Reviews from

in the past


While exploring 2000s era titles to further build up my knowledge base, I stumbled upon Fragile Dreams, and something in my mind just clicked then. Normally I wouldn't have bothered, given the labeling of Fragile Dreams as a horror title, but I've dealt with and enjoyed my fair share of survival horror titles this year and it felt like a great opportunity to chase down this season. It's an interesting case because when I look back upon those comparisons, Fragile Dreams certainly has its resemblances, and yet presented itself as a great antithesis to the often stressful and terrifying survival horror titles I've played this year, like Silent Hill 3 and Condemned: Criminal Origins. For better or for worse, Fragile Dreams is less focused on being scary, and more focused on being haunting; after all, what could be more affecting than the nature of human drama itself?

In Fragile Dreams, you play as a 15 year old boy named Seto, set loose in a post apocalyptic landscape after his grandfather passes away in the prologue. After stumbling upon a letter written prior to his death urging Seto to set course for a "tall red tower" alongside a mysterious blue stone in an old locket, Seto fends off an ominous masked ghost, warning him that the end is nigh and resistance is futile. Regardless, he forges on and begins his journey across the ruined metropolis of Tokyo to scour for any remaining survivors through scores of angry and disturbed spirits, and begin to find his place amongst the remnants of civilization.

Putting things bluntly, I do think that there is a lot to be desired from the gameplay mechanically. The combat more or less boils down to quickly tapping the A button, and while there's supposed to be a specific rhythm to tap the A button to in order to execute the most powerful three swing combo for light melee attacks (blue -> yellow -> red), tapping too rapidly just executes a standard triple blue combo and tapping too slowly causes the 2nd attack to never come out and leave your character in a long vulnerability state. For what it's worth, I could never figure out the exact consistent timing to always get the powered up swing combo, though I never needed to; the quick triple blue swing was good enough at dispatching enemies, and sometimes the delay from the powered up triple swing would give enemies too much time to recover and they would simply disappear and reappear behind me, restarting the whole process. The movement's not the greatest either (there isn't even a run option), so dodging attacks usually consists of awkwardly stepping back and waiting for enemies to attack, or more hurriedly circling around your opponent with the Wii Remote pointed at the screen (otherwise, you slow to a tiptoe), and this does make combat a bit more tedious, especially when later enemies have poses that will outright block attacks, forcing you to wait around and dodge before they show their weakness. Adding onto that, the limited inventory further slows down the pace, because you'll constantly be collecting mystery pickups (in the form of valuables sold for currency, health pickups, weapons, or relics) and you can't dispose of mystery packages or shove them into your suitcase until you sit down at a campfire. You'll need to go to back to campfires quite often anyways, since weapons have pretty limited durability and again, you can't switch out weapons from the suitcase on the field. Since sitting down at a campfire has a pretty long animation and will respawn enemies, let's just say that you'll fighting a lot of enemies and spending a lot of time at the campfire, and as a result, become pretty overleveled to where most combat isn't too complicated, though rather rote. You get the idea; it's a somewhat drawn out gameplay loop that ultimately makes the game a bit too easy in my opinion.

Of particular mention are two moments in the late-game that are emblematic of excessively sluggish gameplay and unfortunately feel a bit out of place. Near the very end of the game, there's a forced stealth segment where you have to sneak past a room filled with motion sensors, and activating any of them will spawn a horde of androids that must be dispatched in order to reset the sequence again from the start of the room (leaving the room is not an option because setting off the sensors locks the door). It's further complicated because swinging your flashlight (aka the Wii Remote) counts as an action, most likely due to turning your character around slightly, and will set off the motion sensors; there's also a collectible in the motion sensor room that upon collection, will set off the motion sensors even if your character is not within their current cone(s) of detection. This unnecessary and singular stealth section is then followed by two boss battles against the final boss that are more or less the same ordeal; the boss is normally invincible to attacks and randomly switches between shooting globs of goo at you and deciding to become temporarily vulnerable, either from sudden electricity overload or after shooting three globs at a time that must be destroyed. It's a shame that the finale of the game is marred by these somewhat uninteractive sections that consist of a lot of waiting around more than anything.

