Fe, the original of Electronic Arts at Gamescom 2017

Often business needs are likely to turn big publishers into an imposing Moloch mangiasoldi in the eyes of the players.

Right or wrong, it has become increasingly clear in recent times that companies have realized that it was necessary to open their doors to projects that would not be announced as commercial titles but that they were able to experiment and hit the player with a ‘ unedited artistic direction or an equally unpredictable find of gameplay.

Unravel, for example, was a big surprise so much that that red thread came into the hearts of many players. In particular, the announcement of the title was unexpected during the 2015 Electronic Arts conference, with a publisher of these dimensions that for the first time opened to these alternative titles.

Riding the media success of this first exponent of the “Originals” project, in 2017, the American publisher announced Fe. This time, to fill the large screen of the conference, they were delicate images, though largely of the dark colors, very soft, which did not leave much to the project but its generic concept.

Metroidvania becomes the perfect genre to describe this experience and learning the art of adapting its own voice to that of the forest takes on the role of the main mechanic of the game. Our protagonist, named Fe, has the task of saving the forest from the silent ones who want to imprison her, exploiting the means that nature can give after getting in touch with it.

A frightened bumblebee, for example, not understanding our request for help could escape frightened if we moved to him too quickly, instead of avoiding abrupt movements we could allow us to get in touch, communicate with him and ask for help.

In order to get in tune, you are going to form a disturbed line screen to make harmonic sounding with the pad analogs and, Once this phase is completed, the new friend will be able to give us a hand to continue the area in the area. When you meet the great forest animals, they give us the ability to speak their language and thus avoid this whole preparatory phase in the future as well as unlock our way to new actions and new sections of the game map.

To give you an example in the demo shown, ours has learned the ability to climb the trees and then plan, making it actually possible to move much faster and reach places that are unthinkable, just like in the more classic metroidvania. they give us the ability to speak their language and thus avoid this whole preparatory phase in the future, as well as unlock our way to new actions and new sections of the gaming map.

To give you an example in the demo shown, ours has learned the ability to climb the trees and then plan, making it actually possible to move much faster and reach places that are unthinkable, just like in the more classic metroidvania. they give us the ability to speak their language and thus avoid this whole preparatory phase in the future, as well as unlock our way to new actions and new sections of the gaming map.

To give you an example in the demo shown, ours has learned the ability to climb the trees and then plan, making it actually possible to move much faster and reach places that are unthinkable, just like in the more classic metroidvania.

Fe’s fragility makes it necessary to exploit all of these mechanisms to make the forest help us defeat the Silent, which we could never win with our direct attack.

Fe, the original of Electronic Arts at Gamescom 2017

Extremely classic gameplay however counts with a very special art-design: blush in the colors, but lightly shaping in the shapes. A solo covers all the images, leaving the player in the idea of ​​being in a nearly dreamlike reality, where the warm white of the details alternates to the black of the shapes, in a delicate twist that will surely make the joy of the most sensitive players. Even the sound does not turn out to be less, and in some repetitive traits, it always accompanies the journey of Fe without disturbing it and expanding its emotional reach.