Back in the days of the PlayStation 2 there was a much greater range in pricing of games. We had the obvious super high-end stuff that would go for $50 (boy do I miss those days as we continue to see prices rise first to $60 and now $70), and there was the lower end of the spectrum where quality would often become questionable as the price dipped lower and lower below the $30 mark for a new release. Then we had the mid-tier stuff. It would usually cost about $40 and people would go into them knowing that they weren't going to necessarily be on par with the games at the higher price point, but they also wouldn't be on a level of the cheaper, generally badly made games. They'd provide a solid experience, usually with some interesting quirks along the way.
Fairy Fencer F very reminds me of those days. It's by no means the best of JRPGs but neither is it a bad game. What we have is a reasonably priced title with an interesting battle system and straightforward, humorous story. Most people will likely get through it in about 25-30 hours feeling entertained, glad that they made some time for the game.
This is another in the growing tidal wave of Vita games that have been getting ported over to the PC over the last few years, and that's the version that I played. With that, one shouldn't expect too many fancy features in terms of settings. It's a down and dirty port, but gets the job done. People who absolutely insist on a vast array of graphic settings maybe be disappointed, but the keyboard controls are okay-ish, or at least not as god awful as some other ports of Japanese games to come along in recent years. I can't comment on them too much, though, as I stuck with an Xbox 360 controller for the majority of my playthrough.
From the get go it becomes apparent that the story is very traditional fair. In the distant past, a goddess and demon fought for control of the world, but in the end it was a stalemate as their attacks forced each other into suspended animation. This in mind, the game becomes a race between the forces of good who want to reawaken the goddess and the forces of evil who would like to bring back the demon. It doesn't get much more cliched than this. With that, we follow the adventures of Fang, a young, rather selfish lad, who accidentally gets swept up in all of this when he pulls a sword out of the ground, becoming it's owner and being teamed with a fairy, Eryn, that resides within it. This makes Fang into a Fencer, a person who wields a fairy-imbued weapon. There are all sorts of weapons like this scattered through the land and they can be used to release the goddess or demon, so Fang, Eryn, and a growing group of friends set out to find them all before the evil Dorfa Corporation can do the same for the vile god.
What makes the heavily trodden story palatable is the cast of characters, as their interactions can often be pretty funny. Pippin is by far my favorite of all the people I encountered with his self-important, yet friendly demeanor. Others had their moments too, like Glados' budding bro-mance for Fang, and Harley's overzealous desire to learn more about fairies. There are also a few moments of obnoxious fan service. I'm not a fan of that sort of stuff, so tend to get annoyed by it, but thankfully they're far and few between. It is also possible to recruit two optional characters into the party if certain conditions are met. They aren't necessary, but are fun additions to the group making them worthwhile to pursue.
While playing Fairy Fencer F, people familiar with some of Compile Hearts' other recent RPGs will notice a lot of similarities, especially if you've played some of the Neptunia games. Things bounce between a hub city where one picks up new quests, buys items at shops, and talks to locals, and a world map where one moves an icon around, selecting specific locations to visit. It's a stripped down method that very much limits opportunities to explore, but adds a certain amount of brevity to getting around. It is also possible to modify any given region if you use the correct fairy. This will change the types of monsters that spawn there, which becomes necessary when doing side quests handed out at the local tavern.
Battles while hunting these monsters (and pretty much everyone else) are the strong point of the game. Combat is turn-based on a fairly large field where enemies and your party can more around, trying to get into range of one another and unload with various attacks. There's the expected abilities like special attacks and spells which consume energy, but what is really fun is developing combos. These are actually cobbled together outside of combat in the game menu. For this, players assign different attacks to different buttons, many of which play into one another. Then, when combat begins, if you bring a character within attack range and begin, instead of simply doing a normal attack you can string it from one into the next, selecting what you want to do as you go. This is useful when trying to exploit an enemy's weakness. Since everyone in your party are Fencers, their weapons can actually morph on the fly from swords to scythes to bows to guns and so forth which plays into the combo system since you can then select which attack to do next and go with something that will do the most damage to enemies. Early on, there isn't much one can do with combos, but as you spend ability points to improve characters stats and unlock new abilities it becomes possible to add new strings of attacks to a combo.
As fancy as the combo system is, combat is actually quite easy much of the game. For the first 10 hours, battles were extremely easy as my party steamrolled everything in their path. After this, there was a mild difficulty spike but this was more a matter of fights taking longer than becoming insurmountable. I did wind up unlocking Apollonius, which required grinding up to level 40, and this can make some areas of the game easier as well, so that is something to keep in mind. The only area that came off as truly challenging was Shukesoo's Tower, which is optional content anyway. The ease of battles doesn't really take anything away from the game, as they're still enjoyable trying to find the best combos and spells to unload and see if you can outdo yourself with the amount of damage your group can dish out in a single turn. People expecting tough, unforgiving battles, though, just won't find that here.
The game isn't exactly a looker either. A lot of the areas, art, and backgrounds have a fairly standard anime-inspired look to them. Apparently Yoshitaka Amano and Nobou Uematsu contributed to the game, but I had trouble identifying where they may have had a hand in that. I'd have to imagine the former designed some of the monsters, as some of them looked quite unconventional. However, I'm still scratching my head trying to figure out which parts of the score may have been done by Uematsu. The music as a whole is decent, though the tunes that plays when characters Fairize (ie. take on a more powerful form) is pretty cheesy and gets stuck in my head more than I'd like.
Shortcomings aside, I still enjoyed going on this little adventure with Fang and the gang. Fairy Fencer F by no means tries to reinvent the wheel. It simply provides a fun story with some enjoyable characters and a good battle system. The game's publisher was also smart enough to give the game a price that reflects this, so I didn't feel at all out of pocket for the experience I had. People with a hankering for a pleasant, straightforward JRPG should give some serious consideration to this game.