If Lunar: Silver
Star Story Complete was in some way partly about becoming an adult and
living a dream, then Lunar II: Eternal
Blue Complete is much more about being
an adult, dreams or no. It is about
making and living with the decisions of a harsher world that allows for fewer
mistakes, and forgives them less often, less easily and less completely. There is a running thread throughout Eternal Blue—I wouldn’t call it a
theme, necessarily, but it feels broadly present— that what is best for
everyone might not always be what makes them happiest. Certainly the game is shot through with
melancholy meetings and bittersweet partings.
From Nall’s quiet sorrow over long-absent friends, to the party’s final
tearful farewells, the message is clear.
No one can escape the bitter choices, the compromises and the sacrifices
that are imposed by reality.
I started playing Eternal
Blue Complete in the Christmas season of 2000. I was home from the middle of basic training
during Christmas Exodus, and it was on the short list of games I felt I
absolutely needed to play. It was
supposed to have come out before I shipped out the previous Halloween, but this
was Working Designs we were dealing with, and I discovered that their trouble
with delays wasn’t something isolated to Silver
Star Story Complete, but was instead more like an unintentional company
policy where RPGs were concerned. I
played it a bit at that time, but only a bit, because there were lots of other
games to play (also purchased during this brief window: Final Fantasy IX, Breath of
Fire IV, Mega Man Legends 2, RayCrisis: Series Termination, Mega Man X5, and, lamentably, Vampire Hunter D), and because there
were friends and family to visit and spend time with who of course took priority,
and holidays to celebrate.
I picked away at it in fits and starts, here and there,
throughout my time in the Army and afterward, but could never seem to find the
will to power through it. It wasn’t as
if the game was bad. I suppose the
mechanics had progressed, in this interval, from being quaint and charmingly
retro to positively archaic, but I’ve played tons of equally antiquated games,
so I’m sure that’s not all it was. But
that was a strange and uncomfortable period in my life, for the most part, and
it was difficult to enjoy a lot of things.
I didn’t properly finish Eternal
Blue Complete until the early winter of 2008, when I had been laid off from
my job and the utter collapse and ruin of my life seemed nearly
inevitable. I was looking for work, but
looking for work isn’t nearly as time-intensive as actually working. I had a lot of free time to kill, and a lot
of mental and emotional anguish about my situation that I didn’t know how to
handle; I just wanted to be gone. If I
could have stepped out of my life and all its attendant miseries and problems
and just become somebody else, I think I might have done it. As Tolkien tells us, there are two kinds of
escape: that of the deserter, and that of the prisoner. And I think that the very best kinds of
escape are those that take us, for a time, out of our own lives and teach us
something, so that we come back better armed to handle our troubles.
Looking back, I could not have chosen a better time to
play Eternal Blue. I had never, and have never since, been more
in need of hearing the things it had to say.
Eternal Blue
is a darker game than Silver Star Story. It’s not dark,
per se. Indeed, silliness still
abounds. But the circumstances are much
more dire, the stakes higher, than the previous game. The characters are a bit older, many of them a
bit more worldly and world-weary. These
aren’t all a bunch of kids (and a couple of newly minted adults) trying to rise
to a dream of heroism. These are, for
the most part, people who have gone out into the world and done some
living. Some of them have blood on their
hands, some of them have made mistakes and fallen from grace, some have lost
faith in themselves.
But far from being a lament for the imperfection of the
world and the people in it, the message of Eternal
Blue is ultimately positive. Hope,
even amid the gathering dark, still thrives, and through Hope lies the victory
of the Good and the Right.
The story starts us off with the protagonist, Hiro. He’s been raised by his uncle, Gwyn, who is
an archaeologist, and who has set up his household near a couple of ancient
ruins sites to better study them. Hiro
himself has an interest in archaeology, but where Gwyn’s approach is thoughtful
and scholarly, Hiro is more an archaeologist of the Indiana Jones persuasion.
