Follow TV Tropes

Following

Video Game / Fairune

Go To

https://static.tvtropes.org/pmwiki/pub/images/fairune.jpg
An adventure filled with mystery awaits her.
Advertisement:

Originally released for smartphones on March 28th, 2013, and rereleased twice, first for the 3DS on December 18th, 2014 and later for the Playstation Vita on April 27th, 2016. Fairune 2 released for the 3DS on October 20th, 2016.

Fairune 1 stars Hope Girl, a random girl in a pretty dress called upon by the Ancient Codex, a talking bestiary who explains that the three Spirit Icons, which once sealed away a realm of darkness, have up and disappeared, causing strange events to happen, ultimately resulting in the world being overrun with monsters, which is described as a custom that happens ever few hundred years. After grabbing the bare necessities of her adventure and swapping her white dress for leather armor and a Sword of Hope, Hope Girl sets out to find the icons again.

Fairune 2 starts off with the Codex noting that no crisis is currently threatening the land, and again calling upon Hope Girl to find three fairies, protectors of Fairune which have gone missing. Over the course of the adventure, Hope Girl meets a mysterious girl living in a ruined room stuck in perpetual twilight, with machinery around and agrees to help her find Storage Devices to restore her memory, while trying to find out what exactly is trying to invade the world of Fairune.

Advertisement:

Both games take a top-down perspective with puzzles to solve and enemies to defeat in a clear homage to old adventure games such as The Legend of Zelda or the Mana series.


The Fairune series contains examples of:

