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Provides a lot of potential, definitely worth your attention..

  • Solid89
  • 01/16/2012 09:15 PM
  • 2988 views
This is my first review for RMN, and I chose Fey for a number of reasons. I had intended to review the first demo waaay back when it was first released but constantly got sidetracked and never got around to actually doing it. Once the second demo came out with tons and tons of revisions, I made sure I set some time aside to give it a go.

Fey is like a dark storied zelda , and thats not a bad thing.
The game is top-notch and its only in demo form.

Lets dive in and discuss in (slightly) greater detail, breaking this down into 4 categories.


Story:
The story doesn't go TOO deep yet, mainly because we only have the first few chapters presented in the demo, but what is on display is enough to keep the player interested. Without giving too much away, The story in the demo followes a troubled (down on his luck, for sure) boy named Landon, along with his Jiminy cricket-esque guide Picaro (Who shifts into different animal forms, often appearing as a Fox), as they search for an artifact known as the Fire Pearl. The pacing of the game is excellent, utilizing chapters and flowing back and forth between the present events as they progress in their quest to revealing more and more of Landon's past, giving the player a better understanding to why they are in the current situation they are.

Not really story related, but the only thing that I wish was better elaborated on is in a certain location where Landon finds various ghosts/spirits, he seems rather calm and accepting of the fact that he is speaking to the undead. I would feel he would be a bit more scared or surprised or something like that, unless he has dealt with that kind of thing in the past or if that is just common in their world for ghosts to linger behind? Just nitpicky. Although it isn't anything groundbreaking yet, it has a lot of promise and the way it is all presented to the player keeps the game interesting enough throughout the whole demo.

Sound:
The sound isn't completely memorable and there are definitely some notable tunes in there from commercial games (but then again, most rpgmaker games do), but they are all well chosen and fit the locations or situations perfectly. Again, the way they are used or presented are spot on.

Graphics:
The graphics here are like a mix of rtp and LoZ:ALTTP but they are editted perfectly and flow so well together, they create a very original appeal that gives Fey its own distinctive style. Most of the characters have such a charm to how they look or act and the creator does an excellent job at making the game colorful in its own way and stand out without straying from its more dark undertones. I must point out how beautiful the water is in all of the maps, the amount of detail put into it and just how it flows and sparkles is just amazing. There are a few maps in the game that were less memorable to me, but then there were the few that left me in awe, especially if the graphics in these certain maps were custom made. The thing that really impresses in Fey is the extra care it was given, how the creator spent the time to actually make the world feel 'alive', how characters react to things in their world, and have different poses and animations. The most striking is Landon himself, who reacts to virtually everything; If you exit from a dark area such as a cavern, Landon covers his eyes and face as his eyes readjust to the brightness of the sun, or in another particular area surrounded by fire, if Landon accidently touches the fire his sleeve will ignite and he extinguishes the flame from burning. The overall look and again, presentation, of the game is just impressive.


Gameplay:
Fey is an action adventure game, which means 'Zelda style' battle system included. I've been working with Rpgmaker (2k3 especially) for quite awhile now and I have to say that this is one of the best ABS's I have played. Its smooth and flows perfectly, with no bugs or lag (To my knowledge).
The game plays like any (SNES Zelda) fan's dream. You venture towns, fight enemies, collect treasures, use tools like a lantern or bombs, explore dungeons and solve puzzles. The game is non-stop fun from start to finish. Another nice feature that deserves a mention is the Quick Time Events (QTE) like that of Resident evil 4 and on, where you must press the correct button(s) during a scene or event at the right time, or there are some bloody repercussions. The only two things I should nitpick, I wish the battle system offered a little more variety on enemies.. As in, more aggresive enemies, or some that shot projectiles or enemies with various attacks in general (like common enemies, not just bosses). Though understandably, this is only a demo so that tiny gripe is probably a little premature because it is early in the game and therefore I'm sure enemies will get tougher as the game goes on. The second small personal gripe is just that although the game can be challenging, there is no overall threat exactly. You get the opportunity to mash a designated button to regain your life and although I feel like this could be a good mechanic, I think it takes away some of the fear of being hit or killed cause you always get that chance to recover. Maybe if you could only do that once per dungeon, or only if you had a certain item with you (Trying not to keep referencing Zelda, but sort of like the Fairies you get to recover your hearts once you 'die')? Just my humble suggestions. I definitely have to praise the last boss fight in the demo though, it succeeds at being fun and epic in its own right, and something I have admittingly went back and played multiple times. Although this game has a lot to offer, the gameplay is definitely where it shines the most.


Final Statements:
Its the care and detail that was given to Fey that really makes it stand on its own within the community of rpgmaker games, making it a must play in my book. I played both versions of the game so far and I have to say, its got me hooked. I'm looking forward to playing any new releases that are to come in the future, and if you havn't given this gem a go yet, you have my recommendation. The demo is definitely worth a look and shows a great deal of potential, I'm sure the final version will be even better.

Posts

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Fey's movin' on up in the world star rate!
chana
(Socrates would certainly not contadict me!)
1584
I very much agree with everything you wrote, particularly the overall judgement on the game. Very nice review (too!).
I'm completely flattered. But to be honest I find it slightly amusing how everyone thinks I use Zelda graphics and other games music. I haven't. I have drawn everything myself and what I didn't is heavily edited RTP graphics, lol. As for the music, all tracks minus 1 are RTP tracks. The death music, while regaining health, my brother composed using fruiti-loops. I love the review. Thank you taking the time to post this.