But Hiro’s life takes an unexpected turn (as these things
often happen in fantasy stories) when a bright light descends from the sky to
the top of a nearby tower, called the Blue Spire, one of the aforementioned
ruins near Hiro and Gwyn’s home. It’s
a mystery worth investigating, but Hiro isn’t the only one interested in it.
A thousand years have passed since Silver Star Story Complete, when Alex became the Dragonmaster and
cast down the Magic Emperor, and the world seems to have grown more grim and
solemn in the millennium interval. It’s
more than the knowledge that friends from the previous adventure are all long
in their graves. In the era of Eternal Blue Complete, the goddess is
once more physically incarnate. She
dwells in the holy city of Pentagulia, surrounded by her worshippers. But where the Goddess of ages past wished
simply for people to be kind and good to one another, and employed force only
to defend her people against the forces of evil, the Goddess of this more
modern era has an army at her disposal to enforce her will.
It is one of her soldiers, the beastman Leo, who Hiro
encounters on his way home early in the game.
The strange light that has touched down on the Blue Spire was predicted,
it seems, and is identified as the Destroyer, sent from the Blue Star to bring
doom to the world of Lunar. Leo has been
sent to find this Destroyer, and destroy it first, before it can begin its
apocalyptic work. Yet beneath all of
this, there is a deeper mystery at work.
One of the things that draws me to Lunar 2: Eternal Blue Complete is the way that it examines the
mystery behind the very existence of the world of Lunar and the purpose and
origin of the Blue Star. It isn’t as if
these things weren’t touched upon in Silver
Star Story Complete, exactly. They were, in a minor way. And it isn’t too hard to guess even from
those few, vague clues what is going on—why the world is called Lunar in the
first place; why the Frontier is a grey, crater-marked wasteland; and why the
massive Blue Star dominates the skyline the way that it does. But these things were hardly significant to
the story of the first Lunar game, and were tangents to the main thrust of the
story.
Most of that story, we know from legend. Humankind dwelt on the Blue Star once, eons
ago, but some disaster struck, and that world became corrupt and impossible to
live upon, and humankind stood at the brink of extinction. It was then that the Goddess Althena took the
remnant of her people and fled to the world of Lunar. Once an inhospitable waste, through her
powers she turned it into a lush, green world, save for a small portion of it
which maintained much of its wasteland nature.
But the blight of the Blue Star was no accident. It was set in motion by a being or a power of
uncertain origin but clearly malign nature. Though that power has lain dormant for a long
age, as the events of Eternal Blue
Complete unfold, it begins to stir, and it turn its attention to the world
of Lunar, and the descendants of those who escaped its wrath an age ago. But the Destroyer is not what we would
expect, or who, and the evil that threatens Lunar is more insidious and more
subtle than it seems.
This is one of the storytelling tropes that I love the
most, the one I think of as the Mystery of the World. So when it comes to evaluating Eternal Blue Complete, it’s perhaps
unfair that it begins with an advantage regarding my own personal tastes. Part of this sense of mystery requires
unveiling a little of the lore of the
series. We know the broad strokes, but Eternal Blue Complete gives us a hint
at something greater, more horrifying, hidden and forgotten in the mists of
time. It seems to emphasize the ancient
past of Lunar more than the first game did.
In terms of playing the game, this results in you visiting all kinds of
ancient, tumble-down ruins which were nowhere to be found in the original game,
although there are even more which you cannot access during the main
quest—foreshadowing for the epilogue.
It’s interesting that Silver Star Story Complete and Eternal
Blue Complete are such different games.
While they share certain themes and a roughly similar outlook, in tone
they feel very different. Silver Star Story Complete is very
upbeat and positive. The circumstances
are occasionally dire, but they’re more Hollywood Dire than anything. You know the heroes will prevail, because this
is the sort of story where the heroes always must. It’s kind of the whole point. Eternal
Blue Complete is never so certain in its victories. On the one hand, you’re certain that the
heroes must win. It’s That Kind of Story. On the other hand, some of your bitterest
foes are fundamentally good people whose desires to do good are twisted by shadowy,
insidious forces to the ultimate ends of evil.
