Fairy Tail 4e694y Dungeons Articles and News - Siliconera The secret level in the world of video game news. Tue, 03 Sep 2024 14:39:20 +0000 en-US hourly 1 https://wordpress.org/?v=6.7.2 https://d3la0uqcqx40x5.cloudfront.net/wp-content/s/2021/04/cropped-cropped-favicon-new-270x270-1.jpg?fit=32%2C32 Fairy Tail 4e694y Dungeons Articles and News - Siliconera 32 32 163913089 Review 702e4y Fairy Tail: Dungeons Satisfies With Quick Card Battles https://siliconera.voiranime.info/review-fairy-tail-dungeons-satisfies-with-quick-card-battles/?utm_source=rss&utm_medium=rss&utm_campaign=review-fairy-tail-dungeons-satisfies-with-quick-card-battles https://siliconera.voiranime.info/review-fairy-tail-dungeons-satisfies-with-quick-card-battles/#respond <![CDATA[Joel Couture]]> Sat, 07 Sep 2024 16:00:00 +0000 <![CDATA[Featured]]> <![CDATA[PC]]> <![CDATA[Europe]]> <![CDATA[Fairy Tail: Dungeons]]> <![CDATA[ginolabo]]> <![CDATA[Japan]]> <![CDATA[Kodansha]]> <![CDATA[North America]]> <![CDATA[Reviews]]> https://siliconera.voiranime.info/?p=1050804 <![CDATA[

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Fairy Tail: Dungeons offers quick, snappy roguelite deck-building for someone looking for a few quick hands of high-stakes cards. Strikingly simple, but with some great depth to the systems you can quickly pick up, it’s highly entertaining whether you only have a few minutes to play or if you want to spend a good deal of time in its dungeon depths.

As someone with no knowledge of the anime, the game offers a fast introduction to some of the characters that felt like just enough to get you rolling. I was concerned that I’d be totally lost after the last few anime games that I’d played when I didn’t know the show, but this title doesn’t really need you to know much. It gives you a handful of playable characters (as well as some other ones you meet), but all you really need to know is their play style and how they fight. As this game is light on plot, it feels like you don’t lose anything from not knowing the show and you still feel like you “get” everything that’s happening. That said, this game is extremely light on plot, but I didn’t find I needed a story.

Instead, I was more focused on the card play. In Fairy Tail: Dungeons, you get a small deck of cards to play with at first. You get a mixture of attack cards that deal damage to foes as well as defensive cards that will block incoming damage. These cards area dealt to you four at a time, and you’ll start each round with a full hand of four. You’re given three MP every round you can use, and you get to decide how you spend those MP with your cards (most of which cost one or two MP to cast).

Fairy Tail: Dungeons - Natsu squares off against an ape-like monster, his character surrounded by cards with various casting costs.
Image via ginolabo and Kodansha

As for what you should do with your MP every turn, that depends on what your enemies are up to. The game will indicate some damage numbers beside the monsters if they’re going to attack you. If they’re not, you can select an enemy to figure out what sort of defensive or buff spells they may be casting instead. Enemies can also prepare highly-damaging attacks that come with unique ways of stopping them (play X number of attack cards, for example). Knowing everything your opponents are doing helps guide you in what you should do each round.

And while you only have four cards to choose from each round, it feels like you really need to think about what to play – you’ll agonize a lot over that simple hand. Should you bulk up your defenses? Try to kill something before it hits you? Prioritize playing the right cards to stop and incoming big hit (always do this one)? Your life points persist across the dungeon, so you can’t just blunder through a fight and then recover afterwards. Mistakes pile on, and if you take too much damage over several fights, you’ll be back to the start of Fairy Tail: Dungeons.

You’ll agonize quickly, though. With only a few cards to play, things move briskly through the game. There’s only so much you can do with each hand, so things hurry along. You can spend a bit of your life to redraw your hand if it’s utterly useless, but usually you’ll want to play what you have. This means you’re not usually taking too long to make your decisions, but there still feels like there’s a great depth every round despite the small hand size.

