Definitely a Series....
Opening Statement:
I hope designers are committed to sequels. This game screams 'franchise'. Like the Thing-Thing series, franchises have their control scheme and difficulty remastered with each version, so story or not, the game evolves over time. Unlike the Thing-Thing series, Red Moon can incorporate a cohesive learning curve and work to prevent player frustration or even intimidation during play.
Points to Consider:
#1: Story: don't get it.
Obviously I missed how Eivana considers such abusive relationships worthy of her continued attachment. If no sequel were planned, I figured Eivana would gut these trouser stains for her freedom instead of conquering a ruin. Rarely does dark fantasy achieve the proper mood AND some fleeting sense of psychological realism.
#2: Playability, a Love-and-Hate Relationship
Fighting and striding as Eivana is a blast since her control scheme is tight, atypical of most NG action games. However, her crouch and aerial downward blast techniques are two moves I failed to use because they are one-trick ponies--they are used in so few situations that they warrant disuse. Then the King's blasts kept killing me until I stopped being frantically nimble. Also, I never used that downward blast on living creatures. That might have cured a headache quicker, but such instances were rare. Using super moves as tools was a rarity as well, enough to be a mere novelty. You won't use something unless you discover its practicality. If situations that applied crouching arose before the final boss, maybe I wouldn't have bashed my keyboard in twain.*
Jumping is over-stressed; battles pale in comparison to the dread felt while staring down cliffs and hovering rocks--two dozen too many painful leaps. Most deaths result from a slip of the keypad while running up walls than actual sword-fights.
Now, on the other hand, fencing is accomplished brilliantly! While utterly different from Ronin: Spirit of the Sword, the swordplay in this game immersed me just as well. (I recommend Ronin: SotS for a spin!). Charged hits are cool, each strike dealing various levels of carnage. Fighting revolves around agility and aggressive first strike capabilities, although I recall parrying and swaying--not jumping--are necessary in fencing. No matter how well-executed the combination system is, swift and hard hits alike, there's little hope of escape once the enemy starts swinging. I can only prescribe preventative medicine, a dire ordeal. See, that's where the agility and aggression come in....
Even worse is when enemies corner you. It's great if YOU do it, but once you're cornered, forget it, you get pounded. Crowds are infamous for this. Most fighting games program instances that prevent someone from being beaten in a corner, such as enemies backing off to let Eivana wall jump and over the enemy to safety, preventing the high frequency of cheap deaths.
Final Complaint: Despite 20 Levels, the game is exceedingly short with few reasons to replay.
#3: Soundtrack Issues:
A four-song soundtrack gets old quickly.
Also, the lack of moody ambience threw me a curveball; this game NEEDS howling wind and running footsteps! Enemy howls or cryptic laughter from boss enemies are necessary audio cues from which to anticipate attack routines, allowing less confusion and fewer cheap deaths. The Power-Ups could use a splash of sound, too.
What DOES exist--and Nemesis Theory plays a role as usual--is still excellent.
In Conclusion:
Nobody pilfers quarters from a teens' hands with vinegar, okay? Restructuring the difficulty is a necessity. Going by unlimited continues--with or without the "RED MOON DEITY" award in place--is still frustrating in the end.
Red Moon is fundamentally cool and even fun, but a direct sequel without changes (except increasingly "creative" stage layouts that only cause frustration) will be panned. Expand Eivana's powers, the bestiary, sound effects, and optimize to reduce file size. Boom. Franchise city!
*: Now that, obviously, is a joke. You probably figured that one out, though....