Insidious. I like
that word. Just the sound of it seems to
hint at its meaning, and when it comes to Lunar
2, its especially apt, since that’s the way much of the evil you confront
is presented. There is a clear and obvious enemy who makes himself known (though he
doesn’t exactly appear) near the
beginning of the story, but the full nature of his intent, and the complexity
of his schemes, are not apparent until much later, when the trap is sprung and
nearly closed.
But that’s another difference between Silver Star Story Complete and Eternal Blue Complete: scale. Silver
Star Story had as its villain the Magic Emperor: a man whose evil lay
mainly in his hideously, horrifically misguided attempt to correct what he believed
to be flaws in the very nature and structure of the world. He believed, as most evil people in the world
today believe, that what he did was perhaps brutal and unfortunate, but
ultimately necessary as the only certain means to achieving what he believed to
be right. But that’s just it: he was an
evil person. Bad as he is, there is at least a little
essential humanity that makes him work.
The antagonist of Eternal
Blue Complete has no such limitations on its nature. It is not a man at all. It has no desire to control the world, to
correct its flaws; it has no delusions of making life better for others by
providing them with what it sees as a necessary structure or authority. It does not concern itself with these
things. It is a cosmic engine of fear,
malice, corruption, and hate. It isn’t
quite a Lovecraftian monstrosity, but it’s in the ballpark.
And it inspires the tiniest thread of doubt in the
story—doubt not about whether these particular heroes will win, but doubt about
whether any sort of victory at all is possible.
After all, this is the power that laid waste to the Blue Star, rendering
it a withered husk of its former grandeur and might. This is the power which forced the Goddess Althena
to flee. When even the Goddess must abandon resistance
in favor of mere escape, what hope has humankind for victory?
So there’s the narrative for us. Considerably more grim and solemn than the
previous game, as any tale of impending apocalypse should be.
I could talk about game mechanics, but why bother? I did that for Silver Star Story Complete, and Eternal Blue Complete changes nothing. Characters progress in exactly the same
fashion as the previous game, learn new spells and techniques in the same way—there’s
really no need to even acknowledge the manual, though you may want to for the
artwork, if nothing else. It was
upgraded from the Sega CD original to match the look, style and mechanics of Silver Star Story Complete, and in that
respect it is absolutely successful.
There is at least one continuity error in Eternal Blue Complete that I know of,
though. In the Sega CD original Lunar: the Silver Star, the Grindery
(the Magic Emperor’s mobile fortress) makes its final assault on the city of
Meribia. There it is brought to a
standstill by the efforts of the player’s party of heroes. A millennium later, it is inhabited by a
pseudo-bandit named Nall, who uses it as his headquarters, but his main
activity is not so much real banditry as it is watching over a small host of
orphans who have happened into his care.
In the PSX remake Lunar: Silver
Star Story Complete, however, The Grindery doesn’t attack Meribia, but
instead is directed toward the floating city and headquarters of the magicians’
guild, Vane. To me, this makes more
strategic sense. Vane seems like it
would be able to mobilize the greatest opposition to the Magic Emperor, and its
destruction would be the first order of business in any sensible plan of
conquest. So in Silver Star Story Complete, the Grindery comes to its final rest
outside of Vane.
This becomes a problem in Eternal Blue Complete. The
party’s meeting with Nall has some significance for the storyline at the
particular time it happens. The party
travels to Meribia fairly early in Eternal
Blue Complete, and so the Grindery is right there. To place it where it last stood in Silver Star Story Complete would put it
much later in the game, requiring a rewrite of much of the story which occurs
between those two locations. I don’t
know how that amount of reworking would have been handled, and the problem (if
you can call it a problem) is that such a rewrite really feels
unnecessary. Because the fact of the
matter is that Lunar 2, both the
original Sega CD Eternal Blue and
the PlayStation remake Eternal Blue Complete
was a much better-made and better-executed game than its predecessor.
