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Rainbow Moon’s grind outlasts its charm

Rainbow Moon review: SideQuest's 40-hour strategy RPG has six heroes, 100 skills and 20+ dungeons, but its slow grind earns a 6.3/10.

By mitch·5 min read
A small hero moves quickly across a bright level filled with hazards.

Rainbow Moon asks for a lot of hours and gives back a world that never quite earns them. SideQuest Studios built a strategy RPG around exploration, character growth and turn-based fights, and shipped it through the PlayStation Network for the PlayStation 3. The pitch is generous: six playable main characters, upgradeable weapons, armor and accessories, about 100 special skills, more than 20 dungeons, and a story that runs over 40 hours. The execution is thinner than that list suggests.

Trailer, via eastasiasoft.

Baldren and the Dimensional Gate

The premise is clean. Baldren is cursed by his arch-rival and warped to Rainbow Moon, a planet he does not know. Worse, he has opened a dimensional gate, and troops of monsters are crawling out of it, turning a once peaceful planet into a real hell. His job is simple to state: seal the gate and warp himself home.

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That setup does the work a story needs to do. It gives the hero a place to be stranded, a mess he made, and a reason to move. Rainbow Moon leans on it for the length of its campaign, and the game is honest about what it is. It calls itself a game by gamers, dedicated to gamers.

Isometric Ground, Tactical Turns

The camera sits high. Rainbow Moon plays from a bird view, isometric, and the world is drawn in detailed high-definition visuals. The game borrows heavily from the dungeon crawling genre while the player traverses the map, then switches to tactical role-playing when enemies are engaged in battle.

That split is the whole design. Walking, looting and leveling fill the space between fights. The fights themselves are turn-based, and they reward the kind of patience that a strategy RPG demands. Six characters can be built up, each with weapons, armor and accessories to upgrade, and the skill list runs to roughly 100 entries.

The numbers are real. The problem is what they add up to.

A Long Walk Through Rainbow Moon

Forty-plus hours is a promise, and Rainbow Moon keeps it in the least interesting way. The campaign is long because the game is slow — slow to move, slow to level, slow to let a battle resolve. Exploration is the strong emphasis, and exploration is also where the game thins out. An open world rendered in isometric detail still has to be worth crossing.

Rainbow Moon is a strategy RPG with a strong emphasis on exploration, character development and turn-based battles.

That line is the game’s own description, and it is accurate. It is also the diagnosis. Character development and turn-based battles are here, in bulk. Exploration is here, in bulk. What is missing is the pressure that makes any of it matter. Grinding is not a side activity in Rainbow Moon; it is the main road, and the dungeons along it are more numerous than memorable.

From PlayStation Network to Limited Run

Rainbow Moon started as a digital-only title. It came out through the PlayStation Network for PlayStation 3, and later reached PlayStation Vita and PlayStation 4. On August 19, 2016, Limited Run Games put out a limited physical run of the PlayStation 4 and PlayStation Vita versions. On March 15, 2024, the game arrived on the Nintendo Switch.

That is a long life for a mid-sized strategy RPG, and it says something about the audience SideQuest and Eastasiasoft found. The people who wanted this game wanted it badly enough to buy it again on new hardware, twice over. A successor, Rainbow Skies, followed in June 2018 for PlayStation 3, PlayStation 4 and PS Vita.

The Switch release is the interesting one. It puts Rainbow Moon in front of a handheld audience that has no shortage of tactics games, many of them sharper. Portability helps a grind. It does not fix one.

What 6.3 Out of 10 Means Here

Rainbow Moon holds a published critical score of 6.3/10 across an eight-outlet aggregate. That number is fair, and it is fair for a reason that has nothing to do with ambition. The game sets out to be large, and it is large. It sets out to be deep, and its systems have depth — six characters, roughly 100 skills, more than 20 dungeons, upgradeable gear on every slot.

What it does not have is pace. A strategy RPG lives on the tension between a turn spent well and a turn wasted. Rainbow Moon rarely makes a turn feel wasted, because it rarely makes a turn feel urgent. Monsters crawl out of the gate, and the player kills them, and the planet waits.

The isometric view and the high-definition art hold up better than the systems around them. It is a good-looking game with a clean camera and a readable battlefield. When a battle finally clicks, when positioning and skills line up and a turn resolves the way it should, Rainbow Moon shows what SideQuest was reaching for. Those moments are real. They are also spaced out.

The Verdict on Rainbow Moon

The Switch version is the one to consider, and only for a specific player. If the appeal of a long, unhurried tactics RPG with a large skill list and a world to comb through is genuine, Rainbow Moon will fill the hours. It is not a short game and it is not a broken one. It is a game that mistakes length for weight.

Everyone else should be careful. The 40-hour story is not 40 hours of escalation; it is 40 hours of the same loop, run at the same temperature. The six characters and the 100 skills are a menu, and the menu is bigger than the meal.

Rainbow Moon is worth its place in the history of Eastasiasoft’s catalog and worth the Limited Run physical edition for the people who already love it. Fourteen years after its 2012 release, it still asks for too much time and returns too little of it. The gate gets sealed. The trip there is the problem.

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