Having said all that, Fragile Dreams' strengths lie not in the flawed and somewhat slow gameplay, but rather in the quality of its ideas that are presented. I'm a big fan of games that understand the system of which they're working with, and this fits neatly in that scope. Using the Wii Remote's emulated motion controls to handle the flashlight in tight, dimly lit corridors or quiescent and abandoned landscapes is phenomenal at building immersion. You can also hold up your Wiimote to your ear whenever you need a hint, and your companion will chat to you through the Wiimote speaker to offer some words of encouragement. In a similar vein, Fragile Dreams' utilization of the Wii Remote's speaker to hint at looming hostile spirits or provide echoes of distant characters to guide the player towards objectives is also a great implementation of sound design, forcing players to at least absorb every detail of the urban decay and reclaimed nature of the sprawling ruins. Honestly, wandering the abandoned vestiges of humanity has never felt quite so much like a mood.

More importantly, I think Fragile Dreams is a game that is not so much about answering, but asking questions. What does it mean to breathe? To feel? To live, to even exist? What does it mean to be human, and what brings us together as a species? And if you had one final day on this planet knowing you will be gone by tomorrow, what would you do in your fading hours? Scattered throughout the ends of the earth are the final proofs of those final moments in the form of their last possessions, and bringing them to the campfire will give you a slice of life of what happened and what they went through before they no longer were to be. Some are moments of levity and others are more melancholic moments of reflection, but nevertheless, they're moments that prove that they contributed something to this world. Silently sauntering through this forsaken world with your flashlight, taking note of every memory from a lost object or every scribbled message or graffiti-ed chalk drawing, I was constantly reminded that while even in the stillness of the earth, the echoes of the past kept breathing new life into a world where its prior inhabitants could never truly be forgotten; even in the depths of despair, there was still hope to be found and connections to be made.

So here I am again, at a bit of a standstill, yet not at all regretful in the slightest for my time spent. It'd be easy to write this off as another "style over substance" ambitious title that didn't quite make the spotlight, forever relegated as a hidden gem of the Wii. Yet, just like the communication that the game itself comments upon, Fragile Dreams is unmistakably human. It's imperfect in many ways and perhaps it'll never reach its full realized potential, but that's what makes it so compelling. Despite its often tedious gameplay, the whole is far greater than the sum of its design elements, and propel the game into something that seeks to be heard, to be known, and to be us. It's 100% not everyone's cup of tea due to its many faults, but if you're willing to put in the time, perhaps it'll move you beyond words... and ultimately, isn't that what makes us who we are?

I played this game when I was around 12. And since then I have not been able to get it out of my mind.

Its about humanity. Its about loneliness. Its about connection. Such desire for connection with others leading to the end of humanity itself, and yet the game is so much about wanting to be with others and wanting to understand them.

Its a tragedy that its main character refuses to see as a tragedy, kind as he is.

Worth playing if you are able to look over its many flaws gameplay wise. I believe its something everyone should give a try. The feeling of walking through a world where nothing but the memories of others remain is pretty nice. The art is really good and i think it still stands years later.

If fragile dreams has no fans its because ive died

an incredible hidden gem. not many jrpgs were wii exclusives, but i felt that the choice of system did well to enhance the experience; i really appreciated the way it incorporated the wiimote speaker into the experience. i remember having my fair share of qualms with it (the darkened atmosphere, the awkward dialogue, etc.) but this game's merits more than make up for my gripes. the atmosphere does a flawless job of making the player feel as lonely as seto, and i really felt for the narrow cast of characters. wish there could have been a sequel!

a game that captures the feeling of finding a diamond in the rough, but the diamond itself is crusted and a bit shattered, yet, the glimmer it gives is beautiful enough to keep it

as a gameplay experience, you'll probably have to put up a lot thing that will test your patience, like the actual combat or half baked mechanics

yet, downside that would kill any other game, this one just hypnotized me with a great atmosphere and beautiful narrative about human connection, albeit a bit simple for certain tastes

there's nothing quite like, its an unique Fragile Dream of a passionate team.

