Folklore Review

  • Posted October 29th, 2007 at 06:10 EDT by

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Folklore delves players into a world where the living meet the dead. Through its fantastic art direction and amazing storyline, Folklore entices the player to journey through the Netherworld in search of the answers to their mystery and leads them on an unforgettable ride into something truly reminiscent of a Hiyao Miyazaki film.

We like

  • Amazing art direction
  • Brilliant, poetic style
  • Undeniably tasty execution

We dislike

  • Limited dungeon editor

See PSU's review on Metacritic & GameRankings

The connection between the Netherworld and the current world was lost many ages ago, but as you step across a suspicious crime scene where murder is in the air, you discover that the world of the Folks isn’t what it always was. With each step, comes a newer piece of the puzzle through the form of lands and different characters that are unlike any other. Each step leads you further and further into the magical world of Folklore—a world in which you are graced with feelings that you have never felt before.

Step into a vibrant world where the facet of mystery covers the truth of Doolin village, a place to which 2 unsuspecting travelers from the outer realm visit to fulfill their own calling where the living meets the dead. Folklore challenges players with a mystery to solve in a town encapsulated with mystery. To meet this, players must journey throughout the Netherworld and attain clues that unravel the story of a 17-year-old feud---where families were left in duress and in bitter pain for their existence.

The adventure begins with our unsuspecting travelers Ellen and Keats. Ellen is a gentle and kind woman who had lost her mother in the earlier memories of her childhood. To her surprise, at the start of the game, she receives a letter from someone. Okay well not just anyone---her deceased mother. Unbelievably surprised, she embarks on a mission to find her mother and make sense of everything that has happened to her.

Clouded in the same confusion is our male protagonist Keats, an editor of an occult magazine “Unknown Realms.” While shooting darts in his office, Keats receives a hovelled phone call. A woman speaks frighteningly of a place called Doolin village, faerys, and begs for help before being cut off. As the clever chap Keats is, he leaves his office in search for a remarkable story as his main motif—not so much his kind sense of charity.

The primary gameplay style is amazingly varied in Folklore. Even though the player will be playing as only these two characters throughout the journey, they will be given the option of who they want to be for each chapter. Even though each of these characters embarks on his/her own chapter, the ending will merge the stories of these individuals so the game blends in perfect harmony. The best way to approach the gameplay and overall concept would be to alternate between the missions, even though the decision is primarily up to the players. As players continue through each of the stories, they gain a blissful sense of catharsis as the respective stories affect each other.

Even though the world of Folklore isn’t as big as some other games boast, the pure elements of mystery, excitement, action, and adventure speak volumes and go far beyond other games. It’s just one big village, but one heck of a village in terms of its quality. Exploration as a primary quality is executed by exploring the many realms of the Netherworld, which are connected to the village at all times in unique ways. Doolin village can primarily be seen as the main gate to several other gates, each with its own unique setting. With every chapter, come amazing dialogue and a further look into a story, which contributes, to the overall concept of Folklore’s primary storyline.

Folklore’s primary execution in its subtleties is by far the most unimaginable. The poetic emphasis in the gameplay mechanics and the game itself go unnoticed but have an amazing effect on the overall presentation. The real world and Netherworld are two opposing forces that are rooted into its connection with Doolin village. The real world is very dull, grey, and melancholy whereas the Netherworld is vivid, vibrant, and alive---a place where battle is glorious and a sense of fulfillment are unchallenged.

The poetic subtlety is implemented in the very fact that the living world is grey, melancholy, and boring whereas the Netherworld---a place which is known for the dead, is colorful and full of life unlike any other. Such a balance is not seen in any other game nor is such a depth in the storyline ever so vivid.

The interface of Folklore is very ... (continued on next page)

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  • Related game: Folklore

    Release date (US):
    October 9th, 2007
    Game Republic
    Action - Adventure
    65 of 2,669 Games
    Up 0 places (in last 7 days)

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