-Ashes
author=Ashes of Emerald
I'm completely flattered. But to be honest I find it slightly amusing how everyone thinks I use Zelda graphics and other games music. I haven't. I have drawn everything myself and what I didn't is heavily edited RTP graphics, lol. As for the music, all tracks minus 1 are RTP tracks. The death music, while regaining health, my brother composed using fruiti-loops. I love the review. Thank you taking the time to post this.

-Ashes

Well, at least based on one of your screenshots you used the Minish Cap pine trees. The overwhelming majority of it looks original, though.
author=Jude
Well, at least based on one of your screenshots you used the Minish Cap pine trees. The overwhelming majority of it looks original, though.

I submit for you comparison.

src="http://i1048.photobucket.com/albums/s367/ashes-of-emerald/TreeComparison.png" border="0" alt="Photobucket"></a>
author=Ashes of Emerald
author=Jude
Well, at least based on one of your screenshots you used the Minish Cap pine trees. The overwhelming majority of it looks original, though.
I submit for you comparison.

<a href="http://s1048.photobucket.com/albums/s367/ashes-of-emerald/?action=view&amp;current=TreeComparison.png" target="_blank"><img src="http://i1048.photobucket.com/albums/s367/ashes-of-emerald/TreeComparison.png" border="0" alt="Photobucket"></a>

This is not a battle you want to get into. I am generally okay with your use of an edited tree when so much of the artwork is original, I was just highlighting a minor inconsistency in your claim. But now you are just being deceptive, which I -do- have a problem with. Do not take me for a fool by posting a deceptive example. This is the tree you edited:

What is interesting is that you mirrored the left side of the tree when painting over it.
I used it as a starting point and a point of reference when I first set out to develop a Zelda heavy engine. I'm not looking for a fight or trying to be deceptive. I typed in minish cap on google images and that's the what popped up. I usually mirror just about everything for consistency and to save time. That was also over 4 years ago. I started out using the hay stack and other trees that I later editted and removed. Guess being 1 of two things I redrew and colored, must have slipped my mind in the rush of all the excitement. Plus it gets frustrating when I generally have drawn everything(minus the trees and hay stack which were just revolted and edited) and everything is usually just considered someone else's work. I'm not complaining just trying to set ALL the records straight. But, I digress.
author=Ashes of Emerald
I used it as a starting point and a point of reference when I first set out to develop a Zelda heavy engine. I'm not looking for a fight or trying to be deceptive. I typed in minish cap on google images and that's the what popped up. I usually mirror just about everything for consistency and to save time. That was also over 4 years ago.

This is fine. Thanks for coming clean.
In the end it's not 100% completely original isn't it? It has the same shading and I looked it up close in graphics gale and it's just mirror'd. But eh. I still commend you for all the effort you did on the original ones.
Deckiller
Just a random RMNer once again.
18047
Honesty is the best policy on RMN. Our userbase does not like to be deceived (for better or for worse), even if it's a minor thing like using Zelda graphics as a base in lieu of pure rips. Our users can get pretty intense when it comes to this sort of thing, as you can tell.
Did you read the entire thing I wrote? I apalogize. Like I said. I over looked it and I edited them over 4 years ago. Kind of forgot about it.
Deckiller
Just a random RMNer once again.
18047
Yep, I'm just making a general statement as staff.
Fair enough. Well regardless, I'll make a point of removing them.
chana
(Socrates would certainly not contadict me!)
1584
I, personally am sure you just forgot about it (that's in fact what I imagined before you mentionned it), especially considering the bulk of the work is putting together a map that renders what you're looking for (quite a task!), the different elements not being the essential part, (which makes it easy to forget how exactly they were created, especially if they're 4 years old! "I first set out to develop a Zelda heavy engine", this explains it quite well : making a great game implies a whole evolution, each step of which are forgotten on the way.). Customizing, I imagine, is not done for the sake of customizing but because you have nothing underhand or editable that comes close to what you're looking for.

Edit : I wouldn't remove them, you could just add a "Graphics" paragraph to your presentation on the gamepage, saying : "overwhelmingly custom, there are a few Zelda edits, which I had completely forgotten and are due to the fact that when I started the game 4 years ago, "I set out to develop a Zelda heavy engine". I thank Jude,for pointing out those edits, and thus reminding me of my first steps in the making of FEY.

but, of course, it's up to you.

So coming back to the trees. I gave it a lot of thought and I remember now why I stopped using the trees that I originally drew in favor I the edited minish cap trees. When I first started developing my ABS I used battle animations. Problem was that I had to give up a lot of the maps depth because the animation would show up over top of anything and everything, minus frames. I spent a couple of years tailoring Fey around this crutch. I ditched my original trees(6tiles high) for the short an stubby Zelda trees. Mainly because they were drawn and designed not to be walked behind. Just 6 months ago I redesigned my ABS to support charsets instead of battle animations. I can now have as much depth in my maps as I want. The enemies still us battle animations though. Because I did do a full re-edit on the trees(all be it just recoloring and mirroring the sides) I overlooked it over te years more and more. Through my conquest for recognition and an identity, I lost sight of what was truly infront of me.

I apologize for any misconceptions I may have sent out unintentionally and appreciate your patience.

- Ashes
I Removed the hay stack that I edited and made new trees. A new picture has been posted if interested.

http://rpgmaker.net/games/778/images/23703/
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