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Farabel: the turn-based tactics game where each victory leaves you weaker

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  • Farabel: the turn-based tactics game where each victory leaves you weaker

    Experience is a one-way street in most games. Victory always leaves you stronger. This explains why Farabel, a new turn-based tactics game I've been messing about with on PC, stings so acutely when my first success in battle lead me to a Level Down! screen, where I was encouraged to choose an attribute to decrease.
    Wait. What?
    This is Farabel's gimmick, it transpires, and it's actually kind of brilliant. The story begins at the end, and each subsequent battle leads you back through the narrative, from the victorious conclusion towards the mysterious first act. And what better way to convey this reversing of time than to see your powers weaken as you go?
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