If you were browsing a FuncoLand or Babbage's back in 1999, you probably remember that chunky, oversized box. It wasn't just a game; it was a statement. Lunar: Silver Star Story Complete arrived on the PlayStation with a sense of ceremony that few games today bother with. It came with a cloth map, a soundtrack CD, and a "Making of" disc that felt like a treasure trove for anyone who lived and breathed 16-bit JRPGs.
It was special. You could just feel it.
But here’s the thing: Lunar wasn’t actually "new" in 1999. It was a remake of a 1992 Sega CD game called Lunar: The Silver Star. Developed by Game Arts and Studio Alex, the original was a technical marvel for its time, but the PlayStation "Complete" version—localized by the legendary and often controversial Working Designs—is the one that burned itself into the collective memory of a generation.
The Working Designs Factor: Love It or Hate It
You can't talk about Lunar: Silver Star Story Complete without talking about Victor Ireland and Working Designs. They were basically the A24 of 90s gaming—small, fiercely independent, and incredibly opinionated.
Their localization style was... distinctive. Honestly, it was polarizing. They didn't just translate; they adapted. This meant the script was packed with pop culture references, Fourth Wall breaks, and jokes about Bill Clinton or obscure 90s commercials. To some, it breathed life into characters that might have felt flat in a dry literal translation. To purists? It was sacrilege.
Regardless of where you stand on the "Pepsi Challenge" jokes, the quality of the physical package was undeniable. Working Designs pioneered the idea of the "Limited Edition." They understood that JRPG fans were collectors. They gave us embossed manuals and leatherette covers because they knew we'd keep them on our shelves for thirty years. They were right.
Alex, Luna, and the Burden of the Dragonmaster
The plot is deceptively simple. You play as Alex, a boy from the quiet town of Burg who dreams of becoming a Dragonmaster like his hero, Dyne. Along with his childhood friend Luna, a talking white cat-thing named Nall, and a rotating cast of misfits, he sets out on an adventure.
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Standard stuff, right? Sorta.
What makes Lunar: Silver Star Story Complete stick is the pacing. It’s a "cozy" RPG before that was a buzzword. The stakes start small. You aren't saving the world in the first five minutes; you're just exploring a cave to find a dragon diamond so your rich, bratty friend Ramus can make some quick cash.
The relationship between Alex and Luna is the emotional anchor. Unlike many modern protagonists who are brooding or "chosen ones" with amnesia, Alex is just a kid who wants to see the world. Luna isn't just a healer; she’s the heart of the narrative. When the plot eventually takes a dark turn—and it does—it hurts because you've spent hours just hanging out with these people.
Why the Combat System Actually Worked
Combat in Lunar is traditional turn-based, but with a twist: positioning matters.
Characters actually have to walk across the battlefield to hit enemies. If an enemy is too far away and your "Movement" stat is low, you might waste a turn just jogging toward them. This added a layer of strategy that felt more tactile than the "static line-up" style of early Final Fantasy.
- The Arts and Crafts of Spells: Skills weren't just about damage numbers. Many were area-of-effect (AOE) attacks that required you to wait for enemies to cluster together.
- The Difficulty Spike: Working Designs actually famously increased the difficulty for the North American release. They increased enemy HP and lowered the damage you dealt, making the "Complete" version a much tougher grind than the Japanese original.
- Nall is the MVP: Having a mascot character who actually helps in battle (by occasionally reviving fallen allies) made Nall feel like a teammate rather than just a plot device.
The Visuals: When 2D Was King
By 1999, the industry was obsessed with 3D. Final Fantasy VIII was pushing the limits of pre-rendered backgrounds and realistic proportions. Then there was Lunar.
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It looked like a high-end SNES game on steroids. The sprites were huge, colorful, and expressive. But the real draw? The anime cutscenes. Produced by Toshiyuki Kubooka, these FMVs were breathtaking for the era. Watching the "Boat Song" sequence—where Luna sings on the deck of a ship under the moonlight—was a genuine "holy crap" moment for players.
It proved that you didn't need polygons to tell an epic story. There is a warmth to the hand-drawn art in Lunar: Silver Star Story Complete that 3D models from the same era simply can't match. Go back and look at FFVII’s Popeye-arm character models today. Then look at Lunar’s character portraits. One has aged like fine wine; the other looks like a box of Duplo blocks.
The Music of Noriyuki Iwadare
We have to mention the soundtrack. Noriyuki Iwadare is a master of the "adventure" sound. The music in Lunar doesn't just loop in the background; it drives the mood. From the triumphant horns of the overworld theme to the melancholic "Wind's Nocturne," the score is iconic.
Interestingly, the PlayStation version replaced many of the original Sega CD tracks with new compositions or rearranged versions. While some old-school fans missed the synth-heavy Sega CD tunes, the redone score for "Complete" felt more cinematic and polished.
Misconceptions: No, It’s Not Just "Generic"
One of the biggest criticisms leveled at Lunar today is that it’s "generic." If you look at the tropes—the dragon quest, the evil magic emperor, the silent protagonist—it looks like a checklist.
But that’s a surface-level take.
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Lunar is about the subversion of those tropes through character interaction. Nash is a pompous coward who eventually finds his spine. Jessica is a priestess who would rather punch you in the face than pray for your soul. Kyle is a womanizing mercenary with a heart of gold. These characters have layers. They argue. They tease each other.
The game also tackles themes of industrialization versus nature. The "Silver Star" (the moon) is a dying world, and the planet below, Lunar, was created as a sanctuary. The conflict between the Magic Emperor and the Goddess Althena isn't just about "good vs. evil"—it’s about the cost of progress and the burden of divinity.
Where Can You Play It Now?
This is the frustrating part. Lunar: Silver Star Story Complete is currently stuck in a bit of a licensing limbo.
There was a PSP remake called Lunar: Silver Star Harmony, which featured beautiful redrawn art but had some of the most agonizing loading times in RPG history. Then there’s the Lunar Silver Star Story Touch version on iOS, which is surprisingly decent but lacks the tactile feel of a controller.
For the "real" experience, most fans still point to the original PlayStation discs. But be warned: if you're looking to buy a physical copy today, prepare to open your wallet. A complete-in-box (CIB) copy with the cloth map and hardbound manual can easily set you back $200 or more.
Actionable Steps for JRPG Fans
If you've never experienced the world of Silver Star, or if you're a returning Dragonmaster, here is how you should approach it in 2026:
- Seek the PS1 Version First: While the PSP art is "cleaner," the PS1 version's sprite work and pacing are superior. The Working Designs script, for all its quirks, has way more personality than the sanitized later translations.
- Don't Skip the NPCs: Talking to everyone twice is a Lunar tradition. The dialogue often changes after major plot events, and Working Designs hid some of their best writing in the random villagers.
- Manage Your Inventory: Inventory space is limited. Don't hoard "Old Salt" or useless trinkets. Focus on seeds that boost stats, especially for Alex.
- Embrace the Grind: Because of the North American difficulty tweaks, you will need to grind a bit before the Red Dragon Cave and the final dungeon. Don't fight it; just put on a podcast and enjoy Iwadare’s battle themes.
- Check Out the Sequel: If you finish Silver Star, Lunar 2: Eternal Blue Complete is arguably the better game. It’s longer, darker, and improves on every mechanical system from the first game.
Lunar: Silver Star Story Complete isn't just a relic of the 90s. It’s a reminder of a time when RPGs were allowed to be earnest. It doesn't have 50-hour side quests or complex crafting trees. It just has a great story, memorable characters, and a lot of heart. In an industry increasingly dominated by "live service" treadmills, that’s more than enough.