Fairy Fencer F ‘Fairize!’ trailer, screenshots
posted on 08.22.14 at 06:46 PM EDT by (@salromano)
Merge with your fairy partner to unlock special attacks.

Fairy Fencer F

NIS America has released a new trailer and set of screenshots for Fairy Fencer F, due out on PlayStation 3 on September 16 in North America and September 19 in Europe.

The trailer shows the “Fairize” battle function. By performing attacks, each character can fill up their Tension Gauge. Once it’s full, they can “Fairize,” merging with their fairy partner into their Fury Form, opening up new special attacks.

Watch the trailer below. View the screenshots at the gallery.

  • http://www.gameanyone.com/DukeVerde DukeVerde

    And Youtube broke it, nice…

    • http://gematsu.com/ Sal Romano

      Should work now!

  • Elle

    Fairize is my new favorite word.

    • Zackasaur

      I was about to make this comment if someone else hadn’t. xD

  • http://www.gameanyone.com/DukeVerde DukeVerde

    Ehh, the Voice Acting seems like a pretty mixed bag… Then again, it’s hard to actually hear half the cast in that video. X_x

    • http://gamingnovato.com Wilker

      I can see what you are talking about but i am just not that sure. Althought, i find it bit awckward too.
      Anyway, the game looks cool.

  • http://youtube.com/miyabigaming 武神水樹

    haha the dubbing is haha

  • LordKaiser

    Too bad that all the story is visual novel style… I was interested in this because of the battle system.

    • http://youtube.com/miyabigaming 武神水樹

      Not all of it but most of it, doesn’t take away from the game

    • http://hatintime.com/ ShadowFang

      Yeah, I would really like to see Japanese devs move away from that stuff and start telling stories seamlessly IN the game world by now. Using the character models.

      You’d also figure that they’d stop breaking up areas into smaller chunks with load breaks by now. That was only acceptable back on the Dreamcast and first gen PS2. But when streaming data to present seamless worlds became standard after games like Jak & Daxter, it really should just routine now.

      But no. You just keep seeing it from devs big and small. Just this week, you see it in new releases Akiba’s Trip, Sword Art Online and Xillia 2. That’s depressing. All those games should have seamless, large worlds. .

      • LordKaiser

        Yeah many JRPGs are going that route and also turning towns into menus instead of a explorable area where you can walk freely.

        • http://hatintime.com/ ShadowFang

          I know. It’s a bummer :'(

        • Budgiecat

          Its rigoddamndiculous

      • OverlordZetta

        … Why?

        Why does everything need to be open world? Why do people enjoy walking around aimlessly so much more than they need to?

        It seems like the concept is getting hamfisted into everything now – Zelda’s getting it, the new Tales is getting it, and it’s completely unnecessary. In a few years, the idea of “dungeons” may be a thing of the past, and that’s awful.

        Not everything needs open worlds, and quite frankly, I don’t think Vita games (and you just listed two) can even handle such a thing.

        • http://hatintime.com/ ShadowFang

          “Why does everything need to be open world…”

          Oh, no reason. Except that when it’s NOT done, it’s annoying, breaks game-flow, breaks immersion, and pads length, that’s all. You really prefer load screens to not? Or, what else are you suggesting? Map screens to explorable locations? That’s what fast travel is for if you don’t like exploring.

          I also don’t see how you’re reading I’m suggesting “everything” should be open world. Level-by-level progression is fine in action games and whatnot, for example… as long as there aren’t load breaks there too (like in Drakengard 3). But if a game is trying to sell you on a world, than it should be seamless. It’s not a world then. If not, then it might as well take place in an elaborate apartment building with a lot of little rooms for game spaces. Because that’s basically what they’re presenting.

          It’s not “ham fisted” either – I don’t know what you’re talking about there.There was a time where devs struggled to fill up such areas with meaningful content. We’re long since past those days though.

          I mean, just watch some of this. It’s AWFUL:
          Go up a staircase? Load Screen. Try and CROSS the street? Load Screen. Walk further down an alley? Load Screen. All in one area. This is objectively bad.

          You can’t make a game about a setting and present it so terribly. The whole point is letting gamers see the location. Whether it’s a recreation of something in the real world or a fantastic, original location. Load breaks bleeding into open spaces directly get in the way of that.

          * – if that vid isn’t time stamped right, scrub to 50:16, and then 52:02. Just watch how Jeff and Dan cross the street and get to Club Sega. You prefer that to an open world. That’s the point you’re making. Just sayin’.

          And the Vita absolutely can handle it. That hardware is more powerful than a PS2 after all, There are open world games on older mobile platforms. A french developer named VD Dev did it on DS in a game called, “C.O.P. The Recruit” with proper use of LOD models and fading in assets. Any hardware nowadays could handle it if engineers are remotely up to snuff.

