When Marvelous revealed Farmagia during the June 2024 Nintendo Direct, we saw a familiar concept wrapped in an intriguing package: an action RPG with farm sim elements, like those so fundamental in two of the publisher's biggest series, Rune Factory and Story of Seasons, but wrapped up in a monster-catching package. Instead of growing fruits of vegetables, you grow crops of monsters. And all of this is given form by Fairy Tail and Edens Zero creator Hiro Mashima's distinctive artwork.
In this new RPG, we follow Ten and his friends who are all Farmagia — magical tamers (or farming mages) that can control and fight with monsters. Finding themselves in the middle of a war, Ten and his friends use the power of monsters – and friendship – to prevail over all obstacles.
The game is split into 2D and 3D sections. The former is common for dialogue between characters and visiting places such as the Magic Shop or Avrion Castle in the main city, Centvelt. 3D environments are reserved for the farm or mazes (dungeons), and this is where you control one of your characters.
On the farm, you grow and raise your monsters to ready them for dungeon exploration. You have a limited number of Stamina points to use on farming per day, but once you run out of them, ending the day and taking a good nap is not enough. Stamina can only be replenished after you complete a maze. By tying so rigidly the farming activity with the action and dungeon crawling, the game never allowed us to completely immerse ourselves in the farming because the rhythm was broken, forcing us to spend at least 15 minutes in a dungeon to be allowed to keep working on our crops.
It doesn't help that the farm happens to be one of the most dull parts of the game. The place lacks life, even when it has a full-grown crop of monsters waiting for us. It is literally a piece of land completely decontextualized from the rest of the game's world which we have to semi-regularly visit to evolve our monsters.
While it takes a swing, and a miss, with the farming, Farmagia really hits the spot with the more traditional fantasy elements of the RPG genre. All the good stuff from famous fantasy stories, like prohibited magic spells to battles against divine forces, are present and correct, too. Doses of lore dumps and main story explanations, whilst always followed by overdramatic expressions such as Law of Recurrence or Harvest Festival, are also served in the right quantity. The writers also know good comic timing, cracking jokes at the right moments to light things up. This may swim far from the dangers that come with experimentation, but it's all very charming, just like our favourite anime shows.
In terms of structure, the story is split into 12 chapters, and each chapter connects the events of the main narrative to one or more characters. It doesn't take long to understand that one of Ten's friends will be at the centre of the chapter and, while the group tries to handle the main crisis related to the war, they will also solve their beloved companion's problem. The story's predictability can make the experience feel less exciting, but by intertwining plot progression with character development, Farmagia creates a fun and cohesive narrative experience, and it's a delightful take on the power-of-friendship formula.
Another aspect that makes this adventure a charming experience is the visuals. The game looks great whether played in handheld or docked mode. The static backgrounds in dialogue sequences are all beautifully coloured, helping us to grasp the fantasy world the protagonists live in. And, along with the character art, these sections look great. Mashima's character designs correspond perfectly to specific anime archetypes. Ten, for example, is the happy-go-lucky leader of the gang who is fired up to help people. On the other hand, Emeru is the edgy boy whose angry look actually hides a soft heart. Importantly, every character design in the game is distinct, just like those in Mashima's mangas.
When it comes to monsters, however, there is less diversity, which is disappointing considering how central they are to the game. Mashima relies on changing colours or adding a couple of new visual flourishes to portray how creatures get stronger. Because of that, you'll end up fighting a huge number of giant seahorses who go from blue to purple and, eventually, start wearing crowns and hats. 3D environments also suffer from this repetition, with dungeons in particular feeling generic.
These short dungeons are where most of Farmagia's action takes place. They're quite roguelike-ish, as each maze has a predetermined layout that gives you the chance to find random upgrades for your monsters. While the latter allows a little bit of experimentation and monster team-building, the former is not the game's strongest aspect, as the maze designs follow a shallow pool of patterns, with a couple of common areas where a few waves of enemies appear.
While you're fighting those enemies, you can't overshadow how superficial the combat and character power progression feels. In Farmagia, monsters are the equivalent of weapons and skills. There are only twelve monsters that we can equip and, besides their colour and some having the capacity to inflict debuffs, it's difficult to understand their strengths and weaknesses in battle. Sure, we can use other monsters but only as a skill for the twelve. We can't have a small army of large dragons following us.
One should not expect a complex fighting system when you do brave that small army of monsters, though. You don't perform flashy combos or test your skills with a specific character. All battles boil down to timing parries to charge the Fusion Buddy – an overpowered summon-like attack you unlock and upgrade by deepening your relationship with Elemental Spirits – and maintaining your monsters' uptime by using United form skills. It's simple, but it works. What impressed us most about combat is that it makes fights where forty to sixty of our monsters shoot projectiles and attack considerably large creatures, such as dragons and chimeras, a smooth experience. We had no performance issues when playing docked or handheld.
