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What do you get if you mix Devil May Cry, Pokemon and Kameo: Elements
of Power together, then infuse the result with a touch of Ghostbusters
and a dash of The Brothers Grimm? The answer is Folklore, an unusual
action game with strong adventure and RPG elements, a mishmash of
ideas that blend together to form a unique and addictive gaming
experience.
When
Folklore begins it doesn't make the greatest first impression. The
CGI opening cut scene is pretty good, but the dialogue betrays its
Japanese roots, falling quickly into cliché territory, while one
of the first things you'll notice upon beginning the game (other
than the gorgeously atmospheric visuals that batter your eyeballs
with clear next generation prowess) is its very limited playing
areas. Taking a cue from Devil
May Cry, the village of Doolin where you begin your journey
uses set camera angles to add to the atmosphere, while you're constantly
walking into scenery that you can't traverse, like low verges, garden
walls and even the waves lapping on the beach, which you can't splash
around in, instead walking into an invisible barrier.
For
a cutting edge game this feels hemmed in and unrealistic, while
the vital map in the top left hand corner of the screen, which shows
you the exact shape of each area you visit, is intrusive - you can
switch it off, but then you'll end up walking against endless invisible
barriers in an attempt to actually ascertain where the exit to the
next area is; rather than cohesive environments, you suddenly jump
from one confined level section to the next, often while walking
down a path that shows more scenery further ahead, making for a
jarring experience. The Resident
Evil style load breaks between each small area (whether you're
walking inside a single-roomed cottage or moving through a landscape
in the Netherworld) are tiresome too, further breaking up the flow
of the gameplay.
The
majority of the story cut scenes are also disappointingly primitive
as well; opting for a fairytale, storybook style, these scenes are
viewed like the pages of a book, with stylishly rendered cut-outs
that only move slightly and speech bubbles to read (you only get
voice acting in the traditional cut scenes, which are few and far
between). This is only made more annoying by the fact that you're
constantly having to press X to move to the next part of the cut
scene, often after only a couple of lines of dialogue, meaning that
you can't sit back and relax while watching them. In the game you're
constantly reading text too - there's no voice acting when you stop
to talk with the Faerys in the Netherworld and the humans in the
secretive village of Doolin; instead two 3D figures appear on-screen
whose mouths simply flap meaninglessly as you read what they're
saying.
Now,
you might be wondering what happened to that unique and addictive
gaming experience I promised - and don't worry, I'm getting to it!
The reason I started off on this note was to prepare you for those
aspects of the game that might put you off right at the beginning
- and to help you see past them - because even if you're not initially
thinking "wow, this game rocks," just give it a bit of time and
complete that first Netherworld chapter; by the end you'll almost
certainly be hooked.
You
actually play through the whole game twice, both as the mysterious
Ellen whose dead mother wrote a letter that summoned her to Doolin
Village, and the enigmatic Keats, a cynical reporter for a third-rate
occult magazine, brought to the island by a cryptic phone call from
the same woman. The village of Doolin itself, a very authentic looking
small collection of cliff-side cottages, harbours an incredible
secret - it is host to an entrance to the Netherworld, a realm beyond
the mortal coil that is shaped by the perceptions and emotions of
humankind, and converse with the dead. As Ellen and Keats both find
themselves guided into the Netherworld for different reasons, they
become embroiled in quite an engaging chain of events that revolves
around an incident in Doolin Village that occurred seventeen years
ago, when at least three people died under very suspicious (but
hereto unexplained) circumstances. Each playing a role in the drama
that unfolds, they are both granted the ability to enter the five
realms of the Netherworld, where there is also trouble brewing,
with the rise of a threat to the fabric of the Netherworld itself.