I hate how everything in this game is hidden gem material but the gameplay sucks


Fragile Dreams' "soft apocalypse" setting and ethereal horror story go a long way towards redeeming its tedious resource management, roadblock-tier boss fights, and spare, surprisingly linear and exploration-resistant environments.

Grass blades moved by a slight breeze tickle your cheeks, flowers around you cry their morning dew.
The metal of a lonely street lamp gave way to an ivy spiral, its broken bulb by moonlight.
Fireflies are still around but not for long, a brighter bulb will soon rise up and replace the last one.


The grass you lie into gently bends with a cracking, the silence around has been so loud for so long that even the most insignificant noises become deafening.
But the breeze never reaches you.
Where did this noise come from ?


Getting up in a panic, wondering what kind of wild boar could-
It grabbed your shoulders.
Firmly.
With two hands.
How ?
Didn't Grandpa die last week ?


You'd like to turn around, trading your fear to see that person's face, to know the comfort of there being anyone.
But you can't. The hands won't let you.
Something tickles your earlobes, it's a mouth you can't see, it whispers solemnly :


"Hey guys, I'm Kentarō Kawashima, are you ready to experience among the most unsubtle writing ever put to games ?"



I am a sucker for desolate and post-apocalyptic melancholia, quiet tales of loneliness in empty landscapes void of any danger, any other human being, nothing but wait.
In that sense, Fragile Dreams: Farewell Ruins of the Moon succeeds quite well at giving off an extremely tangible atmosphere, one barely ever seen in Wii games, one that gets utterly destroyed at every turn.

The writing in this is even more obnoxious than that review's preface, and that says something, drenched in an urge for exaggerated melodrama that can't ever feel like a payoff since there's barely anything previously built onto.
How are we supposed to fill in the blanks ourselves when characters always have to tell their feelings explicitly ? How am I supposed to care for the death of a character I met an hour ago that was built entirely out of expository dialogues ?
It's a writing that doesn't believe in its players and therefore lacks any kind of subtext. It takes so much unnecessary place in what seems to be designed as a contemplative game it simply brings everything down.

seems ?
Fragile Dreams tries to blend Action RPG elements with Silent Hill-esque level design, which, well, completely dismisses both as they are fundamentally opposed, and the game doesn't really manage to link them.
This leads to a complete dichotomy in substance and it never feels at least decent to play, not even once the game justifies this approach with any kind of creative moment, it's an actual chore.

Yet, it's completely impossible not to be charmed and transported by the bittersweetness of its world and perpetual sense of longing for human connection.
Fragile Dreams will probably stay as one of my biggest "what if ?" in my gaming experience, but it will also forever feel like a lost reflection.





Beautiful game that explores the loneliness of the world. The gameplay was a bit choppy at times but it never took away from the wonderful experience of this gem. An extremely underrated game that I would recommend to every person out there.

My favorite bad game of all time. The gameplay is kinda shit, but oh my god the atmosphere and story is just unreal, I wish there were more games like this, but like, without the bad gameplay

If you're not the type to focus on exploring and enjoying evocative, emotional scenarios, this game will be boring for sure. If you are, then give it a shot. I have to admit the pacing is slow and it looks simple or stiff at times. The battle system can be a pain to deal with. Having to arrange your bag to fit items by size is interesting, though. As much as hearing your companion's advice through your Wii Controller, a sweet detail as well.

Much like Rule of Rose, I feel this would have been a game of a kind if the gameplay was not so tiring. The wordlbuilding is not too complex but it is compelling, bitersweet, and has this nostalgic, sad feeling sticking to you all the time. The visuals, music and color palettes help a lot!

