Fairytale Fights Review
A cautionary tale.
Version tested: PlayStation 3
Once upon a time, in a studio not too far away, a developer had an idea. "Why," said the developer, "don't we take the rich, well-established, hugely varied and copyright-free world of popular fairytales and retell them for a new generation? We could even use these traditional characters in a subversive way, making them all edgy and post-modern and stuff."
"I'm not so sure," replied another hypothetical member of staff. "Sounds like hard work. Fairytales are old and moralistic. Nobody cares what pigs do with their houses these days. If we want to attract the kids why don't we just knock out something with loads of blood in it?"
"Why," said a third little imaginary developer, "don't we do both?"
Meanwhile, in a completely unrelated place and time with totally different people, someone thought up Fairytale Fights.
Initially I was cautiously optimistic about Playlogic's blood-soaked beat-'em-up. It's built on a quirky premise, has stylish, well-defined art direction, and for the first few levels even boasts gameplay that stumbles forward proudly, pregnant with potential. A good start. Some of the issues from last month's preview code have even been fixed. Controls are no longer as slippery, death is less tooth-grittingly regular.

After a while, especially on a big screen, the incredibly bright colour scheme will really start to hurt.
Two hours later my optimism had sublimed into a gassy rage.
The thing about beat-'em-ups, or at least the scrolling variety, is that they can be fairly unvaried. Walk, punch, kick, boss. Repeat until world/universe/girl saved. Because they don't usually have the move catalogue available in one-on-one fighters, side-scrollers need to get their variety kicks in different ways. Interesting enemies, environments and bosses play a huge part, as do story and a well-judged difficulty curve. Fairytale Fights doesn't really try for any of these. Instead it relies on a huge list of weaponry and buckets of well-rendered and physically interesting gore.
"Weapons?" you might say. "We like weapons." Well, yes, weapons sometimes add spice. They can add variety, forcing players to concoct new tactics and playstyles. Specific weapon types can be made more effective against certain enemies, their effects can be interesting, amusing or even useful.

Luckily, these half screen zooms pop up to obscure the action when you enter 'glory mode'. Especially helpful in co-op.
On the whole, Fairytale Fights' are not. Despite the massive list of available weapons, everything boils down to ranged or melee, and the only discernible difference is that some are more powerful than others and one or two will freeze enemies or deal damage over time. For a game which is so arsenally fixated, the lack of variety in the actual execution of executions is a terrible blight.
But the real letdown is the control system. Instead of using buttons to attack, Fairytale Fights maps all the offensive moves to the right analogue stick. Tapping the stick snaps out an attack. Tapping it out again moves into a combo, which can be extended a few times. Holding it in a direction charges up a more powerful blow. And that's it.
Flicking the stick around rather than mashing buttons is initially intriguing (although not that new - Rise to Honour represent), but it quickly becomes so dull that the play experience is entirely disconnected. There's no subtlety and no challenge. Stand near some guys. Waggle. Over. Once in a while an enemy shoots upwards, and once I even juggled him up there with some follow-up blows, but it all seems to happen by accident. You don't need to do it - flailing wildly is easily as effective. Button-mashing without the buttons.
Enemies are recycled with depressing regularity. After six hours or so I had only really met eight or nine different types, some of which were just reskins with different weapons and the same attacks. These enemies are also the feed-bag for Fairytale's one-trick pony: all the game does is put the player in an area with a closed door or magical barrier and pour enemies into it until you've wiped them all out. Then it chucks a few more in to make sure.
The lack of challenge is the final nail in the coffin of fun. Killing enemies and opening chests produces treasure. Getting killed loses it, but this is the only penalty for dying - a few of your precious baubles scattered around the tombstone where you immediately respawn.

This beaver boss borrows heavily from Gears 2's lake monster.
Except they're not precious. There's no need to care about how much treasure you accumulate. Occasionally you come across a wishing well, which, for a fixed amount of treasure, will spew out weaponry, but said weaponry is rarely better than what's lying on the battlefield anyway. You can also spend money on improving the statue of yourself in the hub town that no-one will ever see or care about. No penalty for dying, no reward for surviving. No challenge. No variety.
Then there's the dips in frame-rate, the peculiar perspective which makes precision jumping impossible, the way that the camera abandons a player left behind in local co-op, the way the over-cluttered and yet innert levels obscure more than they decorate, the weapons you can't pick up (or which float spookily skywards for no reason), the tedious bosses or the incredibly grating repeated instant-death sections. These are faults, of course, but compared to the grinding mediocrity of the rest they're just the equivalent of having your radio stuck on Heart FM in a really long traffic jam.
It's telling that Fairytale Fights attracted a lot of attention in the office. Grabbed by the garish colour scheme and arresting art, three or four people sat down for co-op. None of them lasted 10 minutes, and nobody came back. There are clearly some talented people at Playlogic - notably whoever did the endearing cut-scenes, which play out like Hanna-Barbera doing The Matrix. How something so colourful and quirky became so bland is a mystery of the creative process.
4 / 10
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Comments (37) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Damn. Here's to Joe Danger being good.
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I said in a previous comment that the concept was good, but it really does need to be handled with care. I mean once they decided on the rain of blood they already killed the expected demographic, which is fine because this was clearly their intention, but for them to keep this messy visual style and dated gameplay, and then attempt to sell it up market just wont work...
Ahh well, to each his own.
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Buy yourself a wii...
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Unless you have an exclusive deal i think you broke an embargo. Release date is next Friday and not today.
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Borderlands, Brutal Legend, MW2, Tekken 6, AC2 and L4D2 is more than enough good games for one quarter imo.
Next quarter looks to be just as good too with Bayonetta, Dark Void, Darksiders, Army of two 2, Biorshoick 2, Super Street Fighter 4, Lost Planet 2 and more.
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If that happened to me I would actually slit my throat.
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it's not the world's first review, that went to a dutch website (should you speak dutch i can get you a link). interestingly enough, that review was an 8/10
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The art style is so similar. Big mouths, little beady eyes...
Can someone clear this up?
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Dont remember this, might be my old age but i though it was lake monster in Resistance 2?
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yes, i'm pretty sure that's a large part of the 8/10. but hey, we don't have all that many game devs here, so we have to give em some praise
Review is here:
http://ww w.insidegamer.nl/playstation3/f...
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Let the summoning of Kieron Gillan commence!
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I might still try it out when it drops in price, but I'm disappointed. What does it have to offer over Castle Crashers?
@smelly
I assume you're making a jab at those who complain about the Wii. The difference is that although this game may be bad, how many good games were released along side it this month? I can name at least five, where as I'd struggle to name five good Wii games released in the entire of 2009.
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I appreciate a lot of what the Wii has done, it's made games much more of a socially acceptable hobby and a lot more widespread. Super Mario Galaxy is one of my favourite games of all time, I still regularly play Mario Kart and Brawl and I'm eagerly looking forward to Boy & His Blob. But that doesn't make what I said any less true.
Now. Justify your previous comment as anything but trolling.
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.. thus the reason i said "delete as applicable".. The only shame is that this isnt on the wii as well, then i couldve listed all the machines... and be done with it.
I didnt say anything for or against the wii.. its you who did that... Thus putting yerself into the camp i'm taking the piss out of.
Well done.
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I'm glad at least someone agrees on that one.
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Bioshock was the biggest most overated pile of poop i've ever played. My biggest complaint (other than lack of monsters) : People diss certain companies for dumbing down games and making them too easy.. Bioshock has no penalty whatsoever for doing badly! Go in guns ablazing/die/respawn/repeat. Awful awful game..
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Also i'm loving the no split screen!