Foretales Review
Foretales
Release Date: September 15, 2022
Developer: Alkemi
Publisher: Dear Villagers
Platform: PC, Nintendo Switch
MSRP: TBD
Sometimes, the right things come together in the right way, and it can be an utter delight.
Foretales is a careful balancing act— it’s a dark fantasy story about an apocalyptic disaster, but it handles itself with humor and some genuine love of its characters and setting. It’s got an action economy, but things never feel rushed or weirdly paced (well, most of the time, we’ll get to that). It has a morality system, but one that never feels like it’s leaning too far on one side or the other, or punishing you for whatever choice you take. And, most notably for a card battler, it has a ton of diplomatic options for most situations, allowing you to preserve the cards in your hand while spending a number of resources to circumvent the fights and usually gaining a decent reward out of it all.
It’s light and fun without being shallow, deep without being dense or obtuse, and with a story and characters that add a ton of personality to the whole thing (as well as the snarky all-seeing narrator), it blends dark fantasy and lighthearted adventure, and overall, apart from some annoying quality of life issues, it’s a fantastic take on both deckbuilders and adventure games alike.
Volepain the Shoebill and Leo the Tiger are hired by a mysterious leper to steal a musical instrument from a noblewoman. The heist goes cleanly enough, but upon touching the lyre, Volepain is struck with horrifying visions of things yet to come, all leading towards some kind of apocalypse. It falls to Volepain and Leo to save the world, all while staying one step ahead of the strange calamities, dangerous cultists, and a variety of murderous ne’er do wells, pirates, and nobles all out for their blood. But maybe, with Volepain’s visions, the duo and the numerous thieves and lunatics they tend to drag along in their wake have a fighting chance at saving the day. If not, well, at least it’s an adventure, right?
Foretales plays out as a kind of narrative card game. Each chapter, you pick a team of one to three heroes to build your deck, based on the strengths and weaknesses you think you’ll need. turn, you play cards at one of the locations on the board. Based on the card and the location, a number of things happen, such as gaining temporary allies, advancing story events, gaining items, or simply just gaining one of the resources you can also spend (money, fame, grim, and food) to play further down the line. Battles are also decided by cards, as you can either spend resources and items to get rid of the enemies you encounter, or simply use your cards to buff each character before the fight. Sometimes, battles can even be stopped completely by using the right item or the right card, convincing the enemy to end the encounter. As you go further on, you choose each chapter of the story from a map, trying to stay one step ahead of each calamity in your path, growing ever closer to the impending end of existence…
Those looking for a deckbuilding card game will be somewhat disappointed. Foretales is more an RPG and adventure game with cards. That isn’t to say there isn’t an intense level of strategy involved, with cards needing to be played at the right circumstances and different decks working with different abilities. One character might have a deck better themed around navigating the oceans, and one might be better if you’re trying to get criminals on your side. The decks can even grow depending on whether or not you complete certain story events, adding to the card pool and number of options. It’s a wonderful way of underscoring each character, as well, with the decks mirroring aspects of their personality and the way they approach a problem.
While from its setup it looks simple, figuring out the interactions between your characters and the world around them, or figuring out what resources best solve a problem, opens up a wealth of depth and complexity. Bandits, for example, will respect you more if you intimidate them than if you try to push on your fame. Some cultists can’t be talked to and simply have to be attacked. All of this gives the gameplay loop real weight behind its decisions. The combat system has a “morale” mechanic built in that means (well, in most cases, since zombies don’t stop for morale) if you can end a fight the right way (take out high value opponents, bribe the right guard, toss rum at the pirates) then you get fame for leaving your enemies alive. Some cards can end story events immediately, others can gain you a lot of goods when played in the right area, and overall, it’s a careful balancing act.
Balancing is the name of the game, too. For a game that has a lot of dark moments— there’s an apocalypse, slavery, a cult, massacres, and a rampaging pestilent horde— it balances this with a lot of humor. Volepain and his companions fire lines back and forth in a way that never feels quippy, the narrator begs and pleads with the player to pick the nonviolent options in combat, and saving one of your friends from certain execution involves a rather hilarious series of punchlines. It does a lot to make things feel like Foretales is an adventure with friends, one with humor and horror in equal measure. Most encounters can be won, the lightheartedness doesn’t overwhelm the grim portions and vice versa, and it is genuinely (and I know people hate me using this word, but they’re all jerks anyway) fun to spend time in this world. Even when I found myself getting frustrated at a specific point, I would always go back and try a new way, or play a little more conservatively so I wasn’t getting rid of resources, or maybe burn less cards. Foretales made me think, and I love it when a game takes a more thoughtful approach, rather than just flinging cards and numbers at a wall.
Atmosphere is also a big part of that. The lighting, music, and even the background in Foretales change based on where you are, from the hushed chants and darkened lighting of the library, to the almost Monkey Island-esque riff and sunlight reflecting on water of the nautical portions, everything is a delight for the senses. The art’s well-drawn, the music gets stuck in your head after a while, and the narrator’s occasional asides only help underscore it all. The hand-drawn sketches in between each major act similarly help with the theme, making you feel like you’re taking part in some grand animated movie or premium series. It’s a deeply impressive game overall.
But there is one thing that brings it down a little. Foretales is an adventure game, and inherited one of its sins: Logic. Puzzles can be hard to figure out, and sometimes what the story wants to advance can be a little obtuse. While there’s extensive help in the form of hints and being able to talk your way through problems, it doesn’t help that if you don’t have the right card at the right time, you can spend an entire scene wandering around and playing cards until you either run out of cards, resources, or chances to rest, which means a game over in short order. It can get exhausting, as beautiful as the game is, when there’s just that one thing you can’t seem to do.
This shouldn’t dissuade you, though. While the moon-logic puzzles can get annoying and sometimes the game will get pulled into an unwinnable state, it just incentivizes you to play a little closer and a little more conservatively. It’s a gorgeous, fun, and unique take on card battlers that promises hours of play and replay, and a world you’ll want to revisit even after your first journey.
The Good:
- Beautiful art
- An interesting take on card-based gameplay and adventure games
- Excellent economy and game balance
- A wonderful sense of humor
- Top-notch writing
The Bad:
- Sometimes random chance and resource management means getting stuck
- Moon-logic puzzles are out in force in this one
Final Score:
Annoying puzzles and some randomness might be a cloud, but the game is otherwise sunny