Ever since I played Final Fantasy Tactics: The War of the Lions as a teenager, I have been on a never-ending odyssey in search of tactical games that can give me a similar experience to the aforementioned title. While playing Valdis Story, another game from the devs, I heard about the development of Fae Tactics, and it immediately caught my attention. I knew instantly that it was going to be a game that would satisfy my desire to play a "tactics" game, and it really did. Thanks to a very entertaining story, although confusing at the beginning, a great variety of mechanics and a rather curious repertoire of units. It's an eye-catching game that does well in capturing the essence of the genre, in my opinion. The story of Fae Tactics revolves around Peony, a young witch, who hates to be called that, accompanied by a faithful canine and a little bird of a very particular species. This group travels the world in search of something that at first is not revealed to us, and makes it seem as if we are simply advancing aimlessly. But that's because the journey begins slowly and gradually expands in several directions, presenting us with several plots in parallel, and sometimes intertwined. I must admit that it took me a while to get used to this, I didn't understand very well which mission was the main story and which wasn't, but at some point I realized that most of the stories that were presented to me had their own importance. Some of them were necessary to get new characters for the group, others to improve their weapons, unveil secrets of Peony's past or an NPC; and I ended up enjoying this tangled but fun process a lot. As a final fact, depending on what you do, several epilogues are unlocked, which I think is a fantastic addition. In terms of gameplay, we'll have a preparation stage, where we'll be able to equip our characters, level them up, eat, etc.; and then choose a mission and move on to combat mode. In this mode we'll be presented with various maps with enemies scattered around the area, environmental traps such as lava or poisonous plants, and sometimes with some objective such as reaching a specific area to win. The combat itself is the classic of the tactical genre, but with its own touches, as we'll have a maximum of three "leader" characters, protagonists so to speak, and three Fae summons that are the product of Peony's magic, which by the way will always occupy one of the three character slots. What I felt most curious about was the system of waiting and support, and that is that each character has an ability corresponding to these two actions, depending on their element. For example, wind creatures can wait and raise their agility, or use their turn to grant a movement bonus to an ally. This makes for an interesting twist, since in addition to the classic healing unit, which would come to be the water element, everyone can fulfill the role of support in some way. Having also the typical elemental advantages and weaknesses, we have an additional layer of strategy and dynamism to the battles. On the other hand, we can’t miss the level-up system, and every time a leader character levels up we can choose between three stats to increase: offense, defense and special. Leaving aside the usual, what stands out in defense is the mana barrier: a layer of energy that defends us from critical damage (elemental weakness, such as water attacking fire), so it is important to maintain ours and reduce the enemies' quickly. It is usually erected innately, and also with the support ability of earth units. Apart from levels and stats, we'll have several scrolls that we can equip to our leaders, each with its own passive bonus, such as increasing the attack of all ground characters or increasing the damage to isolated targets. There are also a large number of spells for Peony, and Faes that we can invoke in combat. It should be noted that all this must be obtained by playing, defeating enemies and opening chests, or occasionally by story. Around end-game time, we’ll unlock another passive system, and if we also count some improvements outside of combat and the weapons of the leaders, we can say that there are quite a few mechanics to play with. By the way, Peony's base armament allows her to use any element depending on the scroll they have equipped, perfect to cover our weaknesses more easily. All in all, a deep and more than robust gameplay. Fae Tactics' artwork is no slouch either, presenting us with meticulous pixel art for the environments and units. The sprites are very detailed and their animations are fantastic. The designs of the Fae enemies and allies vary to some extent, and the character portraits are nice but somewhat monotonous, as they do not have different expressions. To solve this, the characters sometimes show a text balloon with animated "emotes", such as a crying or blushing face, and the truth is that they look cute. All this is wrapped up by a beautiful soundtrack, with catchy and very diverse tunes. In conclusion, Fae Tactics is a game that presents a wide repertoire of mechanics, entertaining and very well thought out. The playable characters are remarkable from the moment they are introduced, and are further developed throughout the game, with plots that unfold in a very captivating manner. The tactical strategy, the story that ranges from emotional to disturbing moments, and the wonderful audio-visual delight, made for a very enjoyable experience. The truth is that I loved it, what more can I say.
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