Magic School (Saturn),
Lunar: Silver Star Story Complete (Saturn, PSOne), Lunar: Eternal
Blue Complete (Saturn, PSOne), Lunar Legend (GameBoy Advance),
Lunar Dragon Song (Nintendo DS), Lunar 3 |
Review
As you'll remember from my review of Silver Star, Lunar takes place
on a world that orbits 'the Blue Star', a planet that is perhaps blatantly
meant to be Earth. Long, long in the past, a massive cataclysm occurred that
forced Althena, goddess of song and beauty, to use her power to turn the once
lifeless Lunar into a world of unparalleled beauty and life, and with the help
of her four dragons and the Dragonmaster, bring the surviving humans there
so that they could await the revival of the Blue Star. From there Silver
Star went on to tell the tale of life as it was on Lunar itself, following
the adventures of admittedly generic characters. Eternal Blue diverges
from this idea - much has changed in the years since Dragonmaster Alex, perhaps
most noticeably the image of Althena herself. The denizens of Lunar have all
but forgotten her, save for the Cult of Althena, a group of religious fanatics
who do much in her name that anybody familiar with the first game will realize
is, well... against her name. The story opens on an ice-locked, wind-swept
plain with a massive tower in the foreground. The camera - incidentally, Eternal
Blue, like Silver Star, has scattered FMV anime sequences - takes
us into the tower, and toward a crystal floating at the center of a screen,
with a (barbie-doll, unfortunately) nude girl suspended within. She wakes up
due to a very nasty dream, emerges from the crystal, and you realize, as she
reaches a balcony and looks skyward that you're on the Blue Star, with Lunar
visible in the sky.
From there we move on to meet the game's main hero, a young man named... er...
Hiro. Said Hiro is hanging upside down over a dragon's head statue, and we
discover this as a reddish-pink flying cat drops down to remind him that the
time is almost up on the trap he's sprung. We're treated to a nice, fourth-wall
breaking monologue as he and Ruby run for their lives to escape the results
of the trap. Hiro loves nothing more than exploring the mysteries of the past,
even dreams of having legendary adventures of his own some day as they reach
the exit just in time to avoid an Indiana Jones sized boulder. This is where
the game proper starts, and once you get back to Hiro's home, the plot kicks
into high gear. Where the story of Silver Star managed to be decent,
but cliche, Eternal Blue was a remarkably original story for its time,
and unlike the first game, never quite slips into a neutral position - the
storyline is always moving. Of course, both Lunar's came before the advent
of truly non-linear RPG's, so if you're looking for offshoots to the main story,
don't hold your breath - they're worked directly into the plot as you reach
them. This having been said, Lunar: Eternal Blue ALSO has one of the
first (and only) appearances of a real epilogue! After you finish the main
plot, you'll be able to start a secondary story with the characters you just
finished that expands upon the ending.
The characters in Eternal Blue are also much better rounded than their Silver
Star counterparts. Hiro proves to be actually gifted with the power
of speech, for instance, and in a nice touch on his character, he shows
his youth and inexperience by a rather unique method - for the first half
of the game or so, he actually levels up at half the pace of the other
characters. This is offset by Lucia, the girl you saw in the opening. While
she is a completely computer controlled character, her level is directly
linked to Hiro's, so as he improves, so does she - and even at lower levels,
her spells are remarkably powerful, once she starts casting them. Then
there's Ronfar, your healer - who decides to join you on a roll of the
dice. Fans of Setzer from Final Fantasy 6 will probably like Ronfar. Eternal
Blue's heavy-hitter character is Jean, a dancer you meet fairly early
on. Though she has some of the most interesting development through the
story, she is also admittedly the most cliche of the cast - but that having
been said, the game on the whole is, as I said, one of the least cliche
I've played, so take that with a grain of salt. Rounding out the lineup
you have Lemina Ausa, the descendant of Nash and Mia from the first game,
as your main magic user, and Leo, who's story is tied together with Ronfar.