  • Bleak Level: The Grave in 1 and the Graveyard in 2, being a zone with a staticky overlay and somber music floating in a black void literally in a grave in 1 and in a hole next to the Overseer's Tower in 2. The Ashen World in 2 counts as well, what with being a monochrome land riddled with ruins of an old castle and dominated by an ominous monolith, with black miasma blowing around in the wind.
  • Call-Back: Some of the rare monsters in Fairune 2 are recycled from Fairune 1. One of the rare monsters is the final form of the final boss from Fairune 1. In addition, there's a design on the ground in the Ashen World which is the same design used in Fairune 1 to travel between the Underworld and the Overworld, tilted 45 degrees so that it points north instead of northwest. Also, getting the Monster Slayer in 2 plays the fanfare played when the sword was used in 1.
  • Advertisement:
  • Cap: Hard cap on levels is 25 in Fairune 1 and 30 in Fairune 2.
  • Checkpoint: Of sorts. While saving can be done anywhere, the games do have some spots where you can restore health. These have to be activated with a Piece of Mana. This is used as a part of a puzzle in the Overseer's Tower of 2.
  • Commonplace Rare: Almost all mundane items are this.
  • Cutting the Knot: Late in the second game, you're faced with a statue-pushing puzzle, which is seemingly impossible. It is, the loose statue is a red herring. You're supposed to turn into a Dramos and step on the statue's podium.
  • Death Is a Slap on the Wrist: Dying in either game just autosaves and dumps you into the Grave in 1 or the Graveyard in 2. The only downside is that you'll have to travel back to where you died in order to continue.
  • Death of a Thousand Cuts: What Hope Girl seems to do to (most of) her enemies.
  • Door to Before: All over the place. Mostly averted in the underground caves, though.
  • Early Installment Weirdness: In the first game, killing monsters only gave 1 EXP even if you killed a monster one level higher than you, and wouldn't give any EXP if it was an enemy on par with you, (which can admittedly be mitigated with the Shield Boost and EXP Boost files cutting damage taken by one and increasing EXP intake by one,) you weren't able to kill any enemies two levels higher than you and the map is divided into five squares
  • Eldritch Location: In both games, the Secret File, a room based around either a desktop file system, an old RPG or a roguelike populated by unkillable Space Invader-styled bit monsters. In 1, these seem to bleed into the final dungeon, and in 2, this could count for both Ashen World and it's underground, Sky Land.
  • 11th-Hour Superpower: In both games, the Mamono/Monster Slayer sword is used to give Hope Girl wings, a tail and a Sword Beam to fight the boss with. Taken Up to Eleven in 2, with the new Fairune Sword and Photon Blade giving more elaborate forms, until the combined power of all three swords gives her something like an open top fighter jet.
  • Experience Booster: The EXP Boost file.
  • Exposition Fairy: The Ancient Codex takes this task.
  • Failed a Spot Check: Both games feature hidden pathways difficult to see for the player due to the top-down view, which should be readily visible for Hope Girl. Especially egregious and silly when you realize these paths in the Grasslands of Fairune 1 and the Green Fields and Snowy Fields and the Ashen World of 2 take the form of floating trunkless tree foliage.
  • Fake Longevity: Fairune 1 has the medals found in the Records menu. To wit, you need to clear the game 8 times over and kill 10,000 monsters in order to get the last two. The first two are received on first completion of the game and the completing of the 1H Speedster achievement.
  • Foreshadowing: The intro cinematic for 2 shows an odd spike object on an altar in the background. It's one of the stakes needed to open the way to the four giants in the Ashen World.
  • Genius Loci: The Ashen World is thought to be an instance of this and The Virus. The Sunset Cage also qualifies, being both the top floor of the Overseer's Tower and the final form of the final boss.
  • Guide Dang It!: The final puzzle in Fairune 1 requires you to tap the power button on the touch screen.
  • Hell Is That Noise: In Fairune 1, the background "music" in the Grave is a mishmash of TV static, radio static and electronic, modulated screeching.
  • Hyperspace Arsenal: By the end of either game, you'll be carrying around at least two useless tools, a bottle, a large, talking book and a fragment of magic and a lifesize statue of yourself! Though with what else is done over the course of the game, it's pretty smalltime...
  • Interchangeable Antimatter Keys: Averted, every lock in the game has a specific, distinct key consumed on use.
  • Lethal Lava Land: The aptly named Lava Zone.
  • Mascot Mook: The Dramos, spherical cyclops dragon demons. Also comes in zombie and mechanical flavors!
  • Meaningful Name: Hope Girl, wielding the Sword of Hope is the last hope for the world of Fairune. Was Hope Girl counts too, as she was the previous Hope Girl, now trapped as a statue in Sky Land in 2.
  • Money for Nothing: Downplayed. In 2, the only use for money is to upgrade the (optional) Boost Skill Files, and it's given out at such a pace that three of the worlds has a grave which gives out large amounts of money when dug up.
  • Mysterious Waif: Layla, The girl in the Sunset Cage counts. Both of them do.
  • Non-Combatant Immunity: Even monsters won't attack girls in cute dresses. Don't expect such mercy from quicksand, though...
  • Ominous Visual Glitch: The Grave/Graveyard staticky filter. Also happens with the final boss after beating it. In 2, the first Layla you meet glitches out a bit before disappearing like a hologram once you've found and inserted all the Storage Devices.
  • One-Winged Angel: Played straight in 1: Mega Dark grows into the monstrous Giga Dark before crossing the Bishōnen Line and turning into the Terra Dark. Exaggerated in 2: Morphoglia has a total of five forms, one of which is an upgraded, revived Giga Dark!
  • Rule of Three: In both games. Three Red Gems to enter the Lava Zone, three Green Gems to return from the Lava Zone, three Logs to build a raft in the water ruins of the Underworld and Hope Girl needs to bring three Sacred Icons to the monolith on the Grasslands in Fairune 1. In Fairune 2, every door leading to the fairy requires three orbs of a color and three logs are again cut down and used, this time to complete a bridge across a river. You'll also need three Dimensional Stones to access another part of Sky Land, and three different swords to open the last door before the final boss.
  • Schizo Tech: The high-fantasy world of Fairune has a small amount of futuristic/modern-day technology, sometimes misidentified as magic items. Justified, as the world itself appears to be artificial.
  • Sword of Plot Advancement: Mamono Slayer in Fairune 1. Overlaps with Infinity +1 Sword in Fairune 2 - the Monster Slayer can destroy the otherwise invincible Bit monsters.
  • Underground Monkey: In both games, Slimes, Dramos and Knights have a few recolors here and there. Downplayed as all monsters have the same AI.
  • Unexpected Gameplay Change: Both games are pretty stock action-ish adventure with puzzles. The final bosses of both games see Hope Girl grow dragon wings and a tail, soaring off to fight the bosses in a top-down vertical space shooter.
  • Unwinnable by Mistake: Thoroughly averted. Placing the Spirit Icons in front of the monolith opens new areas. These Icons have a secondary use somewhere else, some of which are required for progress and easily skippable until a certain point. No worries, though. The Icons can be picked back up as long as you haven't put all of them in place.
  • World in the Sky: The Sky on top of the Administrator's Tower in 1, and Sky Land in 2.
  • Wouldn't Hit a Girl: Taken Up to Eleven and subverted. At the beginning of the game, all creatures refuse to hit the Player Character because she's a defenseless cute girl, Even if you bump into them, neither side suffers Collision Damage. However, the moment you pick up the sword, they attack with impunity.

Top

How well does it match the trope?

Example of:

/

Media sources:

/

Report