A few years ago, Gust Studios—the popular Atelier RPG factory—decided to do something a little different by putting out a licensed RPG adaptation of the Fairy Tail anime and manga. It wasn’t a particularly great game, but it wasn’t too bad either, and it obviously did well enough with its audience that a sequel was greenlit. With Fairy Tail 2, we’re pleased to say that Gust has crafted an overall stronger RPG, although it also makes many of the same mistakes its predecessor did.
Fairy Tail 2 picks up shortly after the events of the first game, and centres mostly on an adaptation of the climactic Alvarez arc. We say 'adaptation' here because the developers took a lot of liberties in changing the story from its original telling—fans may be divided over the tweaks and omissions here, but it overall still feels like a consistent and interesting story, albeit one that will appeal most to longtime fans.
Essentially, this is the final chapter of the Fairy Tail guild’s original journey, and here the guild must rally to repel an invasion from a rival empire comprised of hundreds of guilds of powerful mages hellbent on the “extinction” of the people of Fiore. Once the Alvarez arc is complete, there’s then a completely original arc written just for this release that acts as an epilogue of sorts to the main events.
One notable area where the plot stumbles, however, is in its pacing. This starts right in the middle of a big conflict and it rarely takes its foot off the gas to allow scenes to breathe and to give you a reason to care. Because there’s so much ground to cover in the Alvarez arc, it often feels like Fairy Tail 2 is sprinting from plot point to point, frequently leaning on clumsy, heavy-handed exposition and ‘as you know’ statements where characters recall information they obviously don’t need to be reminded of. There’s certainly no issue with the story being coherent, then, but its execution leaves a lot to be desired.
However, though not directly related to the plot development, one aspect of the storytelling that feels done especially well is the Fairy Tail Diaries mode. Quite similar to the popular ‘Skits’ from the Tales series, these little fireside vignettes provide brief glimpses into small-scale interactions between team members that range from goofy to sincere, and you unlock new ones all the time. Though they’re largely disconnected from the main plot, we appreciated how these scenes highlight the connection between characters that the main story lacks; if the central storyline were to slow the pace and focus more on exploring relationships and motivations, the big set piece moments it constantly throws at you would have a lot more emotional heft.
Gameplay follows a more wide-linear structure here that reminded us a bit of Dragon Quest XI, wherein you explore sizeable zones littered with enemies, treasure caches, landmarks, and sidequests. Though the maps feel a little more reined in than the epic, open vistas in any of the Xenoblade games, exploration still feels worthwhile and interesting as you scour areas for goodies to help give your team an extra edge. Plus, as you add more members to your team in anticipation of the big final fight, you’ll access more field skills and abilities to overcome barriers, which gives you an incentive to occasionally return to earlier areas and snag everything.
Combat has received an overhaul since the last entry, replacing the rote turn-based battles with a more ATB-esque system, similar to what Gust has used for the last few Atelier games. Each combatant has an action bar that, once filled, allows them to make a move and enemies won’t wait for you to make your choice, which incentivises snap decision-making. Your selected character can always use up to three basic attacks (initially), and you gain some SP for your character each time one connects. This can then be spent on a special attack, and you can either chain together multiple special attacks or repeatedly use a powered-up version of the same one for a gradually rising SP cost.
Repeatedly hitting an enemy with special attacks decreases the enemy’s Break bar, and once that runs out, they’ll become stunned and you’ll have the option to trigger a flashy special with one of your party members on the field. There are other supplementary features—such as supporting guest characters or a powerful ‘Awakening’ limit break state—which grant you even more tools to even the odds and bury your foes.
Though different in many ways, this new combat system is overall an improvement on its predecessor. The real-time elements and the ability to either take control of your two other party members on the field or tag in someone on the bench with the tap of a button lends battles a much more dynamic feel as you carefully consider things like combo timings and elemental weaknesses. We appreciated that there’s a momentum you build, especially in the longer battles, wherein there are always sub-objectives to shoot for that maximise the pain you inflict if you manage your resources wisely. The system is constantly putting pressure on you to move and act, but not in a way that makes you feel too off-balance or overwhelmed.
After battles are over, character progression is handled via a relatively simple skill tree system, with points from levelling up to allocate to either new skills or flat stat upgrades and previously unlocked skills. Each character has three skill trees and while we enjoyed the opportunity to have some leeway in how each character develops, this skill tree system is a little too weak and surface-level for its own good. There’s no palpable sense of your characters feeling any stronger after unlocking a few more nodes, and it feels like the skill tree is here more out of obligation than contributing meaningfully to the gameplay loop. Still, there’s a certain base level of satisfaction from the ‘number-go-up’ effect of the game telling you that your party is getting stronger, and sometimes that’s just enough.
