Folklore Review
Folkssoul oh brother.
Version tested: PlayStation 3
My mum was once the Rose of Cork. My dad taught Donal Lenihan how to play rugby. That's apropos of nothing other than to establish my credentials for reviewing a game set in Ireland (or Oirland as it's more commonly known in the videogame voice-acting community, with Folklore no exception).
But since we're talking about my mum, when she was a little girl, she used to play in the fairy rings around her grandmother's house - and Irish fairy rings aren't patches of mushrooms like they are in this country, but ancient burial mounds that are also the homes of faeries and the entrance to their magical realms.
And it's this world - the world of Celtic folklore and make-believe - that forms the starting point for Folklore. Except, since it's been developed under the guidance of Yoshiki Okamoto (of Onimusha, Devil May Cry and Resident Evil fame), it's got a vividly Japanese twist. One thing that is authentically Irish, though, is that it starts, as so many good Irish adventures do, down the pub. Taking on the role of either Keats, a writer for an occult magazine, or Ellen, a girl in search of her mother, you'll find yourself in the village of Lemrick, where the living meet the dead.

Early parts of the game see conventional spirits, such as this Bugaboo, but later worlds give rise to more outlandish creatures.
Which is a rather grandiose way of saying that you'll find yourself engaged in a pretty conventional adventure game: go round the village, talk to people, discover clues and so on and so forth. It's pretty boring, even when you discover that by night the pub is peopled with an amiable assortment of banshees and spirits and monsters listening to Danny Boy on the radio. But eventually your investigations lead you to the Fairy World, which is where the action really starts.
That action consists of proceeding along a fairly linear path, punctuated occasionally by safe areas where you can talk to the fairies if you so choose, or save the game, or go through a portal that returns you to places you've previously explored. Outside those safe areas, you'll spend your time fighting with fairies and spirits. The catch is that you use your Sixaxis to catch the souls of those spirits, and then you'll use those souls to fight other spirits.

You can pick up hints that tell you how to beat some of the tougher folk.
The combat system allows you to map each newly acquired soul to one of the four face buttons, which you then press to use those souls to attack other folk. When they're reeling from your attacks you reel them in by holding R1 and shaking the Sixaxis. Then you're free to map your newly acquired soul to one of the face buttons and so on.
Clearly, then, there's also a gotta-catch-'em all sort of thing going on here, as well as the bland adventuring and pretty standard dungeon crawling. But like those two parts of the game, the Pokémon-lite mechanic doesn't quite work. That's because all of the attacks enabled by captured folk souls are pretty similar. One or two allow you to block, or provide ranged/aerial attacks, but the vast majority are simply variations on the standard attack. If it weren't for the fact that some folk are only vulnerable to certain other folk, you'd never really need to swap them over - and the fact that some folk are only vulnerable to certain other folk feels a bit like a contrived way of providing an incentive to catch 'em all.