I don't think I'm doing a good job recommending this game, but know it's worth a try, specially because of the emotional side. Gotta admit nostalgia may be playing a part in my opinion, so I'm trying to be as objective as possible. t's a pity it's so underrated...

The softest, kindest melancholy-inducing survival horror game you might ever play. There are some rough spots--the combat's not terrifically polished, and some will find scrounging for resources and trying to fit them in your pockets a tedious exercise in genre mimicry, but I found that while there was horror to be found it was also very much about finding human connections and how precious that can be. It may kick you in the feelings a little. It definitely kicked me in mine.

This review contains spoilers

I picked this game up from a bargain bin back when I was something like 11-12 years old. The gloomy cover art stuck out to me amongst the sea of other Wii shovelware titles (and the occasional Just Dance), so I begged my mom to pay the 10-15 bucks I needed to buy it.

That afternoon, I popped the disk in and was immediately drawn in by the atmosphere. The quiet strings of the title theme started up and I remember just sitting there in front of the TV, listening to it for a while.

"At the very end of a summer that was all too short, the old man I was living with passed away. Even after all the years I spent together, I never knew his name. Later that evening, I dug a shallow grave in the front yard of our home and buried him there." This intro has a permanent spot in my brain. I can pretty much still quote it word for word. Seto's emotionally distant voice accompanied by the screeching cicadas and the sound of a shovel striking dirt establishes an incredible vibe. It has all you could ever want for an excellent intro.

And Fragile Dreams carries this atmosphere throughout the entire game. Little middle school me was absolutely enraptured. I spent my summer with Seto and his post-apocalyptic world, learning about the people who had vanished from it alongside him. Discovering the beauty (and sometimes the horror) of quiet, abandoned places. This game is so carefully crafted to elicit stirrings of melancholy and some undefined sadness from your soul. The story isn't perfect, in fact I'd argue that act three's pacing was pretty bad and there were some loose threads that really should've been picked up by the end, but the overall themes and excellent character driven storytelling really pulled me in. The set design and beautiful visuals accompanied by a sparsely used but incredibly moving OST really cements the experience in your brain. Godawful combat and some baffling gameplay design choices bogged down that experience plenty, but as a kid I was happy to slog through the next pack of random enemies (that would despawn and respawn if you backed out of their detection range) if it meant I could get another mystery item with more story.

That said, this is a game, not a movie. And revisiting it, the fact that my wonderful exploration experience going through this world was marred by having to suffer through terrible combat encounters (horrible movement, no dodging, physically attacking anything feels like moving through molasses) and bad gameplay design (punishingly small inventory that obviously took inspiration from Resident Evil's Tetris style storage, constant backtracking, straight line level design with load screens for every new room or hallway, etc.) brings this game's rating straight down. I wouldn't be surprised if the dev team was sorely strapped for time towards the tail end of development, or just didn't really know what to design to fill gameplay time, and thus defaulted to combat (that they obviously could not get right). It's not like this game is survival horror - it's got horror elements, but it's no Resident Evil, and it didn't need to be shoehorned into something similar to it. It's already a sub 10 hour game, the padding just made it worse.

2.5 is all I can give it, and that's with all the heavy lifting being done by the fantastic atmosphere and storytelling. Did I mention Fragile Dreams also has some of the most beautiful prose I've ever read in a game? God I wish this game could get a modern remake somehow, with the all the design flaws ironed out. Then I would actually be recommending people play it instead of just watching it on YouTube to skip the agony of combat.

Some of the nicest atmosphere to be found on the platform and some of the worst everything-else in your way from enjoying any of it. Cryin' shame status.


