An anime series that's been turned into a game that's actually good?
- Developer: Gust
- Editor: Koei Tecmo
- Genre: JRPG
- Release DATE: July 30, 2020
- Platforms: PlayStation 4, Switch, PC
- Reviewed on: PlayStation 4
- Game Supplied by: Publisher
Do I have to watch the show?
When GUST started developing Fairy Tail, they must have known that it could be a little intimidating for a player to step into an anime-based game without first knowing the almost 400 anime episodes in the series. Would this player be overwhelmed by the backstory and the history of the shows if we just jumped in somewhere in the middle? This feeling of concern would also increase if the player knew that the game was actually picking up on the series around episode 125 of the anime. However, there are 8 short and concise descriptions of the storylines that preceded the game in the in-game encyclopedia so that even someone with no prior knowledge of the Fairy Tail universe can dive right into this game and enjoy it, and what It is a great game .
The game begins at the end of a storyline in which the Fairy Tail guild has been suspended by a blue dragon for seven years. When they return, they discover that their once powerful guild is only a temporary memory and ask themselves to rebuild it to be the best again.
MUST do it again!
If you've never heard of the developer GUST, they will quickly become one of the emerging stars of JRPG development as the company you go to to make a game look stunning. A typical example would be one of the previous games, Atelier Ryza, and they created the same great graphics here in Fairy Tail.
It's not so much that there is high graphical fidelity or breathtaking particle effects and earth-shattering rendering in the game (though sometimes it does). It is more that GUST has managed to not only capture a faithful replica of the artwork in the anime series in the artwork, but also to create a magical fantasy world that is painfully beautiful to look at and immerse in. The power of current consoles and the skill of developers is so great that the line between a moving interactive anime and a game is now so narrow that it's hard to know where one starts and the other ends.
The character designs are excellent and under the guidance of the original manga author Hiro Mashima they were faithfully reproduced in the appearance, feel and movement of the characters. The character animations in cutscenes, fights and general movements in the world of Fiore are equally enjoyable. Although the frame rate occasionally drops as you explore the city of Magnolia, the rest of the game worked with silky smooth efficiency, especially in the over-the-top combat spell launch animations, which featured plenty of screen energy and action.
As you take on increasingly difficult tasks and develop the story, the world map opens up for new areas, each of which is as beautiful to look at as the last one. Lush, fantasy-quality environments fill the screen wherever the team goes.
Everything is in action
But all of this beauty wouldn't be worth the effort if the core gameplay were mediocre. With the Fairy Tail grille and turn-based, stylish combat, this is certainly not the case. In fact, the fight is one of the best aspects of the game.
As you continue the game, you will be unlocked and sometimes have to play as one of 16 different characters. Some missions are locked with characters, others can be selected. However, each character has their own movement sets, skills and spells. The more you use the character, the more movement sets will also be unlocked. For example, the character Wendy is a great person for healing or team stats buffs. The Erza figure is a bit like an overpowering tank and does heavy damage even when attacked.
The game positively rewards players for using different combinations of team members for their preferred playing styles.
Each player with up to 4 players on a team has either a basic attack, a magic attack, an item or a defense option. Magic attacks use MP points. The higher the value, the stronger the attack. Each attack covers a certain number of spaces on the attack grid that the enemies are on, with the higher-value magical attacks covering larger spaces.
The battle begins with everyone's turn to defeat their enemies. However, if you just want to watch, there is even an automatic mode where you can sit back and watch the action unfold automatically.
In addition to these attacks, players can build a combo display that, when full, can be used for a powerful and bombastic attack of all members of your team with high damage, with amazing, high-energy, bombastic developments and provides cut scenes. There are other player fans that are collected and learned the further you play in the game. (EDIT – I don't want to use spoilers here, Gary, so I don't want to go into details because the next buff they get when they meet certain characters will give the team more power, always avoid spoilers.)
What made the fight addictive was that, despite its simple structure, it is very well balanced and even battles on normal levels of difficulty with general enemies require thoughts and tactics, not only in the elaborate boss fights.
The only real disappointment of the fight was that the basic melee attack compared to even the most basic magical attack was so weak and ineffective that it was a completely useless addition. When you consider that there is no way to improve your basic melee attack, you may wonder why it was part of the game in the first place.
One area in which the game excelled was the explanation of all game mechanics. It is a HUGE bugbear for some players if games literally throw everything the game can do at them in the first few minutes without a real explanation other than reading and continuing with some basic instructions. Some games don't explain anything! Not so here in Fairy Tail.
Every mechanic was beautifully explained on arrival. Players are literally forced to do nothing other than use and understand the new mechanics in the next mission until the only keys you can press are required. Together with brilliantly clear text, interesting graphics and instructions on how to use the hand, the game really encouraged the players to feel comfortable with the mechanics.
What about the RPG part of the JRPG?
To expand the experience, a number of upgrades, setups, and role-playing games must be performed to make the team and guild themselves more expansive.
The guild can be updated as in the building you are in. To do this, items must be collected on missions, e.g. B. wood to improve the billboard. If the bulletin board is then updated, better and more rewarding requests will now arrive. Update the shop and there are more items to buy in your shop and better measures to improve the statistics in your laboratory.
Each team member also has their own story to tell, which can be accessed and played through as side missions. These increase the character stats to level ten and connect points for better team dynamics in combat and development.
With 16 playable characters and a lot of depth for the production of statistics, it was always a goal to increase the strength of the team and to advance the story during the game.
Local residents can also get in touch with them if they have a symbol of community missions over their heads, but unfortunately these are mostly just simple search queries and, frankly, they are pretty boring.
What does it sound like?
Similar to the graphics, the audio from exploration and combat was excellent. For example, if you walk through forests, the chirping of birds in the trees, the muffled treading of steps over a wooden bridge or the trickle of a nearby stream draw the player into the experience.
The voice output is equally impressive, but only in Japanese, so that every English player has a lot of text to read. However, although I can't understand a word of Japanese, it was very entertaining to hear it. Sometimes there were moments of exhilaration when it was difficult not to laugh out loud. This has been offset by opportunities for balanced melancholy, such as when some characters find out the fate of their loved ones. Everything was spoken with serenity.
One of the worst aspects of the game, luckily something that could be changed in the settings, was the highly annoying and very repetitive Sea Shanty music that follows the team whenever they are in their guild or city. Since you are a lot in these areas, it will soon be very annoying to hear the same terrible few bars over and over again. A mechanic to change the background music would have been very welcome, otherwise just reject it … or off! The music changes in different areas that you explore, except in the area where you spend most of the game.
For the fans.
There was some negativity about the game from the fans that the game was trying to capture. Players who have seen all of the anime series will eventually be disappointed with some details of the game. For example, the character Gray has clothes from the start that were only given to him after a later event. There are also some minor characters that are not in the game. Move sets were playable again, but should not be available because they strictly adhere to the anime timeline.
Fans could also ask where in the series this game starts, since the game ends at the end of one of the best storylines. However, as a player who didn't know anything about the anime series, I never felt like I was missing anything, and I wasn't disappointed with any aspect of the game.
Fairy Tail is unremarkable in many ways. It's a color by number, fun, colorful, a trip to a JRPG that complies with the normal JRPG rules and doesn't really expand the box. However, it restores the Fairy Tail experience true to the original and is also remarkable in that the things it does are of the highest and most entertaining quality.
The game would not have benefited from more detailed combat mechanics or a new story arc, as this is a love letter to the current series. Even though some long-term fans squirm at some small details that aren't 100% accurate, this is largely one of the best, most entertaining, and visually impressive anime / game creations ever made.