As for visuals and performance, Fairy Tail 2 is a bit of a mixed bag. The art style expertly emulates the visuals from the anime and it looks pretty solid—especially in handheld mode—as long as you don’t look too closely. Though the models are expertly drawn and animated, the environments themselves are rife with splotchy shadows and muddy low-res textures, which gives things a much cheaper feeling.
This is then worsened by the performance, with a frame rate that can be all over the place—most obviously when you run too fast in any direction and the engine struggles to keep up. Fairy Tail 2 is certainly far from the most hideous or poorly performing RPG on Switch, but it doesn’t fit terribly well on the hardware.
Conclusion
Though it’s an improvement on its predecessor, Fairy Tail 2 is still the epitome of a middle-of-the-road licensed game. It doesn’t do anything exceptionally great or innovative, nor does it have any issues or shortcomings that significantly drag it down. Despite poor plot pacing, shallow mechanics, and some lacklustre performance, the lively combat system, rewarding exploration, and heartwarming character interactions ultimately make this one worthwhile. We’d recommend Fairy Tail 2 to franchise fans who played the previous RPG, though newcomers should be more wary of jumping straight in. It isn’t a ‘run out and buy it immediately’ release, but you likely won’t be disappointed if or when you do get around to it.
Comments 20
Beautiful character models expertly drawn and animated with subpar environmental graphics - sounds like Koei Tecmo!
Fireside vignettes. How perfectly that term encapsulates what I feel many JRPGs sorely miss and should focus on more.
I feel too many RPGs are all about big bombastic moments, whereas I always appreciatenthese little moments far more. I wouldn't mind an RPG that was pretty much 100% these moments.
Thanks for the review, fingers crossed the performance problems can be fixed through patches and/or by Switch's successor, but happy to hear that it's overall an improvement compared to the first game (although I'm still going to play that before this one as soon as I can find it at a decent price)!
Edit: Looks a bit better than the first game to me. Maybe closer to how Ryza 3 runs: https://youtu.be/z4Ygj7fijZc?si=sswWEAFyyXObootn
Is performance better than Fairy Tail 1 on Switch or about the same?
@Daniel36
I love RPGs but I'm super picky, only playing through a handful of them over the years. I, too, like a lot of "little moments" and sort of relatively low stakes problems about the characters of the game as "people."
My favorite RPGs are Earthbound, Xenogears, and Suikoden, and I think they each have a good blend of "save the world" and "fireside vignettes." (i also love that metaphor!)
@-wc- Suikoden is my absolute favourite game series! I still need to play Earthbound, gave it a few tries but it was never the right moment.
Yeah, low stakes absolutely trumps high stakes, if you ask me. Unfortunately very few JRPGs produce that kind of feel to a good degree, if any.
Of relatively new games, I think only Octopath Traveler captured that a bit for me. I actually prefer the first over the sequel, though I do like both. I'll happily take suggestions on any other games with similar vibes, though I'll probably already know them.
I've always had the dream of creating my own "low stakes" RPG, but I lack the time to do so.
@Daniel36 Stop me if you've played this one, but iirc Tales of Symphonia had a great balance between world saving stuff and the ol fireside chats. Because it had literal fireside chats. Plus, a lot of city and side stuff had the pace pulled back for some downtime. It also had the skits referred to in this review where you got some silly, casual conversations between party members.
@Daniel36
Isn't suikoden grand?! I personally love the first and third game, and I know I'll love the second when I finally get to it! 😅 for full disclosure, I played a bit of 4, not enough to know if I "love" it, and I've never seen 5 at all!
Octopath Traveler: a fellow "low stakes" kind of guy and my best friend got into this one and loved it! He doesn't even normally play RPGs, so for me this is a truly ringing endorsement, now seconded! I should get in there. 👍
Xenogears might be a bit of a bad pick for the list, as it has a fairly high fallutin space opera, god vs the devil vs tech vs nature vs man kind of story, but it also has deep characters with plenty of "down" time, lots of little pockets of town exploration, 1 on 1 conversations, and cloak and dagger sort of mini plots and palace intrigue and stuff. IDK! I love it, regardless.
Earthbound is my canonical favorite game of all time, since release. I was in i think 3rd grade. So, I'm hopelessly biased, but I do think that you will enjoy and appreciate the game a whole lot if you can get past the admittedly slow beginnings. IMO theres a difficulty spike during twoson and threed that levels out and the rest of the game is a blast to play. and, thinking back or on repeat plays, twoson and threed dont seem so bad 😊✌️
not an RPG per se, but have you played Way of the Samurai on PS2? basically it's a slice-of-life (hehe) samurai game where (IIRC, been a while) the stakes are about as high as you make them, on a given day. if you like kurosawa films, and charmingly wonky yet lovingly made games of yore, it is your game 👍
also Robotrek is a nice light n breezy almost-forgotten 16 bit (I call them "ZSNES classics") RPG from ENIX on snes that certainly feels breezy and low stakes. also very handsome and well crafted, with a good, not overly challenging (again, IIRC) battle system. ✌️
@-wc-
I don't recall Earthbound that well, except the diffculty spike you mentioned, as well as a mistake I made going to that one far north area at a poor time, and genuinely suffering trying to get back.