Beyond
that I won't say any more, as it would be to spoil quite an intriguing
story, even if the dialogue can be clichéd at times (par for the
course in any Japanese conversion) and the details sometimes nonsensical
(like the ease with which Ellen gets people talking about those
tragic events that usually they would never discuss, or how she
finds a bottle on the beach that's been there for seventeen years
and somehow has never been discovered by anyone else!) If you can
overlook the unrealistic daftness of some of the minor plot devices
then you're in for an enjoyable time discovering just what the hell
happened in the village's past, how that is connected to Ellen and
her now-dead family, and just what is going on in the Netherworld.
In
a really neat touch, rather than having to play through the game
entirely as one character or the other, after each chapter you can
switch between them - so you can either stick as Ellen or Keats
through several chapters, or see both sides of the story for each
chapter as you go, filling in the blanks and viewing revelations
from an alternative perspective. While they do have their own unique
parts to play and indeed meet up on many occasions throughout the
game, the downside of this is that when it comes to the gameplay
their roles are very similar, so you have to go through the same
areas, battling with the same enemies and levelling up the same
weapons, twice. It's fortunate then that the nature of the gameplay
is so engaging and that there are so many weapons to use (in the
form of the native Folks of the Netherworld) that if you focus on
using different folks for the two characters, you'll end up with
two fairly different gameplay experiences.
In
an unusual twist that's reminiscent of Enchanted
Arms, you actually gain control of every single enemy you encounter
in the whole game (bar the huge Folklore boss of each Netherworld
region). Starting off with two of the weakest folks, giving you
a rudimentary attack and a one-hit shield, you attack enemies and
see their blue Id (their essence) knocked out of them momentarily
upon landing each blow. If however you see a red shimmering barrier
then they're immune to your attack and you need to choose a different
creature to try out on them. Once you've hit an enemy enough times,
its Id turns red and hovers above its body - then in classic Ghostbusters
style you fire out a twisting beam of energy that looks like a flowing
rope of light and hoist them inside you. This is a really great
mechanic and variety is added in that you get combos for absorbing
multiple enemies at once, but they only stay dazed with a red Id
temporarily - so getting half a dozen or more in one go is a challenge,
but very satisfying to pull off. The motion for absorbing the Id
is great too - you flick the SIXAXIS controller up as if you're
literally yanking out their spirit.
Larger
enemies are trickier though and can only be absorbed one at a time
- Ids can be several different colours, denoting different movements.
Blue means you must sway your controller left and right, to bash
their Id from one side to the other until they're weakened enough
to rip it out of them, while with green you have to wait until the
Id turns red and then whip the controller up, repeating this several
times. A yellow Id means that you must use subtle adjustments to
keep the Id from swaying left or right and orange sees you shaking
your controller only while the Id stays orange. The huge Folklore
bosses combine these methods, really keeping you on your toes after
the often-prolonged multi-stage assaults needed to get at their
Id.
The
range of folks on offer is fantastic - each of the uniquely themed
regions, from the relaxing and picturesque Faery Realm to the ruined
warzone of Warcadia and the underwater majesty of Undersea City,
has its own selection of folks with their own unique powers. Some
charge at you, some attack with multiple combo melee moves, others
fire projectiles or try to stun you, or put you to sleep. Many foes
have several moves (like projectile and melee attacks, perhaps with
water or shock elemental slants). There are some big beasts to face
in every zone, like a giant fish that fires homing rockets out of
its mouth, a furry black beast that can turn itself into a huge
ball of spikes, a scorpion-like tank with machine guns and a mortar
cannon, a giant bird with a wind attack and many, many more - over
fifty in fact! This is where the Pokemon element comes into play,
because you've gotta catch 'em all! Many of the folks are key for
defeating other folks or taking down the Folklore at the end of
the level, as well as breaking barriers that require a shock or
wind attack to progress. It becomes very addicting to visit each
new realm and hunt down each creature - but that's only the beginning.
