It looks peaceful and cute—but don’t be fooled by the visual style of the open-world adventure Fe, developed by Swedish studio Zoink and released as part of EA Originals. It belongs to a familiar category of artsy, visually driven games that deliberately avoid written language, instead relying on world design, color coding, and symbolism to spark curiosity. You’re meant to observe, intuit, and make sense of the world through your senses rather than through exposition.
Unfortunately, this world is overcrowded with bioluminescent, distracting fluff. It’s everywhere—so much so that I often don’t even know what I’m looking at. Although the color palette shifts between purples, oranges, and greens, the effect remains the same. This omnipresent cuteness becomes the game’s sole defining trait, even during moments that should carry tension: hiding from cyclopean monsters or losing newly found allies to the enemy. Fe lacks tonal contrast entirely, rendering the experience flat and monotonous. Even screenshots leave me cold.
These interactions allow you to recruit temporary companions who introduce new traversal mechanics. Unfortunately, these lessons feel disappointingly derivative. One ability launches you into the air using flowers. Another launches you into the air slightly differently. A third launches you even higher. While these mechanics feed into light platforming puzzles, the lack of inventiveness makes progression feel underwhelming.
The sound design is one of the game’s few consistent strengths. The string-heavy soundtrack is often excellent, occasionally piercing the saccharine surface with a genuinely soothing tone. Fe’s singing sounds alien and awkward until you hit the right note, which is a clever touch. Singing near monoliths reveals iconographic engravings that hint at past events. Rather than written lore, the game presents symbols for you to interpret. In theory, this should deepen your connection to the world—but I never cared enough to engage with it.
The world itself is dull and, quite literally, too dark to read clearly. Its layout is repetitive and unintuitive, making navigation unnecessarily difficult. More often than not, I found myself relying on map markers because the environment is saturated with glowing vegetation. The tree you’re meant to climb is often right in front of you—you just don’t notice it, because it shares the same dark hue as everything else.
When Fe harmonizes with an animal, the moment is represented by two glowing orbs slowly merging between them. It’s clear Zoink hoped this sense of harmony would extend through the screen and resonate with the player. The intention is admirable. But no meaningful communication ever took place between me and Fe. This may be the first game I’ve played that left me entirely unmoved from beginning to end. Beneath the soft glow and gentle sounds, there is nothing to hold onto. I simply went through the motions.






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