"the day will come when your journey will end as well. Your greatest adventure will be over and you will make your way home. However, your journey will not be complete. The days will still go on for you. One after another they will pass, until you've had enough of the monotony. No new discoveries will await you. You'll watch the sun rise and set. That's all your days will have to offer. That's the moment when you'll realize the truth... the sunbeams, the wind rolling over tall grass, the idle chit-chat with friends... These were the gems of your life. Then your heart will be carried off by the gentle, caressing breeze and it will sparkle like a jewel, fade, and grow cold."

Геймплей просто ужасен. История наивна, персонажи не интересны. Есть интересные истории в воспоминаниях через собираемые предметы. Для Wii неплохой графон, плюс стилистика помогает. В целом играть - нет. Посмотреть на ютубе - ну если очень сильно хочется.

This review contains spoilers

Astoundingly lovely and tender, so many post-apocalypses are content to use the setting to skip ahead to whatever new world this is, but Fragile Dreams completely luxuriates in the loss of old things, giving its survival horror trapping melancholy rather than terror.

Fragile Dreams tends to get mislabelled as a survival horror game, which is one of the many reasons detractors tend to score it so low. Yet, while it does have elements of the genre, it was clearly designed to be a lot more than that. At first glance, it has awkward controls and clunky combat, but part of me feels this was done intentionally to drive the player to focus more on exploration and engagement with the environment. It's a visually gorgeous game, set in a hauntingly beautiful post-apocalyptic Japan akin to Nier: Automata, where nature has overgrown throughout most urban environments. You navigate this world, filled with terrifying spirits pulled straight out of Japanese mythology, though those encounters are few and far between.

Throughout your journey, you are accompanied by a variety of companions along the way, and the handful of NPCs you interact with all bring something interesting to the table. But the game's real heart shines through the memory items you find, narrating the tales of various survivors and their experiences throughout the cataclysm that wiped out most of the human race. Some tell individual stories, while others are spread across several items. These, along with the game's main plot and character interactions, are what makes Fragile Dreams such a fantastic title; it's not just an interactive experience, but a very emotional one as well.

I always have trouble trying to sell this title to people because it's very hard to put into words how deeply it touched me. I really wish we had more games like this out there, and I'm very thankful I got to experience it.

man

Def a sadboi game if I've ever seen one, so if those aren't your thing you might want to stay away. The atmosphere here is top-notch. The game has a very laid-back and slow pace to it which strangely compliments the broken, decrepit, abandoned postapocalyptic world to make something that's equally as comfy as it is eerie. I also appreciated the sound design here, the game even uses the crummy wii remote speaker to its advantage with its sound effects. Visually this game looks phenomenal, with the outdoor sections in particular being exceptionally great. There's even some primitive bounce lighting that they got going on here which is insane to see on a wii game, and it makes the worlds really look nice. The plot and characters fit into the world extremely well. I think you could make an argument over this game trying to be depressing for not much else outside the sake of being depressing, but I think that it's written well enough to get the vibe, I guess. The game certainly isn't afraid to go to some pretty dark and sad places, yet do them in a respectful way. Though I will say this is also one of those plots that the more you think about, the less sense it makes as the game goes on, but I'm chill with that. Def "feel over think"core, as the game has plenty of emotion that it wants to convey.

As for the actual game itself, uhhhhhhhh
It's like a survival horror type beat but everything is really slow and the hitboxes and timing windows are pretty jank. There's also the classic inventory management of the genre when it didn't really need to do it here, weapons have durability for some reason, you gain experience and level up by beating enemies for some reason, things just kinda feel thrown in together for the sake of it. It's all still solidly polished so it doesn't really get in the way of much, but it's certainly not winning any awards in outstanding game design lmao. Due to the whole empty post apocalyptic nature of this game the level design also has its fair share of emptiness to it, especially near the end as there are a lot of long empty corridors and ladders to go through and a fair bit of backtracking. I found it fitting with the overall game and kinda meditative, but I'm sure that there are a lot of people that would see that stuff and be bored out of their mind.

