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Video Game Fables (2022) [Steam] critique

9 min read
Video Game Fables stands tall among the RPG juggernauts it parodies as a charming, lighthearted, and perfectly paced adventure

I don’t know what’s worth fighting forOr why I have to scream.I don’t know why I instigateAnd say what I don’t mean.I don’t know how I got this wayI know it’s not alright.So, I’m breaking the habit… tonight.
-Linkin Park, “Breaking the Habit”

 

 

In a year saturated with RPGs, particularly those that repackage the “good ‘ole days” of 8- and 16-bit pixelated adventures, Momiji Studios’ Video Game Fables for Steam could be easy to miss. Between Live A Live, an Octopath sequel, the Final Fantasy Pixel Remasters, and a retooled Dragon Quest and Suikoden on the way, an indie-developed game like Fables is sure to be overlooked. This, quite simply, would be a mistake.

On the surface, Video Game Fables looks like a straightforward homage to old-school RPGs. However, within the first few seconds of the game, Video Game Fables distinguishes itself. Challenging RPG clichés with appreciative humor, Fables delivers a delightful adventure while offering rich commentary on societal expectations, cultural norms, and the importance of personal agency as it breaks the habit of games that merely rehash tired story tropes to tickle nostalgia.

Be like Nate

Flipping the Script

Beginning in a generic RPG world whose lore boringly boasts every RPG cliché imaginable, Video Game Fables follows the journey of three unlikely comrades: Aru, a snarky and rebellious princess who refuses to be constrained by her crown; Nate, a skilled but self-doubting chef who idolizes the great heroes of the land; and Tator, the dragon-son of one of the world’s greatest villains. While each of these characters begins the story with a familiar part to play, their predestined roles are quickly disrupted by a script-flipping villain who throws them, and the predetermined world itself, into situations that demand improvisation.

What follows (after a text-heavy tutorial that drags on a tad too long) is a 15 to 20-hour journey chockfull of charm. Aru, Nate, and Tator’s quest leads them from the classically-styled Castleton to some of the most surprising locales I’ve encountered in a game. Whether besting gym bros in feats of strength in a giant birdcage in the sky or scouring a hoarder’s storage unit for some so-called “legendary” McGuffins that had been lost, I genuinely could never predict where the story would take me next. This level of constant surprise kept me consistently engaged until the credits rolled.

Who would’ve guessed a jump button would be such a game-changer?

More Like Role-Platforming Game

Fortunately, Video Game Fables’ story is complemented by a typical, but engaging, gameplay design. General controls follow the standards of old-school RPGs (a 3D, mostly overhead perspective with menu-based commands) but are greatly enhanced by the addition of a jump button. This simple inclusion allows for dungeons to offer verticality and basic platforming puzzles instead of the mindless meandering of corridors in classic RPGs. Each area visited offers unique platforming challenges that emphasize new, innovative mechanics, making each dungeon feel fresh and vibrant while never overstaying its welcome. Plus, adding a jump button makes traversal immediately less monotonous as players will inevitably try to synchronize all three of the party members’ jump patterns (kind of like how everyone rolls across the plains in Ocarina of Time before acquiring the horse). Little touches like this add just enough spice to the gameplay to keep it from ever becoming stale.

Based Systems

Fables also boasts one of the more unique battle systems I have encountered in an RPG. While turn-based, the system interestingly allows the player to determine the timing of when character actions will take place. This becomes important, especially in late-game battles, because heavy-hitting special abilities may only be accessed using consumable ability points (called “Crits” as they are earned by landing critical hits on enemies). Though players can freely use common battle commands (attack, use item, or flee), they must use these Crits to access more powerful techniques on subsequent turns. This fundamentally changes the strategy required in battle as the player must coordinate the “powering up” and “unleashing” of characters’ various powers. It can all get hectic, and a few bad decisions can turn a seemingly straightforward battle into a brutal slog or defeat. However, because the system also rewards quick decision-making, the player shouldn’t linger too long before acting.

Ah, my old nemesis: Math

This system alone would be enough to make the battle system compelling, but Fables doesn’t stop there. Boss battles in Fables throw myriad curveballs into the battle arena. For example, one battle pits the boss against two party members while the third scales platforms above the arena to trigger a trap. Another battle demands multitasking as the party fights a giant beast while simultaneously operating an FPS-style machine gun to hold back encroaching zombie-like hordes. These additions, combined with the already excellent battle system, make for battles that are brilliantly choreographed, frenetic, and ultimately satisfying.

You Got Heart, Kid

Though the systems in the game are engaging, they are not what makes Fables truly great. The secret to this game is a somewhat unquantifiable quality: heart. Developer Matt Sharp, the brains behind Fables (as well as the game’s solo developer, artist, writer, and almost every other role) clearly put his whole heart into the pixelated fabric of this game, and it shows. The game feels as fresh and lovingly crafted as Super Mario RPG did upon its release on the SNES… just without the boon of using already-established characters. Everything in this game drips with charm. From witty dialogue delivered by a zany and lovable cast of NPCs to the banger background music that has more earworms than I can count, Fables offers an experience of pure nostalgic joy.