Fans of the first game will note that the graphics in Eternal Blue are a marked
improvement in all areas - the sprites look much better, the enemies each have
their own animations and multiple 'stances' (something I'll come back to later),
and the world of Lunar overall looks much cleaner and well made. Like Silver
Star, the world map of Eternal Blue isn't obviously tile based,
but instead full of curves and twisting edges, giving it a far more realistic
appearance than, say, Final Fantasy. It gives a pseudo-3d feel to
walking around, an effect ahead of its time considering that this was on the
SegaCD. Beyond that, some of the dungeons in Eternal Blue qualify
as some of the most beautiful stages for my tastes, such as the crystalline
floor of Black Dragon's cave. The anime cut scenes are also infinitely better
than Silver Star's. While they're still not equal to what you'd have
found on, say, the average anime tv show of the day, they've also surpassed
the original's level of glorified animated gif's, and contain movement and
surprisingly good voice syncing. There are also quite a few more to enjoy,
not the least of which includes the special bonus to be found at the end of
the epilogue's credits, if you wait a couple minutes - just over five minutes
worth of very funny outtakes from the voice actors.
Music is improved on all fronts. All but gone are the semi-ambient dirges found
in the dungeons of the first game - though a remixed version shows up in a
couple places, the soundtrack on the whole is much more enjoyable and suitable
for the scene. The voice acting is better as well, though of course it has
the usual iffiness of dubs from this era. Unfortunately, unlike the first game,
the bulk of the soundtrack and voice clips are in a PCM format stored in the
game's data files, so you can't snag them by playing them in a normal CD player.
This is alright though - the major reason for this is because there's about
four times as much music as was in Silver Star. As luck would have
it, there are two CD based songs to be found, though - the two vocal themes,
both of which are quite enjoyable.
I remarked upon this for Silver Star, and so I'd like to do a follow
up to detail the improvement that was made in Eternal Blue. Like the
first game, you have the option of letting the game control your character's
actions for battles using the 'AI' command. Useful for general leveling, this
command is now available from the very top level menu, allowing you to use
a single button press to set all four-five characters on AI, rather than having
to choose it individually for each character as in Silver Star. A
second addition is the 'Tact' command, which allows you to choose from one
of three pre-arranged sets of commands. These can be anything from basic attacks
to magic to items, to even bringing up a command prompt just for specific characters
as needed! This, combined with what I believe to be the first instance of a
game using different enemy 'stances' - that is, displaying a different version
of the sprite - to give you a hint as to what the enemy is going to do allows
for an unheard of - at the time - ability to tailor your tactics to the situation.
Instead of having to waste, say, precious MP on an attack, you can look at
the appearance of the enemy and know that they'll be invulnerable for that
turn and that you have a chance to heal. More games need to do this! Perhaps
not to the extent of Eternal Blue, but I dare you to tell me that
it's not irritating as hell to burn your Attack Of All Major Enemy Death That
Took Forty Turns To Power Up on an enemy that picks THAT turn to pull some
trick out of its behind and turn it on you.
Overall
Like the first game in the series, perhaps the biggest draw of Eternal
Blue is that it takes place in a plausible world - someday, that could
very well be US out there, looking up to see the Blue Star of Earth hanging
overhead on a terraformed moon. Yet where Silver Star admittedly
fell short of being anything but an average game otherwise, Eternal
Blue has a strong story, solid and interesting characters, an expanded
and at times familiar world, and perhaps most importantly, continuity.
You see, something that is all too often forgotten in sequels is that things
have indeed gone before, and all too often you'll see shifts in established
facts that throw off the storyline of the first game, or similar problems.
In Eternal Blue, though, you get to see an expanded Lunar - yet
you also find familiar sights. It's no surprise, for instance, that you
find yourself walking the streets of Meribia once again, and that the locations
are familiar if you've played the first game. The Grindery is pretty much
just where it was left - and though the insides have changed, there's also
familiar places within that'll make you smile. Hiro's adventures start
with a fascination of the past, so perhaps it's appropriate that so much
attention was paid to the details of keeping continuity with the events
of the first game - and let me assure you, you'll appreciate that attention
as you follow the storyline and meet the surprises waiting for you. In
many ways, Eternal Blue was made for those that had played the
first game - it does stand on its own very well for those that haven't,
but those that have will understand just how carefully it was planned out.
I have to call Lunar: Eternal Blue for the SegaCD a must play
game - or even the Playstation remake, which was infinitely faithful to
the original, with only minor re-translations made. If you're a fan of
RPG's, then this is highly, highly recommended. |