2437: Ultimate Fencer

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I finished up Fairy Fencer F: Advent Dark Force this evening, including getting the Platinum trophy, and I’ve come away thoroughly satisfied with what is possibly Compile Heart’s best game to date, although it’s a close-run thing between this and MegaDimension Neptunia V-II.

I was particularly impressed by how much the two new narrative paths diverged from the original Fairy Fencer F’s storyline — while they involve many of the same dungeons, locales and characters, the important stuff about the story is very different indeed, right from the characters’ personalities in some cases all the way to their motivations and eventual goals.

I found the fact that the game wasn’t afraid to be a bit dark to be very much in its favour. Its colourful Tsunako character designs would suggest an adventure similar in tone to the Neptunia series, but in actual fact Fairy Fencer F is lighter on the comedy, heavier on the drama and even tragedy at times. That’s not to say there isn’t any comedy at all — what comedy there is tends to be well-timed in order to lighten the mood after some particularly heavy exposition — but it’s not the main point of it all.

This seems to be a direction that Compile Heart is moving in with its recent releases, and one that it seems to feel comfortable with. The Neptunia series has been expressing greater confidence with storytelling as it has proceeded, too — while the first game felt a bit like a string of amusing events loosely tied together with the semblance of an overarching plot, mk2/Re;Birth2 took a much darker tone with some truly odious villains (and one of the series’ most notoriously unpleasant optional endings) and Victory/Re;Birth3 had a much stronger sense that it had been composed as a complete story rather than a series of episodes. As for MegaDimension Neptunia V-II, that had its darker elements — particularly towards the end — and consequently, narratively speaking, was the most “structurally sound” of the series.

I didn’t play the original Fairy Fencer F when it came out, but I’ve now experienced that game’s story thanks to Advent Dark Force’s Goddess arc. It’s clear that Compile Heart wants to experiment with more ambitious narratives, but thought, quite rightly so, that Neptunia probably wasn’t the best place to do it (although that said, mk2’s Conquest ending is effective precisely because it is so tonally dissonant with what you’ve been conditioned to expect from the rest of the series). Fairy Fencer F jumps in headfirst with a likeable cast of rogues, many of whom are a bit morally ambiguous, and which Advent Dark Force does a good job in exploring over the course of its three distinct narrative paths.

Perhaps most striking about Advent Dark Force is that it isn’t afraid to let main characters die — something that would be unthinkable in a Neptunia game, regardless of how dark the overall plot got — and it demonstrates this early on. In most of the narrative paths, which take place after a “time loop” at the end of the common route, then diverge in three very different directions, protagonist Fang seeks to atone for the deaths he directly or indirectly caused in the common route, with varying degrees of success. Each path features a different combination of characters from the complete playable cast, with some of these characters dying or even being on the “other side” in different routes.

Of particular note is the character Sherman, who — mild spoiler, sorry — is the villain in the original Fairy Fencer F story, but in the Vile God arc he spends a significant amount of time being the protagonist in Fang’s absence. In the Evil Goddess arc, meanwhile, he has a more complex role that I’ll leave for you to discover.

One of the other great things about the additional routes in Advent Dark Force is that it gives some of the “filler” characters from the original something to do. Fairy-loving scientist Harley, for example, doesn’t have a whole lot to do in the original game’s narrative, but in the Evil Goddess arc in particular she plays a leading role. Likewise, in both the Vile God and Evil Goddess arcs we see a lot more of the taciturn child assassin Ethel, including how she became the person she was and how it came to be that she could only communicate through the word “kill” with varying intonation.

After having finished all three routes, I’m left with the feeling that I have when I finish a good visual novel: I have a good, solid understanding of all the characters, the situations in which they found themselves and the world which they inhabited. And, if the post-credits sequence in the Evil Goddess arc — clearly intended to be the “true” path — is anything to go by, then I have little doubt that we’re going to see more of these characters in the future. I certainly wouldn’t complain about more Fairy Fencer F games if it gives Compile Heart a chance to spread their wings and explore more ambitious narrative themes — particularly if the game itself is as good as Advent Dark Force ended up being.