Also, ZSNES classics? Lol
Bottleneck or whathas but at least it can run on Switch OLED that a big plus in my playbook.
I'd probably play this....if it weren't a Fairy Tail IP. Seriously, that show is just SO BAD.
On a different note, can someone tell me if Eiyuden has been fixed on the Switch or if they just up and abandoned it completely?
@Mariotag
"going to that one far north area at a poor time, and genuinely suffering trying to get back."
Earthbound was the very first game I ever played in which I had to "prep" for a journey, where the lack of fast travel (in the early and mid parts of the game) and limited resources actually makes it dangerous (and exciting!) to explore new areas. I rarely feel that way in a game, early BOTW being a shining newer example. ✌️ thanks for pointing that out!
"Also, ZSNES classics? Lol" 😎 cheers
@gabrigoes
not to put them on the spot but IIRC @daniel36 mightve had a bit to say on this topic, and EC in general, in another thread...
@-wc-
Heh. I played it much later on, as a Wii U VC type game. The far north thing was like, iirc, in lategame, I foolishly chose to fast travel to where, I think Jeff started out. And uhhh. Getting back was a bit much. There wasn't enough room to actually fast travel back. I still need to play Origins, and am contemplating how might play the elusive Mother 3... As much as I want an official English release, they've had plenty of chances and provided nothing. But I also don't want to just grab it off the internet.
@Daniel36 I'm pretty sure what you're looking for is the Atelier series
@Mariotag
yes that is a risk in the late game! it's interesting, the uneven fast travel abilities are antiquated in terms of modern game design, but actually pretty realistic if you think about it. like, you cant just take a bus straight out of the arctic wilderness, and making fast travel something that requires skill and certain conditions instead of just a turn key menu operation is kind of elevated in its own way, to me.
I got REALLY good at using teleport alpha as a kid, where i could snake around in really tight places in order to reach takeoff speed. Then again, I spent FAR too much time just kind of puttering and exploring: it being my very first RPG, ai didnt know better 😄✌️
" I still need to play Origins, and am contemplating how might play the elusive Mother 3... As much as I want an official English release, they've had plenty of chances and provided nothing. But I also don't want to just grab it off the internet."
We are on precisely the same page, then. This has been a bit of a holding pattern for me for... going on 20 yrs? 🤪
@Zaruboggan I only played the beginning and unfortunately it didn't click with me. The world felt too empty for me. But thanks for the suggestion!
@-wc- I am almost jealous you will experience Suikoden 2 for the first time. Replay 1 first, then play 2, then 3 again. They are all semi continuous. 2 is AMAZING!
@gabrigoes What -wc- is referencing is me talking about the overall quality of the game. I personally did not find EC worth my time, though I did enjoy the Rising game, speaking of low stakes stories...
@Samalik Oof. While I appreciate the suggestion, I sort of loathe the fan-servicy parts of that series. I won't go into detail as that would derail this already derailed discussion into unfriendly territory. Maybe I should try one of the older entries... I did give a PS1 entry a try once, I think.
@Daniel36 Discrimination is bad! 😛 It's ultimately on you if it appeals to your impulses in "that way". (in which case I don't get why you are pushing back if it does tickle your instincts.)
Just take it. Expand your horizons! This series is quite the jovial and happy series for those who like to relax and empty their heads. Very cute and comfy, while putting lots of emphasis on character writing through mundane scenarios. People usually recommend Ryza because of how streamlined its systems are, but Sophie and Shallie are also great picks coming from me.
Shallie might require two playthroughs though. The reason why will become obvious when you pick it up.
Plot pacing issues?
What issues exactly as the game describes you every detail of the story progression. Much better than any other plot progression like Persona, SMT games for example.
Performance problems and subpar environmental graphics?
The graphics are much better than the original and I have not seen any performance issues on my Switch Lite, not even during the flashy battles. Are you playing another version of the game?
Character progression feels too shallow?
Really??? How long did you play the game? The character progression is topnotch, you constantly feeling you are getting more and more powerful (combos, link combos, unison, extreme magic, awakening etc.). There are 3 skills trees for each character, there are support charaters etc.). So, what are you talking about??
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