In the end, while Farmagia comes with all of the fantasy action RPG genre conventions one might expect, the game absolutely excels at delivering those tropes. This collaboration between the studio and Hiro Mashima produces a fun, heart-warming, good-vs-evil experience that made us feel like we've experienced a fun, light-hearted anime.
Conclusion
Farmagia offers a fun and solid experience for fans of the fantasy genre. With great art and entertaining dialogue, this game is the perfect fit for those longing for a magical adventure. Although it is not necessarily a great farming game, it works well as a bridge for players who might want to try a more action-oriented adventure. On the other hand, seasoned players of action RPG games might feel frustrated because of how simple combat is. Still, we believe the game's positive aspects make Farmagia a great example that, when done correctly, even the simple feels fantastic.
Comments 20
Poll: Which dragon do you prefer?
Farmagia
Volvagia
Can’t wait to play it!
Wow this turns out better than I thought.
The 3D sections only being for dungeons and the farming is unfortunate but not surprising given what was in the trailers.
Ultimately, this sounds a bit better than I was expecting. I'll pick this up on sale at somepoint.
I expected more technical problems given the number of monsters onscreen. Still unsure if I'll pick it up, but I wanna hear more from other players' experiences first.
Fairy Tail and Edens Zero? Come now, properly credit this man for his good work and give Rave Master the pedestal it deserves.
Hiro Mashima, no technical issues, entertaining dialogue and simple system. Sounds like a good game to play after a bad day at work that you only want to disconnect. Need to grab this one at some point.
The dungeons are rogue-likeish because they are predetermined? That sounds like the opposite of rogue-like.
it is good enough to pick it up..
Thanks for the review, glad to hear that while certain aspects could've been better this game overall delivers and in particular when it comes to the designs/art (personally had no doubt considering Mashima-san's involvement, but still), the story/character progression and surprisingly also performance, looking forward to eventually playing it!
So it's a farming sim/RPG where you can't customise your main character or even choose their gender, so you're forced to play as an edgy-looking manga dude? No thanks.
Here we go again, NL please play the game and come back to us. Not because it is not ATLUS means that it is not a good game. This game is an easy 9 of 10.
Stop misleading people, this is my review someone playing RPGs for 3 decades:
This game is TOPNOTCH!
What else could you ask from a game???
NL:
Lack of diversity when it comes to dungeon and monsters design *** ARE YOU TALKING ABOUT METAPHOR here? What more than Metaphor's lack of enemy diversity. ***
The Farm has no personality *** the personality are what you farm (monsters) not the farm (Who cares about the farm in a monster breed/raise game? ***
Combat is very simple for an action RPG *** Are you sure you play the game? There is so much you can do in battles, like 4 monsters each button (assault/assemble), perfect guard, normal guard, unite blitzes, legion attacks, damage feedback, battle buddy compatibility, KO's attacks, fusion etc. Does this sound "very simple" to you? ***
I really wish NL could be impartial when reviewing games. Your score for Sky Oceans, Romancing Saga Revenge of the Seven and now Farmagia, with all due respect, are left to be desired.
@Lebest You understand how reviews work, right? Just because you feel differently about the game and flood the comment section with your gushing isn't gonna make them change the review.
@Polvasti I know how review works exactly, especialy the "NL Reviews", Persona 5 gets a 9, Zelda TOTK gets over a 9, while games much better gets a 6. So NL is not reviewing games based on "the game", but based on others thoughts and feelings towards a game. It is not the first time that NL does it, I mentioned a few examples, if you read my comments you should have seen it. Reviewers need to stop reviewing games based on marketing or other people's perception.
@Lebest Every game review is based on the reviewer's "thoughts and feelings towards a game", that's how reviews work. Your thoughts and feelings may differ, but there is no objective truth about any game which the reviewer could somehow put into words and make everyone agree with it. What a good reviewer does is explain what the game is about and give us some clear justifications for why they had those thoughts and feelings about it, so we may then consider whether we might still like the game even the reviewer didn't. This review does exactly that, and even if you disagree with it, that doesn't make it a bad one.
@Polvasti so you are telling me that even if the reviewer is telling you what you know is wrong, you just accept it? Then you are as hard headed as the same person that reviewed the game.
Lack of diversity when it comes to dungeon and monsters design
Not true, over 200 monsters and unique designs. And the environment and dungeons are all well-designed.
The Farm has no personality
The personality is in what you farm (monsters) not the farm (Who cares about the farm personality in a monster breed/raise game?).
Combat is very simple for an action RPG
There is so much you can do in battles, like 4 monsters each button (assault/assemble), perfect guard, normal guard, unite blitzes, legion attacks, damage feedback, battle buddy compatibility, KO's attacks, fusion, over 100 fairy skills (passives) etc. Does this sound "very simple" to you?
I was looking forward to this, but worried nobody was talking about it. Decided to get it day one anyway and I'm very pleasantly surprise. It's cool that the day 1 edition came with an art book and soundtrack, all at no additional cost.
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