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REVIEW FOLKLORE |
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PUBLISHER
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SONY
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DEVELOPER
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GAME REPUBLIC
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GENRE
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ADVENTURE / RPG
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PLAYERS
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1-2
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PRICE
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£39.99
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RELEASE DATE
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OUT NOW
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Folklore is a decent, good-looking game
that is let down by its linear nature.
However, it’s also a fairly enjoyable
experience that serves as a good way to
kill time before the
more essential PS3
releases finally hit
UK shores.
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SCORE
10/SEP/07 |
66% |
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To view this trailer, you will need to have Adobe Flash Player already pre-installed.
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Genji: Days Of The Blade was a
game so despicable and tedious
that we’re still having nightmares
about it now. It remains just
about the worst thing you can do with
your PlayStation 3, aside from picking the
console up and hurling it into the face of
an elderly woman. And it’s rumoured that
every time somebody plays Genji that
a fairy will die, which might explain why
Game Republic, the team responsible for
Days Of The Blade, has created the fantasy
adventure that is Folklore.
Folklore, although far from a perfect
game, is a big improvement on Genji. Set in
an enchanted Irish village that acts as
a portal between equally magical
realms, it is a title with plenty of charm
– an attribute that was sorely lacking
from Game Republic’s last venture. This
means that while Genji suffered from a
dull and predictable scrap through feudal
Japan, many aspects of Folklore, from the
multifarious cast to the fairy-tale locales,
ooze with appeal, surprise and personality.
Admittedly, this is more a result of beautiful
presentation than excellent plot or dialogue,
but nevertheless it’s hard not to be sucked
into Folklore’s world.
This world is divided into two distinct
segments. On the one hand, there’s Doolin
(the Irish village at the centre of Folklore’s
yarn), which dishes out the bulk of the tasks
and story, and on the other there’s the
Netherworld, which is where the combat
takes place. Naturally, it’s the Netherworld
that offers the biggest visual thrills; there
are vibrant, dense forests, caves bathed in
all manner of light tricks and shadows, fields
of swaying flora and gorgeously sculpted
seascapes. And these scenes are made
even more attractive when you see all of the
wildlife and NPCs wandering around them.
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Certainly, the creature design is absolutely
stunning. There are kooky scarecrows,
invisible men dressed in theatre garb and
Commedia half masks, giant wooden
elephants and plenty of other living things
that would simply take too long to describe.
Even the two playable characters, Ellen and
Keats, behave convincingly, with the former
approaching most situations delicately, while
the latter tends to be abrupt and snappy
every time he’s unimpressed. And even
the tiniest of details, such as the way the
characters move across uneven or jagged
ground, have been animated perfectly. It’s
almost enough to convince you that Folklore
is truly next gen.
Unfortunately, for all of its bells and
whistles, it appears that Folklore’s graphical
splendour comes at a price; the levels
really couldn’t be any less interactive. In
some titles this might be forgivable, but
considering that a huge amount of Folklore’s
gameplay relies on good old-fashioned
adventuring, it’s a really disappointing fact.
Even in areas that appear numerous times,
there are no items that can be triggered or
collected, unless you count NPCs of course,
who often appear purely for their aesthetic
value. It’s a bit like spending time in a strip
club; you can look, but you can’t touch.
In fact, there are even times when your
character will be halted by an invisible wall or
turn themselves around because they ‘want
to go somewhere else’. Naturally, this makes
for quite a linear affair.
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Indeed, anyone hoping for a complex
free-roaming experience will be greatly
dissatisfied, as Folklore almost always
holds players tightly by the hand. Generally,
gameplay is a simple case of obtaining
an artefact, heading to the Netherworld,
fighting your way through a new location
and repeating until the end of the story.
This wouldn’t be so problematic if there was
at least a little bit of true exploration to be
had, but even when players are allowed to
head off in a variety of different directions,
it’s usually mind-numbingly obvious what
it is that you’re supposed to do. The main
reason for this is that Folklore’s entire story is
told through cut-scenes, many of which are
triggered the instant you walk into a location,
and any key information is highlighted in
pink or green subtitles. Furthermore, if that
wasn’t clear enough, when you eventually
start skipping past these lengthy chats, Ellen
and Keats will often tell you exactly where
they think they should go. And finally, don’t
be fooled into thinking that playing through
the tale with a different character will make
a great deal of difference; it’s pretty much a
case of more of the same.
However, Folklore gets away with nearly
all of this because it remains quite a fun
game to play, which, as we all know, is the
one quality that can redeem any release.
Okay, so it’s fairly simple and the combat
is quite repetitive (see It’s A Monster Mash
boxout), but there’s no denying that it
provides a unique and addictive experience.
That said, Folklore would probably fare
less well were it not for the fact that there
is a distinct lack of similar titles (and, in
particular, killer titles) on the PS3. For now,
though, it’s not only worth a try, but also
strong evidence that not everything Game
Republic develop will be as pitiful as Genji.
Adam Harrold
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