REVIEW "FE" NEW INDIE GAME
As the walks in which Shigeru Miyamoto explored the caves and forests of Tokyo walks that later the trunk structure where the Zelda Saga would be supported, FE the new game of Zoink! under the seal of
EA originals was born from a markedly personal experience Andreas Beyers, creator of the project, said that when he was little he remembered going into a rocky area to try again and again to approach a loved one and caress him without it being infected. Beyer only achieved his goal and so only "FE" is an interpretable game that everyone can draw from those who already made conclusions but if there is something that characterizes it in the message of collective consciousness and love for the nature that it transmits.
Although saving the distances between both creators keep their memories of childhood as a source of ideas, Beyer does not deny the existence of games that have inspired him in the creation of Faith, Journey and Shadow of the colossus have been the foundations that have helped to represent that melancholic and poetic setting by which their artistic environment is characterized and also to tell the story through a similar narrative that the words and the words speak, the facts as the interpretations said. Cell and Metroid have been an example to follow at the moment of the development of the open world because the fox that protagonizes "FE" called precisely Fe that means fairy in Swedish is also getting new skills as we play and it is also possible to return to areas that we have already seen to find new objects and collect things once we are stronger with our around but the first thing that captures the attention of the player are the polygonal graphics and the intelligent use of color with warm and cold tones that get into indectable transitions and create a perfectly dreamlike world is not the main hallmark of Faith, what makes the title a different adventure is the use of music, the main mechanic is singing and in different songs we can communicate with our environment with animals and plants to interact and ask them to give us a hand. But it is also necessary to get different skills to explore with more ease the forest that surrounds us that may involve collecting several diamonds to plan or run faster or learn the languages of the animals that inhabit the forest to sing in their language and use the environment in our favor as for example: a plant that drives us, a flower that emits a breeze, some deer that we can ride. The process involves pressing the trigger and regulate the force to raise or lower pitch and how you can sing at any time and that you correspond to animals and plants feel that you are really influencing that world.
And it's there at that point when music, sound and color break through and dominate the scene that one forgives Faith all its faults, when we howl and the sound where it bounces lights up, when we climb a giant deer
jumping opening us through the trees that grow in your body and move, and moves slowly destroying everything in its path, when you sing lightly the animals around you turn their heads to pay attention that if we are sincere "FAITH" is not skillful with its platforms the control can become clumsy and imprecise and it is noticeable that it is a game that lacked development time to be polished at all. That's why it's a beautiful game but it still does not fit perfectly.
It's fun to jump and climb tree to tree but it's too easy to jump out of it because we've jumped over, careless animations the design of the world is too similar and it can be easy to get confused and lost and the Puzzles are simple to say enough is enough made deliberately to compensate for the lack of a clear hand guide to the player, because we can call a few birds which will guide us to the place where we must continue "Fe" does not tell us anything about his history or his world, he prefers to leave the thickness of its history to the understanding of the player and the free interpretation of it giving us the odd clue and within the smallest context we adapt it to what is best for us to believe.
Although there are enemies who personify the corruption of nature there are no direct confrontations, The Silent are a kind of alien race hidden behind armor and with a focus on the helmet with which they record everything in their path and which seem to have an unknown interest in corrupting all around us our goal in this case is to avoid them and hide in bushes so they do not find us but if you are waiting for complex mechanical stealth because it may disappoint a little, the only thing we have to do is hide that in the bushes for such end.
The history of these enemies and the world in which we find ourselves are explained through orbs that activate flashbacks and monoliths that are discovered singing and show simple drawings that recall rock art but are critical messages but like all the elements of the game dedicated to interpretation. Neither the story of "FE" is evident in the first instances, but it catches and culminates in an exciting ending.
ABSTRACT
FE is an emotional game with a valuable message but its shortcomings are too high, it is not good as platforms nor is it remarkable as a puzzle game and its open world is tricky because the freedom of exploration is very limited if we do not get all the skills, so when it really shines is in the end it may be a game that can be overcome in 4 to 6 hours these details do not tarnish the whole but it is too obvious that it lacked a little more development time, if you take that into account and they know how to ignore their limitations, but they will find a beautiful game that gives off a deep and sincere message of love and union.
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