The best NPC: Pumpkin Spice

This is not to say that Video Game Fables is a perfect game. By no means is Fables free of criticism. In the following 8-bit Review, I will highlight both the strengths and shortcomings of the game. However, I want to be clear: the shortcomings of this game do not outweigh the enjoyment I received from playing. For this reviewer, the buckets of charm oozing from the game allow a lot of grace to be given to any perceived negatives.

The 8-Bit Review

visuals Visuals: 8/10

Fables is cute and cartoonish, boasting an art direction that is nostalgic but not derivative. Character models are evocative, polygonal, faux-pixelated 2D-3D sprites that move about vibrant 3D set pieces. The overworld map connecting NPC hubs and dungeons often appears bland, serves function rather than form, and features multiple biomes. While the variety (desert, swamp, fields, etc.) is welcome, these settings are mere palette swaps that do not affect gameplay. On the other hand, dungeons are universally the most visually stimulating parts of the game. The textures and layouts set a unique tone for each, though the experience is (very) occasionally marred by graphical clipping and frustrating camera blockage in narrow corridors. This results in an occasionally uneven visual presentation that still works due to a masterful art direction.

 Audio: 9/10

The sound effects in Fables are functional but charming, hearkening back to the MIDI-player days of classic RPGs. They were never distracting, but they were also not entirely noteworthy.

The music, however, steals the show of Fables’ sound design. Again, the music is simple, but it always matches the tone of the game at any given moment. Every new area had some new earworm that would stay with me for hours after playing. This was as true of the jovial themes of the starting hub as it was of the epic march of the final area.

 Gameplay: 9/10

Fables riffs on the traditional RPG gameplay formula through welcome additions to familiar turn-based battle styles (a system that, for better or worse, appears to be endangered in the genre). It also adds a jump button in dungeons that make for far more interesting areas than a top-down labyrinth with random encounters. Additionally, Fables offers several mini-games throughout the adventure, including kart racing and a Captain Toad-style game. While momentarily enjoyable, these mini-games lack any reason to return to them (a high-score challenge would have been welcome). Finally, optional crafting and resource collection systems (mining and fishing mini-games) help players prepare for tough battles, though I rarely used them.

Narrative: 8/10

The game opens with all the typical medievalism one might expect from classic games like Final Fantasy and Dragon Quest but quickly subverts and parodies those tropes. The narrative comes off as basic, but the smart and funny dialogue makes it work. Most characters are static, having little to no development. Character arcs, when they do occur, sometimes feel unearned or rushed. However, this does not necessarily hurt the adventure. This game focuses on the fun of playing an homage to classic RPGs, not deep character stories. Again, this game has immense amounts of charm, so playing this game does offer a surprising emotional connection that outweighs its simplistic narrative design and characters. Even so, the finale left me warmhearted and satisfied.

accessibility Accessibility: 10/10

Video Game Fables is fairly accessible in terms of basic settings, offering customizability for a few visual effects. While some sequences may prove difficult for those with specific needs (for example, one battle, in particular, may be near-impossible for those with colorblindness), the creator is committed to updating accessibility options based on player feedback through future patches.

While there are no difficulty settings, Fables knows how to efficiently (aside from the lengthy but necessary first tutorial of the game) tutorialize systems to guide the player into increasingly difficult battles without overwhelming or frustrating. Each dungeon introduces a new concept for the player to master, culminating in a boss battle that is often akin to a final exam for the area. I never felt a battle was impossible. However, late-game areas did force me to grind experience more than earlier areas. Still, I found the game to be appropriately challenging and accessible in its difficulty.

accessibility Uniqueness: 10/10

While similarities can be made to the Paper Mario series, Fables distinguishes itself by its 2D/3D graphical style, invigorating turn-based battle system, multi-genre gameplay mechanics, and self-referential wit. I struggle to think of another game that parodies its genre while also standing shoulder-to-shoulder with the games that came before it.

replayability Replayability: 7/10

Fables is not a game that begs to be replayed. To my knowledge, there is no post-game content, nor are there plans for any (aside from a few updates offering new gameplay features). Every objective can be easily accomplished in one playthrough. Nevertheless, the alluring world and amusing characters may entice players to return to the game occasionally. One particular region tempts me to return because it evokes an autumnal nostalgia that makes me want to cozy up under a blanket, pumpkin spice latte in hand, just to celebrate the seasonal vibes appropriately.

my personal grade Personal: 9/10

In case it is unclear, I adored Video Game Fables. It felt like a game tailor-made for me, having grown up with classic RPGs like Final Fantasy, Super Mario RPG, and Dragon Quest. However, even without that history, players will find much to appreciate. Witty writing combines with reliable systems and a heartfelt story to quietly provide one of this year’s most outstanding gaming experiences. While it does not break new ground, Video Game Fables stands tall among the RPG juggernauts it parodies as a charming, lighthearted, and perfectly paced adventure. For any lover of classic RPGs looking for a quick, but still meaningful, game to play, look no further than Video Game Fables.

Special thanks to Momiji Studios for providing a copy of Video Game Fables for this critique.


Aggregated Score:
8.7

 


 

Wade, aka ProfNoctis, teaches and plays video games at the University of Alabama. His dissertation combined Judeo-Christian kingship and Final Fantasy XV. Follow him on Twitter, Instagram, and Twitch.

 

 

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