The story is simple: Alex, a boy from a small town, yearning to follow in the footsteps of his idol Dyne, who once ascended to the title of Dragonmaster and saved the planet, goes on a casual adventure with his bud. In the process he stumbles upon his destiny: if he can prove himself worthy of taking up the mantle of manhood, the great dragon Quark will help him become the world’s next Dragonmaster. This triggers an epic quest: evil is unleashed upon the planet that only Alex can stop. Together, with a cast of adventures and his trusty companion Nall, they set off in search of the Dragon items so that they can seal this great evil and preserve peace.
Such is the story that drives Lunar: The Silver Star, a Sega CD JRPG developed by Game Arts and released for the ill-fated add on system to Japanese audiences in 1992. A year later in 1993, a fully localized version of the game would make its way to American shores by way of publisher/localizer Working Designs. This version, which I played to completion in February of 2021 feels like a unique time capsule in many ways: both its localization, its gameplay, and its structure feel as if they were designed in a vacuum free of any grandiose expectations. It might be the ultimate starter JRPG in terms of presentation and accessibility. The game’s structure is simple: wander from town to dungeon and back to town again across a decently sized map while fighting random battles and a series of boss fights to save the world. There are not any complex puzzles to solve, and the game’s difficulty curve is so tame that even my mother could likely reach the credits without too much frustration. Its combat, turn based like the best of them, is functional at best: it is one of the earliest games to implement a form of auto battle in your ability to have the AI make combat decisions for you: I suggest you use this and just cruise from locale to locale.The only real challenge I faced in my playthrough was the repetitive dungeon design in the 2nd half of the game, and the sometimes obnoxious encounter rate. Even that was not enough to get my heart rate up.
To aid in subduing the audience into hangout mode, the game’s score, composed by a team of three individuals to take advantage of the CD add on’s CDDA capabilities, has to be one of the most relaxing JRPG soundtracks I have ever heard. Gone are the harsh tones of the Genesis/Mega Drive’s FM synth capabilities. Instead, you get a series of overworld and dungeon themes that I can, at best, describe as melodic and chilled out. This is not a dig at their work: it takes incredible skill to compose a score that is both relaxed in its approach and also engaging; Lunar’s CD score is both and might be the game’s secret strength. I never tired of its tone over the course of my playthrough - that might be the highest compliment I can pay a JRPG’s score in a game with frequent random battles.
The game’s most glaring fault, and perhaps its only real one, is that it was localized by a team of writers that I can only describe as, “a group of 20-somethings drinking Mountain Dew, constantly high fiving each other when reading off jokes, and never saying no to any idea, no matter how much it undermined the nature of game.” It felt less like a group of professionals localizing a highly successful Japanese title, and more like the kind of group that produced the J2E re-translation of Final Fantasy IV that I played last summer. At any time, I was waiting for a character to drop a gem of a line like their, “What? Has he been feeling up your butt, Rydia?” My groans were frequently audible.
At the end of the day, Lunar is a competent, accessible, and downright friendly JRPG. It does not push any of the existing boundaries that existed in 1992, and feels designed for a decidedly different audience than your standard early 90s JRPG. The team that made this at Game Arts wasn’t trying to be anything else or surpass anything else, and in doing so created a calm serenity of an experience.