To the Moon
System: PC
Developer:
Freebird Games
NA
Release: November 2011
Something
about sad stories tends to draw us in. Perhaps by empathizing with
the tragedies and mistakes of others, we allow ourselves an
oft-needed rendezvous with our own mortality and humanity. We often
consider grief a negative emotion, but its release can have a healing
or edifying effect after we experience it. At least that's a better
theory than us all being a bunch of emotional masochists.
How
deep our connection to a sad tale goes relies greatly on how deeply
we know (or feel we know) those involved, and this element is where
To the Moon by
Freebird Games most brilliantly shines.
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Graphics are relatively simple, but offer a fitting Chrono Trigger vibe. |
The
mere premise of the game can be enough to make your heart twinge: two
scientists explore the memories of a dying man, Johnny, with the goal
of producing a new set of fake memories in which he is able to do the
one thing he has requested, but was unable to accomplish, in life: go
to the moon. That alone is enough to let many people begin to relate
to the man, but the masterfully woven story of To The Moon
adds layer upon layer to Johnny and his loved ones as the scientists
travel backward from old age to his early years. What at first was a
story about the fulfillment of a dying wish becomes much more complex
as reasons beget reasons and others' lives intertwine with Johnny's.
We feel we eventually come to the core of Johnny and his desire, and
the ending explodes outward like a cathartic megaton bomb, consuming
each layer of the story back to the beginning.
Oddly
enough, I believe it is fiction that gives us this best chance to
explore this way. The stories we come across as spectators in reality
are often just beginning to scrape the surface, like the beginning of
the game. We know when something is poignant, of course—that there is
some emotional or spiritual significance—but we can't delve into
all the memories and souls that led up to it. We can't see the layers
as the scientists in the game come to see them. And yet sometimes we
seem to crave that deep, tragic connection. Look at all the people
who come out when a popular figure dies because they feel “connected”
to a person they thought they knew intimately, even if much of what
they felt they knew was a facade.
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A happier memory, but how does it fit in? |
In
reality, we just don't try looking into others' lives that far. When I covered a tragic story
as a news reporter, I could tell you what the mother of an Iraq
soldier who lost his legs told me on the day their family learned,
but I couldn't tell you everything that was behind her exhausted,
wavering voice; why she was trying so hard to be stoic that I had to
go cry in the bathroom after talking with her. Really, I would not
have wanted to, nor would I have had the right to out of simple
respect and dignity. Even Johnny asks about his privacy in the game,
but fiction gives us that key to tread freely. We must know for the
experience to be as powerful as it is and we are more comfortable doing so in fabrications. In essence, we build our own experiences to reach a goal much like the false memory tracks of the scientists' design.
To the Moon
reminds us that we are inherently complex creatures built of simple
needs and desires. When we look into others to find meaning and
significance we can relate to, we are often like the scientists,
starting at one point and only able to see a couple clues just
beneath the surface. The ways in which the game demonstrates the true depth of life are amazing, and I have not dared share any here in
hope of not spoiling this experience for anyone. Highly recommended.
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