Overall this is certainly something I don't think I will be forgetting anytime soon as I really haven't played anything like this before. It's absolutely one of those games that you gotta be a specific kind of person to appreciate, and luckily I happen to be one of those people. Def not for everyone though. While the act of playing the game is kinda existant, the emotional atmosphere and story more than make up for its downsides. I'd say to give it a try and see for yourself if the game resonates with ya. It certainly did for me.

I just remember being intrigued so I kept playing. Weird, sad, and unique.

Probably one of my first experiences with post-apocalyptic settings, the world is empty, and you can definitely feel that. You understand is meant to be like this as you find only what remains from a humanity once existed, spirits, final notes of despair, journals of loneliness, and regrets. In this empty world, each character is meaningful, even finding the curious merchant in the most emptiest of places can be disquieting at first but then comforting as the quiet parts go on and you feel lonelier, specially in the first half. Trying to explore an empty world feels redundant, but even trying to find answers when there's nothing to be done can be quite a motive to keep playing. Not a very complicated story, just an interesting unique experience.

One of the best games I will never touch again.

The game was very difficult to get used to at first and sometimes slow, but it was an extremely memorable experience and I'm very glad I got through it.

It took me a few months to actually finish this game once I started, due to just how emotional it is.
I highly recommend playing it. It'll take some getting used to, but it's very much worth it.

This review contains spoilers

Okay, first and foremost, the gameplay of this is absolute dogshit. It's mind-numbingly tedious, clunky, offensive at points, it feels like it had no thought put into it. The story and writing on the other hand? One of the best ever, immaculate, nigh perfect, untouchable, in a league of it's own. Every single ounce of creativity went into the writing, the characters, the setting, the feeling of bittersweet goodbyes, all-too-soon farewells. Never has a game made me genuinely care about the fate of a character more than this. Now, I hate the statement "_____ broke me". It exudes a lack of life experience, of soul, of human interaction and love for your fellow man. But when I had first played it, I was legitimately affected by P.F. running out of battery before she could fully say what she wanted. I was unironically ruined for a couple of days and whenever I remembered, I would choke up and fight for my life in order to prevent myself from sobbing in public. The melancholic atmosphere combined with the rich world building and out of the way story telling are masterful. The ending just being as bittersweet and realistic ties everything up perfectly. Incredible.

a deeply moving story that reasonated with me heavily. the writing and cast are beautiful, i hope more people are able to experience it through a remastering.

One of my favorite Wii games. With an incredibly emotional narrative that tugs at your heartstrings and an amazing sense of atmosphere, there's really not any other game like it. I absolutely loved every second of it.

The combat's kind of jank but it's definitely worth playing regardless.

Amazing game, made me cry many a time. First played in 2014 and loved it then, love it to this day. (Replaying it on my twitch currently actually)

wow. this game is boring!
too hand-holdey and stiff, very slow and controls could be a bit more precise but i won't shit on that since it's the damn wii. i've played about half an hour and don't play on continuing, but who knows.


This is the best short story collection in the shape of a video game

The gameplay is weird, but it looks and sounds wonderful. The soundtrack is astonishingly good. The story is sad, but in a good way. If this was remastered with better gameplay and a tighter ending, it would really be something to recommend. As it is, I only recommend it to people who are happy to look past limited and sometimes frustrating gameplay in their search for haunting and emotional stories.

Fragile Dreams: Farewell Ruins of the Moon es uno de los juegos más humanos y sensibles que haya jugado nunca. Tiene ese no sé qué que me hace pensar en él cada tanto, incluso si hace años que lo jugué por última vez.

Bajo su apariencia de animé adolescente, y con el (mal asignado) tag de survival horror, se esconde una de las historias más hermosas que se hayan contado en el medio. Tiene fallas a nivel jugable, totalmente, y puede tornarse pesado de a ratos, pero los personajes están tan maravillosamente escritos que absolutamente TODO vale la pena.

feels like big budget rpgmaker game, unique one but mediocre