I’ll say one more time for now: if you’re still ignoring (or worse, deriding) Compile Heart games and call yourself a fan of JRPGs, you’re missing out on some great experiences. Fairy Fencer F: Advent Dark Force is a good entry point to start exploring their work for yourself if you feel a little overwhelmed by the amount of Neptunia out there already; if you enjoy good, traditional JRPG stories, solid combat, wonderfully loathsome villains (one of them even does the ol’ “ohohohohohoho!” beloved of ’90s anime) and a colourful, immensely memorable cast of characters you can’t go wrong with this one.

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.

2383: Fencing with Fairies

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Doubtless I’ll be writing about this in more detail at some point in the near future over on MoeGamer, but while it’s still new and fresh I thought I’d give some initial impressions on Fairy Fencer F: Advent Dark Force, Compile Heart’s latest PS4 release.

FFF:ADF, as I will refer to it hereafter, is a Neptunia Re;Birth-style reimagining of the PlayStation 3 game Fairy Fencer F. It includes the whole story of the original game, updated and expanded with all-new mechanics, plus a whole bunch of brand new content as well, making for what looks to be an absolutely sprawling mammoth of a JRPG that I’m very much looking forward to sinking my teeth into.

For the uninitiated, FFF:ADF casts you in the role of Fang, a lazy asshole who we’re introduced to as he’s been locked in prison for stealing bread. Three days earlier, it transpires, Fang pulled a legendary sword known as a Fury out of the ground, and thus found his fate inextricably intertwined with the adorably cute but rather headstrong fairy Eryn. Fang, wanting nothing more than a good meal and a warm bed, finds himself rather hastily recruited into a quest to find all 100 other Furies scattered around the world and use the power of the Fairies within to wake up the Goddess and prevent some sort of horrible catastrophe from occurring.

FFF:ADF follows Compile Heart’s usual RPG formula fairly closely. Town scenes are menu-based and allow you to visit a number of different locations to purchase and sell items or just chat with NPCs. As you progress through the game, more facilities become available in town.

When you leave town, you’ll likely be entering one of the game’s dungeons, which are filled with enemies you can see wandering around the map, and perhaps an event and/or a boss fight to complete.

Striking an enemy with your weapon while you’re in the field — a challenge made significantly easier than in the Neptunia series by the simple addition of a visual and auditory cue when you’re in range to connect a hit — allows you to get the jump on an enemy; mistiming it or letting an enemy run into your back, conversely, lets them ambush you.

Combat initially appears similar to the Neptunia series but there’s a few twists on the basic formula. For starters, characters only begin with a basic attack rather than a multi-hit combo. Multi-hit combos can be unlocked later — and they include fighting game-style techniques such as launching and juggling enemies — but initially the bulk of your damage will probably come from your special skills, which are further subdivided into weapon skills and magic spells.

The thing that’s looking most interesting about FFF:ADF at this early stage is its progression system. Whereas Neptunia’s character progression was completely linear — though once you unlocked abilities you could customise your characters to a minor degree, and Megadimension Neptunia made more of this by making different weapons capable of different combos — in FFF:ADF you earn WP (“Weapon Points”) through combat, which can then be spent on unlocking abilities, buffing stats and activating passive skills. In practice, there’s probably a “right” order to unlock things in — and if previous Compile Heart RPGs are anything to go by, you’ll probably unlock everything by the time you’re through — but it’s nice to at least feel like you have some options.

Other cool features include a battle system that allows up to six party members at a time, which will hopefully make for some interesting encounters later in the game — I only have two characters at present! Neptunia’s Challenge system is back, too, providing you with useful stat boosts in exchange for completing various tasks.

It’s early days yet, but FFF:ADF looks like Compile Heart’s most polished title to date; there’s none of the weird screen tearing from Omega Quintet and, so far, none of the frame drops of Megadimension Neptunia, and the 2D art (courtesy of Neptunia artist Tsunako) is as gorgeous as ever.

I’m looking forward to seeing what this game has to offer; everything I’ve heard from people who have already played it makes me feel like it’s going to be a really solid JRPG, and I’m excited to see what other gameplay features I’ll be fiddling around with as I progress further.