17) To the Moon (2011)
- dpad200x
- Jul 29
- 5 min read
Updated: Jul 30

I have written and rewritten the beginning of this article dozens of times in my head. Not because I have nothing to say, but because I have so much I want to convey while also not spoiling even a moment of the relatively short runtime of this, for lack of a better word, masterpiece. Going in to this self imposed challenge, I had a handful of games I knew I wanted to play, as they cast long shadows over the industry. To the Moon has been on my radar for years, as its narrative is often cited as one of the most powerful and best examples of artistry in the medium. I went in expecting a story that would make me emotional, but I was unprepared for the gut punch it delivers, and how long its stuck with me.
The premise of the story is deceptively complex. In a world where technology can be used to to create artificial memories, laws have been passed so that the procedure can only be performed on comatose patients with little time left to live. Thus, it is offered as a wish fulfillment service for people on their deathbeds. We play the game as Dr. Eva Rosalene and Dr. Neil Watts, who work for Sigmund Corp., as they are contracted to fulfill the wish of the dying Johnny Wyles, who wishes to go to the moon, though he cannot state why he wishes to do so.
The crux of the narrative is discovering why he wants this, thus the pair must travel deeper and deeper into his memories, leaping from important life events to slowly unravel the tale. This is accomplished via mementos, items of great personal significance, all of which hide layers upon layers of meaning as we proceed. It's a fascinating premise, seeing the life of a man and those around him, most importantly his late wife, River, play out in reverse. Each new jump further into his past reveals more of the story, though the reason for his desire to go to the moon remains elusive for the majority of the game's roughly four hour runtime.
It's at this point that I feel I have to leverage one of my few criticisms at the game. There has been a healthy debate as to the validity of video games as an art form for many years, and To the Moon is often cited as an example of what can be achieved in the medium. While I am generally a proponent of video games as art, To the Moon sticks out to me, not because it's unworthy of classifying as art, but because I would argue it barely classifies as a game. See, the majority of your time is spent reading dialogue. The few gameplay mechanics consist of walking around a limited space and identifying the previously mentioned mementos, and then a brief puzzle that serves as the catalyst for jumping to different memories. Nothing done in the game, least of all its most emotional moments, exist in such a way that they couldn't be done in another medium.
There are also a few moments, particularly early on, where jokes are used that only serve to either date the game or illicit a chuckle at best, and a cringe at worst. While I can absolutely get behind moments of levity to break up the heavier moments, which the game does manage to do from time to time, the problem arises with the overuse in the opening section. I wouldn't be surprised to find that people gave up on the game early on due this, which is a great disservice to the rest of the experience. Perhaps I'm being a bit pedantic, but if one wants to consider a four hour game as being the pinnacle of art, then I believe the weaker moments of the experience matter just as much as the strongest. Luckily, the peaks of the narrative do more than enough to cover for the few dips we see in the humor, though it is a small canyon we must cross to get to those narrative peaks.
Another facet for this debate are the tools used to create it and the motivations behind its creation. The game was originally made using the RPG Maker XP toolkit. This gives the game its visual identity, being akin to other 16-bit RPGs, though that's where the similarities end. There are no real battles, no inventory, or even a party system. Instead, the toolkit is used to explore questions of mortality that designer, Kan Gao, was struck by following his grandfather's life-threatening condition. This, I feel, adds to what makes this game special. While not the best example of being a video game, it serves as a great example of using the tools available to create an artistic expression. In this way, its similar to early video games that had to make the most of the limitations presented by the medium, which is an entirely separate topic that I also find fascinating.
Those admittedly minor issues aside, its hard to find any major faults within the narrative proper. The game doesn't shy away from some serious issues, and it handles these topics with a proper amount of gravitas. It handles death, grief, and even tackles the subject of autism in a refreshingly real way. It is a bit odd that, for as much as it's implied, the actual terms are never used. Maybe this was done to keep the specifics of such a diagnosis open to interpretation, or out of a healthy respect, but it still manages to treat the subject seriously and is a good example of representation. I also find it fascinating how well the narrative uses damn near everything that it presents to full effect. Even something as simple and seemingly minor as Johnny's love for Animorph books comes back by the end in ways that help paint a broader picture. That's not even touching on some of the beautiful smaller details that could easily go unnoticed, as the creators trust the players enough to not have to call them out specifically.
To the Moon, while barely a game, is an absolutely amazing experience. I think it speaks volumes that while there are games that I've sunk dozens, if not hundreds of hours into during my life, none have had the same impact on me as this one. To the Moon, in its short, four hour runtime, not only brought me to tears through heartbreak, but also tears of joy and triumph. It is a singularly beautiful experience that has managed to stick with me months after playing it, and I have little doubt it will continue to do so for years to come. If you haven't experienced it, I cannot recommend it more highly. Is it perfect? No. Is it a good game? Debatable from a mechanics perspective. Will it punch you in the gut, leave you crying, and stick with you? Absolutely.



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