Silver Star Story
Complete was meant to improve on the execution of its first iteration, and
that execution was flawed due to some combination of a compromise of vision or
lesser capability of its makers at the time.
A fair number of the changes Silver
Star Story Complete made seem to have been qualitative in nature. But GameArts seem to have really found
themselves with Eternal Blue, and so
considerably fewer of the changes made between Eternal Blue and Eternal
Blue Complete were qualitative. Most
of them were quantitative—updating the graphics, making the cut scenes full
anime like Silver Star Story Complete,
that sort of thing. It was less
necessary for them to remake Eternal
Blue, because the limits of its execution laid less with the creators and
more with the technology, where the same is less true for The Silver Star. Eternal Blue’s remake seems to have
been predicated less on the logic of making necessary improvements to tell the
story correctly, and more on the logic of “well, we remade the first one, so we
should probably update the second one to match”.
And I’m all for that, really, because any way you look at
it, Eternal Blue Complete is still a
fundamentally better experience than Eternal
Blue on the Sega CD. It’s just that Eternal Blue being a better-made game
overall meant that the creators were less willing to rewrite major sections of
the story for Eternal Blue Complete,
probably out of a fear that, once you start changing one major thing, you have
to change others, and pretty soon the thing bears no resemblance to the much-loved
original. And why should you do that
when the story’s solid on its own, and all to avoid a single continuity
flaw? So I can see why GameArts did what
they did, even though it will always bother that weird part of me that requires
everything to fit just so.
So, is Lunar 2:
Eternal Blue Complete worth playing today?
Well, the graphics and sound can be a little underwhelming by today’s
standards. Even when I was finishing it
in 2008, it was beginning to look long in the tooth even by the standards of
retro-style games. The five-year
interval has probably not changed that at all—not for the better at any
rate. Not to say that the game looks
bad, just… dated. But the fact stands
that I still recommended Lunar: Silver
Star Story Complete more or less without reservations, and God knows it has
all the same technological shortcomings.
So why would the sequel be any different? It’s a bit darker, but for me, that’s practically
a selling point.
I like dark and grim stories because they make us
confront the true perilous nature of reality.
I like to escape as much as the next person (possibly more so, it’s
true), but I usually prefer not to lie to myself while I do it. And the true heroes seem to be the ones who
prevail over true darkness. So I prefer
Hiro’s story in Eternal Blue Complete
somewhat more than Alex’s story in Silver
Star Story Complete. It’s not that I
don’t think Alex is necessarily a lesser hero.
As a character, he had no certain knowledge of his victory, but the same
was not true of me. I knew he would win, not because I am so very wise, but simply
because that’s how these kinds of stories go.
I couldn’t say the same for Hiro, not completely. He, of course, was uncertain of victory,
because remotely intelligent heroes always are.
But I was uncertain as well. There
was that thin thread of doubt. Would he
lose? Would he win, but at terrible
cost? And that doubt was what made the
difference. Because there is no hope
without its attendant fear; the former cannot pretend to reality without the
latter.
When the characters feel hope and fear, that’s one
thing. When the player feels that hope,
and that fear, that is something much, much greater. More profound. More real.
And it was that sense of hope that helped me through a
dark time in my own life. Maybe that
sounds cliché, or trite. Certainly there
are other stories, similarly themed and equally well told, that might have
taught me the same. But they weren’t
there at the time. Lunar 2: Eternal Blue Complete was.
I’m not going to sit here and tell you that playing this game turned my
life around, because that would be cliché,
and untrue besides. The situation was
much more complicated than that. But it
helped me to see past the mire of the present into the possibility of the
future, to strive for something better in that future, and to handle the
present with grace meanwhile.
And that has
made a difference.
No comments:
Post a Comment