2428: Seal the Vile God… For Good!

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I finished my first playthrough of Fairy Fencer F: Advent Dark Force tonight. I completed my first playthrough, as I’m sure most people do, on the Goddess route, which is (mostly) the same as the PlayStation 3 original. Having never quite gotten around to the PS3 original, it was all new to me, so it was an exciting journey to take.

I found Fairy Fencer F  — the Goddess route, anyway — to be an interesting experience because it’s by far the most “traditional” RPG that Compile Heart has put out, in that it has a spiky-haired male protagonist who goes on an Oprah-worthy journey of personal growth over the course of the entire story, a band of plucky companions that he attracts to his cause through his own charisma and personal magnetism, a plot that involves aspects of faith and religion, and a suitably climactic battle against a supernatural being at the end.

This is in stark contrast to, say, the Neptunia series, where the overall plot is often the least important aspect of the game (though MegaDimension Neptunia V-II placed greater emphasis on the overall plot and was one of the best Neptunia games I’ve played as a result) and instead the main attraction is the developing relationship between the recurring cast members.

Fairy Fencer F is ample proof that Compile Heart has what it takes to butt heads with the masters of the genre, though, at least in terms of characterisation and storytelling. Their method of interacting with the game world affords it fewer opportunities for demonstrating the sheer level of detail Falcom puts into works such as the Legend of Heroes series — Compile Heart RPGs typically flow like visual novels punctuated by dungeon crawling rather than the more free-flowing experience that is a Falcom RPG — but the game nonetheless manages to paint a convincing picture of the world in which the story takes place, and the people who make the story happen. It achieves this by taking an approach Compile Heart also adopts in many of its other games: keeping the scale of things relatively small. Fairy Fencer F features only one town and a few dungeons in its immediate (rather geographically diverse) vicinity, and consequently you get to know the area and the people in it pretty well, both through the main story and the optional interactions with incidental characters around the town and its various locations.

Of particular note in the story as a whole is the protagonist Fang and his relationship with the two leading ladies of the piece: his fairy Eryn, with whom he constantly bickers but obviously trusts absolutely, and Tiara, whose first encounter with Fang and Eryn comes when she tricks them into drinking paralytic tea so she can steal the Fury the duo were in pursuit of. Tiara in particular demonstrates herself to be a complex character over the course of the complete narrative, and while the big “revelation” about her identity may not be a big surprise to those who have played a lot of RPGs, the story takes some very surprising twists and turns, particularly immediately leading up to the “split point” where the new version diverges into three different narrative paths.

Also noteworthy is the game’s tendency to demonstrate that people aren’t necessarily always as “good” or “evil” as they might immediately appear. Indeed, one of the most squeaky-clean characters in the game turns out to be a bit of a bastard, while overtly playing for Team Evil is a noble swordsman whom Fang can eventually recruit to his cause (fail to do so and he kills himself, a shot of darkness I’m not entirely used to seeing in Compile Heart games!), a young woman who spends her free time caring for orphans using the Obligatory Big Bad Corporation’s funds, and a salaryman who is only perpetrating less-than-noble deeds to care for his wife and child, whom it is clear he genuinely loves a great deal.

This “people aren’t exactly what they seem” theme is also seen to a lesser extent through Tiara, who acts like a “proper lady” — her Japanese speech is riddled with watakushi and desu wa, both of which are verbal signals that we’re dealing with someone who either is “noble” or at least wants to put across the impression that they are — but is actually, as Fang puts it, “nasty” underneath. And the trope is explicitly lampshaded in the form of the character Pippin, who appears to be a strange green cat-like creature, and who constantly extols the virtues of not judging a book by its cover. Indeed, Pippin remains something of an oddball enigma right up until the very end of the game, but after a while you just start thinking of him as an odd person, not an odd green cat-like creature.

All in all, my 50-hour first playthrough of Advent Dark Force leaves me feeling like it’s Compile Heart’s strongest game to date — yes, even better than the already excellent MegaDimension Neptunia V-II — and hungry for more. Fortunately, there is more — I have two more narrative routes to play through, plus a Platinum trophy to chase. I’m particularly interested to see how the two other narrative routes differ from the Goddess route — whether it’s a few changed events or a complete restructuring of the story. I’m kind of expecting the latter based on what I’ve seen people discussing, but either way, I’m looking forward to spending more time with this great cast of characters.

Serious talk: if you’re still rejecting Compile Heart games just because they’re Compile Heart games, you’re missing out on some truly great RPGs. Including this one.


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