Rainbow Moon [Thunderbolt]
The concept of grinding – repeating the same exact actions for small gains – has never been an idea I was terribly fond of. In terms of narrative, it might make sense that your characters hit a virtual wall, one where their opponents are more seasoned, but it never makes sense to us, the players. Once you’ve found yourself grinding, you’re no longer playing for enjoyment; the game has changed the rules and now you’re just trying to keep pace. Rainbow Moon, it seems, was designed for the grind…