          The only reason it doesn’t happen now is because some developers refuse to move beyond the game-making techniques they mastered during the PS2-era. They may have higher texture budgets to play with, but these teams are not taking advantage of the power in any other way. They don’t want to learn new skills.

          • http://www.gameanyone.com/DukeVerde DukeVerde

            More like they *Can’t* learn new skills, as that takes time/money. Not to mention every new generation brings new hardware and code to tackle… Besides, it;s not all about “Engineers being up to snuff”.

            There was also a reason FF XIV was lambasted so much when it first came out. There was also a reason Xenoblade had to use such low quality textures…

            I rather see a loading screen than see my character stand there, unable to do anything, for two minutes, ala Xenoblade, as the game attempts to load textures in. I also don’t need to see texture pop in when I am walking.

            Open world isn’t as amazing, or easy, as you seem to think it is. It has it’s uses, but it’s not some godly miracle that makes games amazing. It’s far easier for open world to make games more shite than they already are.

        • Budgiecat

          Ocarina of time

      • Ladius

        Personally, I think each game should have the kind of exploration style that suits its story pacing, quantity and quality of contents and gameplay systems, standardizing everything means lowering the genre’s variety and having games employ ill-suited solutions just to add a marketing point to their resume.

        Also, seamless and large worlds are both costly and taxing in terms of hardware. Not each game is projected to sell millions or even hundreds of thousands of copies, not each team has the right size to handle huge worlds without having recycled areas, barren fields without anything to do and long loadings between regions and not every hardware can handle large, seamless worlds with great looking environments and a stable frame rate (I’m thinking about handhelds here, of course).

        Low budget jrpgs selling into the tens of thousands (sometimes even lower than that) couldn’t possibly pull it off, for instance, and as I said before there are games where exploration simply isn’t the focus. That’s one of the reason, alongside the focus on characters as the main narrative drive, behind the visual novel cutscene’s popularity in the genre. In Compile Heart’s case, for instance, most of its games are character driven rather than world driven, both for obvious budget reasons (just think about the amount of recycling going on in series like Neptunia) and for their focus on parodistical and slice of life character interactions.

    • OverlordZetta

      I see no problem with that. Frankly, I shudder to imagine them stepping away from the format.

      • Elvick

        I wouldn’t mind the story telling like that if they’d think more like a film. Xenosaga did real time cutscenes right in a JRPG.

        Most do not. The characters just stand around blabbing on and on and on with the same camera angle 99% of the time.

        Why bother? Just overlay the damn portraits. Looks less stupid. :P

  • DesmaX

    Damn, Fang voice is far manlier than the Japanese one.

    Makes me want the game now

  • MrKappa

    Any word on if this is half dubbed as per usual with NISA?
    Probably gonna wait for a price drop or just grab the game used since I don’t have the time or incentive to get it day one…

    • TheBlackRabbit


      • DyLaN

        Apparently ppl claimed that NISA games are usually half dubbed due to budget issues. The only case I know where some voices are not dubbed are Mugen Souls 1 and HDN Victory though.

        • DGM09

          They weren’t just claims, it’s the truth. Ar Tonelico 2 is a very good example. Some JP voice tracks were also removed, in addition to the EN voices not being present. It’s happened with several more titles.

          • http://www.gameanyone.com/DukeVerde DukeVerde

            Ar tonelico 2 actually had good reasons. You know, DVDs and all. Doesn’t really give them a reason to do it on a Blu-ray PS3 game, but yeah. <_<

            • DGM09

              As far as I remember there was more space. If I recall correctly, not enough for both languages to be complete, but the cuts in the JP audio were made for the sake of symmetry (poor choice, in my opinion). I’m not going to argue about the possible usage of a DVD9 instead of DVD5 considering it’s NISA and it might’ve been too costly for them, but it certainly wasn’t handled correctly.
              As you said, however, it still happens with games on BDs, so space clearly isn’t the problem.

        • http://twitter.com/SrTirano MrTyrant

          Mana Khemia, Atelier saga, Ar Tonelico. There are more examples.

  • Glenn De Boer

    I think I am gonna play with the voices in Japanese…From what I have played the chant seems to be off in the english dub while it is in sync in the japanese dub and some of the actors don’t seem to try..Which is a shame cause generally I like english dubs along with their japanese counterparts.

  • gulabjamal

    OMG YAYY Wild ARMs 5 all over again plus technology!

  • Bobby Jennings

    When does this come out?

    • http://www.gameanyone.com/DukeVerde DukeVerde

      Sept 16. this article even mentions it…

      • Bobby Jennings

        For some stupid reason. I did not see that.

        And I even skimmed through to see if it stated it before I asked.

        My bad.