Monday, April 24, 2023

Fairy Fencer F: Refrain Chord | PS4

Have you ever gotten the feeling that you've been here or done that? Like a serious case of Deja vu? Well, in this latest Fairy Fencer F story the Fury wielder Fang, and Eryn his fairy partner are experiencing that very thing. From an initial clash leading to Fang's surprising death to his resurrection in a familiar prison things seem to be repeating themselves to some degree. Still on the pursuit of Furies, or weapons inhabited by Fairies, Fang and the gang carry on seeking to free the Goddess from her impaled state so that they can defeat the Vile God once and for all. Part of the way in though things take another twist, and through behind the scenes meddling between some mystery characters a new more dire turn of events presents itself. Wherein Fang isn't the Fang we remember, or so it seems ...

Just as there is an element of familiarity to this new take on the ongoing saga of Fang, and his fellowship of Fury seeking friends with fairies there is also a fresh take on combat, and mechanics. Different from the previous arena style action combat, Fang and his party along with the alternative parties can deal damage on a isometric grid based arena to the tune of a turn based tactical RPG experience. Moving squares at a time, and dealing damage to adjacent enemies with back and side advantages for extra damage boosts before positioning direction or moving elsewhere. Utilizing verticality, and obstacles to their advantage as they do so. 

It is this strategic positioning, and turn based take that will enable the parties to put to use their base attacks, skills, returning Fairize transformations, and newly introduced tag team attack known as an Avalanche Rush. With basic and skill based attacks being the key to opening up the latter options. Leaving the additional support to newly introduced muse characters whose song, is meant to boost overall performance as well as intensify attacks from all characters within a given range. Competing sometimes with other muse-like characters for dominance on the battlefield.

Gameplay, in 'Refrain Chord', starts off with storytelling via visual novel style interactions between the current cast of characters as they reconnect in their hometown of Zelwinds, and branch off into the outer world through dungeons that offer quests of varying types. In Zelwinds, for example, the Pub, Inn, and Fountain offer character oriented side services that build upon relations as well as aid in opening up the lore while doubly offering lucrative side quests for the taking. 

Stopping at the inn you can select events between characters that further their relationships after and before dungeon outings. This gives some comic relief, and some more serious moments that help flesh out the casting and the plot. At the fountain the opposite is made available, character-wise. Chats with NPCs offer insight into the hustling bustling world of Fairy Fencer F, and what the citizens think of the key characters and their ongoing escapades. To a similar degree the Pub also offers up conversations that further relations as well as fetch quests for rewards. Lastly there's a shop with which to buy weapons, accessories, and other items needed for party betterment. New to said item offerings are fragments that can be offered as gifts during battle which will, in turn result, in the gifted character helping the one who gave them the gift in some form or fashion. 

Outside of town meddling, Dungeons are the key component for progress in the game. The dungeons are marked with a red, yellow, or green exclamation mark depending upon their connection to progress. Red marked dungeons are story progressing quests wherein plot meets turn based tactical battle. An undertaking that will see you clearing out a set of lesser or boss-like enemies for experience, and FP. FP being the means by which you can unlock character and fairy skills. Said dungeons are also the means by which plot advances in lightly animated visual novel-like cutscenes with voiced conversations and accompanying subtitles. Japanese being the original voice-over option, and English the subtitles. Things which can be tweaked speed and advancement-wise at the settings menu.

Speaking of fairies, you have three types of fairies to manage through the party menu this time around. There's the main fairy, sub-fairy, and song fairy. The main fairy is the fairy partner that doubles as a weapon and allows the wielding character to Fairize, or transform into a more powerful form. Sub-fairies on the other hand accent the main character and fairy by enhancing their stat based abilities. Adding boosts to things like damage, and elemental properties. Beyond that the song fairies are there in a similar fashion as to sub-fairies in that they boost the muse characters' song performance abilities. 

In the way of lesser important and optional quests the yellow, and green marked dungeons are there for this very reason. A means to farm materials while earning EXP, FP, and items that are crucial to party survivability and performance. Aiding in the pursuit of additional sub-fairies, and song fairies as well. 

Back on the battlefield combining the base attacks, skills, transformative Fairize feature, Avalanche Rush, and positioning tactics is the key to victory in battle. With the character that performs the best being rewarded according to these achievement standards. FP being increased for that standout individual. Making the motivation for mastery of the three different difficulties an imperative mission.

As with other Idea Factory JRPGs, 'Fairy Fencer F: Refrain Chord' offers a very similar yet comparingly minimalistic mirroring of base mechanics, but with it's own twist. Taking in account character turns via rotation, verticality via the stage layout, obstacles/interactive objects within the stage's environment, and the characters' facing position as well as a pop-up menu filled with all the selectable actions. Be it item use, attack, fairize, or skill. Leaving Avalanche rush to it's own action filled gauge wherein pressing "TRIANGLE" once it's filled will result in a cinematic tag team attack. Dishing out double the damage with fairize accounted for.

The Extras ...

In addition to the story, and the dungeons the game has a separate menu that is host to all the extras a fan might desire. There's a gallery for cutscenes, a bestiary for browsing all the enemies you've encountered, and a soundtrack with all songs made available for listening to during a break from gameplay. Something that's become a staple offering of the IFI JRPG brand. A welcome sight for all IFI fans.

The Verdict ...

At first I was quite surprised at the twisted turn of events at the start of the game. It only paused long enough for my concern for the protagonist's wellbeing and his relationship with Eryn to subside, before plunging me back into a more serious plot point that turned everything I've come to experience from previous game on it's head. And like the story itself the gameplay helped to emphasize this twisting and forwarding of narratives. Changing a familiar formula into something more menacing by design. Something you hope your favorite characters survive. 

I think between the story and the combat things definitely hit different this time around. Both in tone, and strategy. With a dash of comedic relief, and intense moments of questionable malice. It had me glued to my seat waiting for the next story revelation to be unveiled, and enjoying the combat offered in each and every quest. Fans of the series will not want to miss out on this entry as it is a pivotal entry point that furthers the fantasy, and fully fleshes out the relationship between fencer and fairy. Shedding newfound light on the bond between Fang, and Eryn.




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