


My first impressions of the combat systems were good, with a satisfying dodge-roll and an almost MMO-like range of powerful spells and abilities to play around with, but as the story progresses the enemy's difficulty very quickly becomes insurmountably high.

Through the main story questline, the player is very strongly pushed towards the action-RPG side of the game - which is unfortunately where everything falls apart. Therefore I was very disappointed to see that these mechanics are criminally underutilized, being entirely optional with the rare exception of side quests that involve harvesting goods. Although it’s incredibly time-consuming, I found the farming to be surprisingly relaxing and far and away the most enjoyable part of Kitaria Fables. There’s a nice rhythm to waking up, planting seeds, watering, and eventually harvesting a variety of fruits and vegetables. The farming mechanics, which involve players buying seeds from merchants to grow crops to sell, are well implemented and make use of the otherwise fairly redundant day-night cycle and calendar system. What little story there is, a basic tale involving a conflict between light and darkness in a fantasy setting is entirely coherent and, although not particularly exciting on the whole, still packs one or two twists that had me genuinely interested at times. The 2D art for items and character dialogue is similarly excellent, with a bright color palette and eye-catching designs that are immediately likable. The graphics, for example, are great with a cartoon aesthetic that is consistently pleasant to look at. Before I dive into the plethora of things that Kitaria Fables does wrong, it’s important to understand that the game still manages to do quite a few things very well.