Once
you have absorbed a new folk you can go and check it out in the
inventory, read a description, see a picture and then view the two
to four conditions for releasing karma - which basically enhances
your creature by reducing magic consumption (every folk uses up
magic energy but your bar restores itself after a few seconds),
increasing attack or defence power, lengthening its effect or increasing
the area of effect. There are three methods to achieve this - some
require that you simply absorb a certain number of Ids for that
folk, others will require that you defeat a set number of folks
(if you keep attacking when an Id is red then your enemy dies and
fades to nothing) or a set number of a certain type of folk. Finally,
you might be required to give your folk a set number of items, like
five purple dust vials or ten warm pulse nuts. Items can be found
in crystals, dropped by folks you've vanquished or given as a reward
when you complete side quests, available to sign on for down the
your local pub in the real world, which at night plays host to the
bizarre looking half-lives.
With
such an array of cool looking folks at your disposal, the attack
system feels a bit limited - you hit L2 to bring up the selection
screen and assign one folk to each of the four face buttons, so
later on in the game you'll be constantly switching your selections,
which is a bit of a chore. It's a shame that a better system wasn't
implemented, like the Quick Select method in Ratchet & Clank for
example. Still, this is a minor annoyance that you will adjust to.
Once you've got four folks assigned to the face buttons, you simply
hit the corresponding button (a display with pictures of your folks
is onscreen at all times) to activate them. Some can be charged
up for extra power, some use combo melee attacks, some fire explosive
projectiles or glue certain enemies to the spot, others send your
foes to sleep or create a protective shield around you.
Discovering
which folks work best against other folks is a lot of fun - I discovered
that one fairly tough type could be put to sleep with one attack,
giving me a red Id straight away, while others could be frozen to
the spot by repeated shock attacks, giving me the chance to attack
some more while they're helpless. You'll soon find your favourites
(mine include a group of four sniper faerys who are quick and powerful
when fully upgraded) but the combinations of folks in any given
area is very clever, so you will find yourself using completely
different combinations from one area to the next, picking those
folks that are most effective against the folks you're currently
facing.
Visually,
Folklore is luscious to behold and while understated at times, everything
is beautifully rendered and sports a loving attention to detail,
as well as some amusing and creative designs for the folks. The
animation on all the folks is fantastic and the way you see each
creature appear when you launch their attack is reminiscent of Kameo:
Elements of Power, as is the way you use the different powers
your many forms possess. Characters you come across like the half-lives
in the local pub and the faerys you meet are also brimming with
personality and typically quirky for a Japanese game. Some of the
environments could have been better though - the Undersea City wasn't
quite as pretty as I'd hoped it would be, while the Endless Corridors
realm isn't very visually appealing and features some of the most
frustrating gameplay in the whole game, which is a bit of a sticking
point until you eventually get past it. The ambient sound is excellent
though; you'll hear waves lapping the shore and the wind blowing
past you in the lonely village of Doolin, while the bubbling of
the Undersea City and the constant shelling and plane engines of
Warcadia add to the atmosphere nicely. The music is a mixed bag;
some levels have enjoyable tunes while others are less easy on the
ears - they still fit with the theme of the realm you're in but
aren't that melodic.
It'll
be a while before you make it through your adventure too - the five
realms (plus the Core) aren't huge but they have plenty of areas
to explore and with the addition of side quests (and the option
to download new ones) plus the exploration and interaction with
characters in the real world, there's easily fifteen to twenty hours
of gameplay here - and you can double that if you intend to fully
upgrade every last one of your folks for both Keats and Ellen.
Folklore
is something of an acquired taste; it won't appeal to everyone,
but those who do take a liking to it will find an absorbing adventure
filled with unusual gameplay ideas that have been implemented very
well - the engaging dual story played from different perspectives
chapter by chapter, a fresh take on fairies and the afterlife, and
the concept of capturing over fifty enemies to unlock a multitude
of varied attacks. With some great usage of the SIXAXIS for that
extra bit of immersion and some wonderfully imaginative, often sumptuous
visuals, this fairy tale is anything but grimm!
Reviewed by Geoff Holland for AceGamez (All Rights Reserved).
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