9 people found this review helpful
Recommended
0.0 hrs last two weeks / 98.7 hrs on record
Posted: 22 Sep, 2023 @ 10:30am

This review will be in two parts:
• First, for those that care about playing a good video game.
• Second, for those who wonder what all the "project moon brainrot" is about.

The Game

Library of Ruina is a well-designed deckbuilder with plenty of quality of life features and a feeling of constant progression.

Stylistically, the game is a slam dunk - graphics and music are both of high quality for an indie game, and the game shows care and effort in many areas. It is a notable improvement on Lobotomy Corporation.

The game is notably challenging but remains fair in spite of its steep challenges. There is very little grinding to be done to obtain enough cards to build competitive decks in the late-game.

I recommend playing it.

Now for the good ♥♥♥♥.

The Brainrot

I fell down the Project Moon rabbit hole on a whim. On the last week of August, I started reading a Lobotomy Corporation let's play by one of the English translators. This is where I absolutely fell in love with the writing and the worldbuilding. Many would identify that game as "the korean scp game", but calling it that would be a disservice, so here's what I think represents it better.

Project Moon's works are about Failure.

The entire universe of all three games is set in a end-stage hypercapitalist hellscape where ultraviolence is a normal, daily occurence that people have become completely numb to. Death is expected to happen at any time at the drop of a hat for minor reasons, more inane than the last.

Now, this is not something out of the ordinary, we have plenty of "world sucks, government is a ♥♥♥♥, 1532478567 dead proles" kind of media, but Project Moon is really, really good at depicting how that failure of a society effects everyone, from the absolute lowest of the low to people loftily seated at the top.

Yeah, this is probably a critique of Korea. It took me that long to notice because I was too engrossed by how masterfully they make everyone pathetic (in the literary sense). The interconnection between all the rungs of society and their respective forms of misery, anxiety and fears for the future depict a violently somber picture that just made me want to see more, to peel more of the veil away and try to guess how bad it is, but then there is light, too.

The failure is collective - mindless complacency having spiraled out to the extreme. From growing jaded from the constant murdering to wanting to create change, to fighting others to achieve that change - even if they want change themselves? This is where the narrative truly shines. This isn't a world of grey but a veritable rainbow of dark shades where we find sympathy for most of the villains in a quest for introspection.

The character progression is remarkable. This is the kind of game (like NSO I reviewed previously) which absolutely flays you alive and makes you watch every pulsing vein and flexing sinew. This is the kind of game that burns and melts your soul to refine it into something else. This is the kind of game that makes people start doing art.

Project Moon is very passionate about their art and they want you to experience it without handholding you through the experience. Play or read about Lobcorp. Play or read about this game. Then play Limbus. The mythos of this franchise is something absolutely worth getting into. Seeing people scrape some of the grime away from the City little by little is a message worth hearing, and Project Moon's willingness to reach foreign audiences is what hammers it for me.

Fantastic job.
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