
Wow. For something so straightforward in tone, the Lunar series sure carries a lot of baggage. The important thing to understand is that the first two Lunar games are cult favorites twice over. First on the Sega CD and then on the PlayStation, Lunar: The Silver Star Story and Lunar 2: Eternal Blue were extraordinary treatments of ordinary RPG elements, coating the conventional and the lightweight with novel settings, memorable characters, neat battle systems, excellent music, and impressive anime cutscenes. In the late 1990s Lunar was the second biggest console RPG series in North America, right behind Final Fantasy, and that alone cemented the games as classics in many corners. Theirs is a long tale of rising and diminishing fortunes, of remakes and cancellations, of shifting tastes and resilient stories.
So I’ll just talk about a magazine ad for Lunar 2.
Even that gets complicated. You can’t discuss Lunar without discussing Working Designs, the North American publisher for the series in the 1990s. Forever playing fast-and-loose with the original Japanese scripts, Working Designs refashioned everything; dramatic dialogue generally retains the impact of the story, but more comical situations and casual conversations with villagers are filled with frequently crass humor and references to everything from milk commercials to The Matrix.
I often find myself defending Working Designs and its co-founder Victor Ireland. At the very least, I think it’s worth analyzing and taking in their localizations line by line. You’ll see some things that shouldn’t be there, usually jokes that aged poorly or that shouldn’t have been made in the first place, yet there’s an undeniable sense of respect for the games’ more serious moments, preserving the spirit and tone of the drama if not the literal meaning. And I can’t deny that the goofy lines from random civilians are often amusing. It’s a fascinating study, partly because the liberal rewrites of optional townsfolk dialogue have no equivalent in more linear forms of storytelling like prose and cinema, leaving comparisons to similarly rewritten anime or live-action dub scripts ringing hollow. And it also raises the question of how Working Designs succeeded in one goal of translation: making the audience forget that something was originally in a different language.
There’s nothing simple about Working Designs, and I hope someone one day writes a book about the company. They could call it Fantasy and Fart Jokes: The Working Designs Story. Yet if there’s one point on which I will brook no disagreement, it’s the polish that Working Designs put into their packaging and promotions. Their releases grew from nice foil manuals to gargantuan box sets, peaking with a free punching puppet for Lunar 2's PlayStation preorders. Their advertising was equally sharp, as it usually employed the original Japanese art when many publishers did their best to bury that sort of thing.
At last we come to the magazine ad for Lunar 2: Eternal Blue on the Sega CD, which might be my favorite magazine ad of all time. Yes, it’s vacuous of me to have a favorite piece of advertising in any sense, but hey, blame capitalism.

This Lunar 2 ad catches the eye with its first page: a stark depiction of heroine Lucia enrobed like a monolith against the blackness of space, a planet and a moon in shadow behind her. The game’s title appears nowhere, but in true Working Designs fashion, there’s a pun: “In the darkest hour, hope springs eternal.” And in true Working Designs fashion, it works. Running this spot alone would be a risky move, so let’s turn the page.

The spread that unfolds is a flurry of revelations; a movie reel of screenshots, a bizarre ship pointing its cannons skyward, a collage of the characters grinning and dancing and gawking and casting spells. The contrast works nicely, as the first page’s reserved negative space lets the inner spread explode out at the reader. There’s no real story summary, but the images tell just enough to entice and invite conjecture about dragons and temples and gloating, Harkonnen-esque wizards.
I cannot recall another advertisement, print or otherwise, that so completely floored me. Some of the impact came from the timing of it all. For me and a good chunk of young nerds, 1995 was still an era when anime was a new and innately compelling realm, when even the most generic sight of stylized blue hair or energy beams grabbed our attention. Lunar was there at the crossroads of RPGs and what mainstream media pieces still labeled “Japanese animation,” and with those sharp cutscenes and colorful Toshiyuki Kubooka designs, it had the best of both worlds. We could go from playing Lunar 2 to watching Cyber City Oedo 808 or Ranma ½ or Giant Robo (from which Kubooka possibly reused bits of Taiso’s design for Lunar 2’s Ronfar) and always would it seem novel. For most of us, that halo departed by the end of the decade, and we learned to take anime and anime-flavored games just as discerningly as we would anything else. Most of also learned to hold on to what mattered.

There’s undeniable nostalgia behind the Lunar Remastered Collection, which packages the PlayStation versions of the games with new voice acting and the majority of the original Working Designs script. As with that ad, however, the Lunar games hold up beyond those misplaced yearnings for more innocent ages of RPG filled with battles or VHS tapes filled with grainy fansubs. They’re still exceptional games. The Silver Star Story is perhaps a mere excellent treatment of a very typical premise, with an earnest hero and a timorous heroine and a colorful supporting cast. It’s charming and straightforward, a good introduction to old-fashioned RPG stories if you’ve never experienced them—and a good encapsulation if you have.
Eternal Blue goes deeper with its vision of an everyman protagonist meeting a mysterious woman, delivering more complex character arcs and insights. It surpasses the usual “What is…kiss?” cliches of an otherworldly character’s path to understanding humanity, and it’s probably my favorite treatment of that entire trope. In fact, I’d place Eternal Blue next to Final Fantasy VI and Earthbound as one of the best 16-bit RPGs—though I’d recommend the PlayStation version, either in its older form or through this new collection.
I would not, however, recommend paying absurd amounts for it. Lunar Remastered Collection is an Amazon exclusive and sold out rapidly, but publisher GungHo announced that they’ll print more copies. That’s another contentious point with the games: even old Sega CD and PlayStation versions, like all Working Designs releases, are expensive to come by. The Remastered Collection has new voice-overs, trims some offensive lines from the Working Designs localization, and lacks that cool Lords of Lunar mini-game. Yet they’re still the marvels that drew in so many of us decades ago. And they’ll do that again now if you let them.