Submarine World. Imagine the fun we could have had if it they'd called it Sea World.
Certainly you wouldn't want to swap them over otherwise, because when you do, it gets confusing trying to remember which folk you've got mapped to which face button. But the real drawback with the controls is the whole Sixaxis thing. Indeed, with Sony publishing the game itself, it's difficult not to see Folklore as little more than a contrived attempt to build a game mechanic around the controller, which is a shame because the Sixaxis dynamic is frequently annoying, occasionally imprecise, and utterly tedious when you get to some of the tougher folk, because they require even more shaking than usual.
And so Folklore turns out to be one part boring adventure game, one part underdeveloped collect-em up, and one part standard dungeon crawl. The only aspect of the game that rises above the mundane is its technical polish and the vibrant creativity with which its imaginary worlds have been created - the vivid luminescence of the Fairy World, or the scratchy, Ian Miller-esque authenticity of the War World for example. Apart from that, it's totally average (and in case you're thinking of importing: if you don't read kanji you'll need a translator or to wait for the US/UK version, because the occasional - impressive - cut-scenes are the only bits in English).
5 / 10
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Comments (81) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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edit:bollocks
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The usual suspects.
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Maybe one for the bargain bins.
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Dull is bad, isnt it?
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As I'm sure we have all been burned by the "Great graphics, no gameplay" thing before. This doesn't really come a s a suprise. We should have all put our collective anti-crap helmets on when sony claimed to have 300 games coming in the next year. Honestly I hope this isn't them starting as they mean to go on i.e. create great looking crap simply to buff out their games library.
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\o/
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The only aspect of the game that rises above the mundane is its technical polish and the vibrant creativity with which its imaginary worlds have been created
Vibrant creativity is a good thing, no? A rather rare good thing, for that matter. That gets mentioned, in passing, in the last paragraph. The last paragraph of a not overly long review. I seem to remember that there have been games where the reviewer would talk at length about the game world's creative virtues, then to criticize the game mechanic a bit. Such games would usually get a 7 or something IIRC.
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Each to their own perhaps?
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I was expecting this to be a game I envied PS3 gamers for. Seems I have to wait till the HS review.
@Chaote
Seems a bit weird to put up with a crap game because it looks good.
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Some reviewers on here read the comments, so don't (I think). Which camp does Mr. McCarthy fall into?
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Did he not post a comment on RLLMUK in the wake of the RE4 Wii debacle? I may be thinking of something else.
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Seems a bit weird to put up with a crap game because it looks good."
He didn't say crap, he said dull. Dull is also a very subjective value - my brother pretty much passes out from the tedium when he so much as glimpses me playing a jrpg. I on the other hand find Halo2 as dull as ditchwater. If the design continues to be as captivating as it seems from the trailers and videos I've seen I'm sure I'll be more than entertained by it.
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P.S. Isn't this game by the developers of Genji on the PS3?
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Well, if that was more to your liking then go with that advise. After all, it's all opinions. One man's garbage is another man's treasure.
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Ok, dull then, you want to play a dull game then because it looks good then?
5 = crap to me.
of course it's subjective, aren't al reviews in some way.
But giving it a 5 doesn't bode very well.
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The demo was ... really generic. I think the review is fine for actually giving it an 'average' score - it really is average.
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Kanji's just a poor man's Hanzi.
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Ha really? Wasn't clear from the review
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Why's that then, Disc? Because I didn't like Resistance as much as you? Let it go
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Fecking GamesTM only gave it a 6 or something....
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Anyway, I hope more games will stop with the shake mechanic to perform certain actions in a game. I really hated that in the Heavenly Sword demo and I know I will hate it in FS.
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I'll get a cheap Ebay version then.
Shame
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Famitsu scores are not very reliable. The fact that it sold only about 30k copies is more telling.
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EDIT: About 5 times more, BTW.
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PIC!!!!!!!
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No but sub-par games, even worse ports, and the ps3's price tag will.
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Of course it would be pretty hard to enjoy a game to its fullest if you needed a translator so I assume the score will go up in the pal review.
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Why would you spend Ł425 on a console and sell it after 3-4 months (assuming you bought it at launch)?
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It is of course entirely possible that the full game simply offers more of the same and doesnt have much more substance than the demo.
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Pipe and slippers at 998mb.
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Pass the spliff please.
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I was on the fence with Heavenly Sword because I really hated the shake in order to pull off the aerials. The demo was very short but it did provide enough combat for me to at least consider buying it.
Too many games are tacking on the motion controls for the SixAxis and it's not making me happy. Most deal with shaking the controller which is not fun in any shape or form IMHO. I wish they would think of something more inventive then shaking the controller that feels very forced and unsatisfactory.
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I'd just like to say that this game doesn't seem to really require 'shaking' the controller, at least not in the demo. It seemed to me you use it to yank the souls out of the enemies...
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360 sales hit a brick wall, hummm, taking a look at the games charts I don't see any wii or PS3 game..., not even in Sonyland - Europe.
Communities already made their decisions, video-gamer enthusiasts are using 360's, girls and families are using Wii's and somebody should use PS3 2008-2009, right as702ecs ?
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Mind you it is quite hard to get PS3 and Wii games in the charts if you don't release any new games.
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Worst post ever!
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I am suprised people actually take these reviews seriously. Download the demo & try it yourself.
SIMPLE!!!
Also EG review the enlish language version.
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Totally agree. I also hate it in other RPGs that you have enemies with specific elemental weaknesses and that you have to acquire all magic spells to effectively deal with it. Why not just one monster status of “elemental weakness” and one spell “elemental magic”?
Played the Folksoul demo and the game seemed very old fashioned when it comes to the overworld. After Oblivion (crap game though that may be) it’s quite hard to put up with invisible walls anymore in next gen games. But liked the gameplay. At least in the demo the sixaxis controls were simple and effective and added to the experience.
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I agree, EU demo is good fun and much better than the Japanese version. That was more about the story/setting and actual gameplay was quite limited. Whether it holds up after prolonged play, I can't tell, however the terrific art direction is sure to cary me through the full game. But it's definitely an acquired taste.
Review score in general are useless IMO (like any human opinion they’re subjective), that’s why I actually reed the text in order to support a buy/no buy-decision. This review is one of the poorer ones at EG, criticizing a game for being a game. Might have been due to the language barrier. It sure isn’t import friendly if you want to follow the story.
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