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Fe (2018, Nintendo Switch) Review



A SONG OF ACUTE CUTENESS


Also for: Playstation 4, Windows, Xbox One

It looks peaceful and cute, but don't fall for the visual style of the open world adventure Fe, developed by Swedish studio Zoink and released as part of the EA Originals program. It belongs to the brand of artsy, visually oriented games that strives to avoid writing, and instead utilizes visual language like world design and color coding to make the player curious. You are supposed to look with your eyes and make sense with your sensibilities, and figure out the world for yourself.

Too bad, then, that this world is overcrowded with bioluminescent, distracting fluff. It's everywhere. Sometimes I don't even know what I'm looking at. Although the hues change from purple, to orange, to green and so forth, the effect is always the same. This ubiquitous cuteness becomes the game's sole quality, even in supposedly exciting moments when you're hiding from deadly cyclopean monsters or losing newfound allies to the enemy. Fe completely lacks any tonal dynamic, making the experience dull and monotonous. Just looking at the screenshots bores me.


You control the fox-like creature Fe, sprinting, leaping and gliding around this low-polygonal, glowing landscape as he tries to understand it. In the opening cutscene he flies through the air alongside some fellow foxes, and crashes onto the planet surface. His friends are nowhere in sight, and this is apparently not home. So you spend the early stages of the game learning to communicate with strange animals like deer, birds and worms through the power of song. By finding the right tune you harmonize with them and learn their skills.

In this sensitive way you can recruit temporary companions, who'll teach you about new ways of transportation. These disappointing lessons are all basically slight variations of one another. The first one turns some flowers into fans that propel you into the air. Another one catapults you into the air. Yet another one catapults you even higher into the air. This helps you solve platforming puzzles, but a lack of inventiveness makes the progression underwhelming.



Pretty soon you run into your first enemy, a dark cyclopean force called The Silent Ones. Unless you're careful, they might trap you with their gaze, further strengthening the ocular theme of Fe. With no way of fighting back, stealth is your only shot, unless you can enlist help from some strong animal companions. This is a neat idea, but its shoddy execution makes me glad it is hardly used at all. How exactly to make one of those animals follow you is anyone's guess - carrying a tasty fruit is supposed to do the trick, but for me it didn't work reliably.

The sound design is splendid, particularly the string soundtrack that sometimes even breaks through the cuteness to convey a soothing quality. When Fe tries to sing, he sounds funny - kind of bizarre and totally alien - until he finds the right tone. By singing next to some strange monoliths you uncover engravings of previous events, showing some pieces of lore. Instead of written language, Fe uses iconography for you to decipher. This could theoretically help you connect with the world, but I didn't personally care enough to give it a second's thought.


A few other collectibles allow you to briefly control a Silent One in first person mode for story reasons, displaying a glimpse of their actions and motivations in the process. This tells you little you can't glean from spying on their actions from bushes, but I might have missed some crucial information, simply because I forgot about these collectibles among all the visual confusion.

The world is dull and literally too dark to make much sense of, and the landscape is designed in an unintuitive, repetitive way that is very hard to navigate. More often than not, you need to check your map for objective markers, because the valleys are just littered with cute, glowing vegetation. All the while that tree you need to climb is there in clear view. You just don't notice it because it shares the dark shade of the landscape.


It's just so hard to know anything for certain with Fe. It suffers from vagueness and a lack of direction. You never learn the purpose of your visiting the planet. What is your end goal? Are you trying to find a way back home? Are you scouting ahead? Or are you just trying to find your peers who crashed with you? Discovering an alien world could be intriguing enough, but a wordless, unnecessary story forces you to progress in a certain order. And the story beats should be stronger than just: "This way is open now, follow your new companion there to see what happens!"

When Fe sings to harmonize with an animal, it's illustrated by two shining globes slowly joining right between the two of them. I get the feeling Zoink hoped such harmony would extend through the screen to captivate the player as well. It's commendable, but absolutely no meaningful communication took place between me and Fe. This must be the first time I played a game completely unfazed from start to finish. With no emotions beyond the facade of cuteness, all I could really do was go through the motions.

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