
Like in many RPGs, exploration is made less painful by teleportation locations once discovered, making travel easy. Combat isn’t especially visceral or impactful, but again, it fits perfectly into the overall gentle aesthetic of the game. There are definitely some aspects of crowd management strategy even in the opening hours, but exploring and fighting co-op are an option which I was unable to try. Melee combat does pretty quickly evolve into a pattern of hit and roll out of the way (then again, the same is pretty much true of Dark Souls), with ranged combat and magic being effective alternatives. The developers have noted that their game is an action combat title first, with lots of mechanics in play for crafting and upgrading melee and ranged weapons and magic spells. I know its expensive, but Kitaria Fables could be so much more charming with voice-acted dialogue that matched its pleasant art and presentation. While delving into the political machinations of the Empire might provide some important story or character insights, and provides a bit of depth for older players to chew on, it often kills momentum just when the game needs to move.

None of it is voiced and much of it is wordy and a bit bland.

If you’re looking to introduce a young person to the world of RPGs, Kitaria Fables is a pretty good place to start, with one caveat. Sure, you make friends with the vendors and the local eccentrics but playful banter is as far as things go.

Where Kitaria Fables distinguishes itself is in its bright and cheerful art direction, simple and accessible combat, and equally un-fussy character relationships unencumbered by romantic complications and entirely G-rated. If you’d played any one of a thousand RPGs this loop will sound familiar, because it intentionally is.