Fairy Tail: Dungeons - A list of three possible Fire Dragon cards that Natsu can add to his deck.
Image via ginolabo and Kodansha

The real depth lies in building your deck and planning what possibilities you want to have in Fairy Tail: Dungeons. As you explore the dungeon map by choosing tiles to visit, you can pick up cards after fights, events you can stumble across, or shops that appear. Now, I loaded my deck with high-damage cards whenever I came across one, and while it worked great for a while, it eventually meant that my defensive cards didn’t show up as much when I was in combat purely because I had more attack cards in my deck. It was a pure probability thing that I had foolishly ignored in hopes of just slamming enemies. Not that playing more defensively got me any further a few rounds later. Still, I really liked that I had to consider how I was composing my deck for probability.

And there are several ways you can shape your deck. You can improve some of your capabilities in combat or add better abilities to specific cards using an upgrade system that costs Lacrima, a currency you pick up as you play. You can also just outright refuse some of the cards you’ve been offered, as well as prune a card from your deck at specific points. After a short time, it felt more important to remove cards, refuse to take them if I felt I had too many high cost cards, or to focus on just improving what I had to better know what to expect each hand rather than continually expand and mess up a predictable probability of getting the cards I wanted.

Still, there are some cool things that may make you really want to take that new card. Some cards can play off of one another to cause improved effects (Magic Chains), so you’ll want to ensure you get those often. But is adding a new chain worth it if it bloats your deck? Alternatively, you might unlock a new chain in your upgrade tree that you’ll wish you had picked up a card for earlier. It gave me a lot to think about as I sat mulling over whether to take a card or not.

Fairy Tail: Dungeons - Natsu stands in the center of a dungeon, surrounded by lacrima, treasure chests, and monsters in every direction
Image via ginolabo and Kodansha

How you stack that deck also depends on the character you use in Fairy Tail: Dungeons. Natsu plays offensively but is still more an all-rounder, but Gray plays more defensively, stacking up huge amounts of protection against damage. Lucy offered some more buffs and casts. The playable characters give some fun options on how to play and build your deck, and their abilities all look very different from each other’s adding some nice visual flair and variety.

You also have a fair amount of wiggle room in how you play based on the map as well. Not every tile you can reach is an encounter. There are spaces that have you meeting other characters and having events, tiles with Lacrima on them, and shops as well. You can only see so far ahead so you can’t fully plan your route, but you can shoot for paths with fewer fights to preserve life (or more if you want better rewards). How you walk matters as much as how you play your cards.

And when you die (and I died a lot), you gain points towards a rank that unlocks amulets for future runs. These rarely offered extreme bonuses, but can give you little boosts in health, the probability of getting zero cost cards, the ability to carry more items (which is limited gear that can also give you some nice effects), and more. They don’t really break the game so I never felt like I was gaining overwhelming power, but it was enough to get a little leg up here and there.

Fairy Tail: Dungeons feels like a straightforward, but still nicely tactical, deck-building game. Being able to play a few quick hands in a fight was great for moments when there wasn’t much time to play, and the ability to dive right in and pick up the rules in seconds made it easy to just jump right into. Even so, the systems underneath had enough depth that it kept pulling me back in to reshape my strategies for the next run.

Fairy Tail: Dungeon is available for PCs.

The post Review: Fairy Tail: Dungeons Satisfies With Quick Card Battles appeared first on Siliconera.

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<![CDATA[

fairy tail dungeons - a colossal dragon creature roars at a party of people ready to fight it

Fairy Tail: Dungeons offers quick, snappy roguelite deck-building for someone looking for a few quick hands of high-stakes cards. Strikingly simple, but with some great depth to the systems you can quickly pick up, it’s highly entertaining whether you only have a few minutes to play or if you want to spend a good deal of time in its dungeon depths.

As someone with no knowledge of the anime, the game offers a fast introduction to some of the characters that felt like just enough to get you rolling. I was concerned that I’d be totally lost after the last few anime games that I’d played when I didn’t know the show, but this title doesn’t really need you to know much. It gives you a handful of playable characters (as well as some other ones you meet), but all you really need to know is their play style and how they fight. As this game is light on plot, it feels like you don’t lose anything from not knowing the show and you still feel like you “get” everything that’s happening. That said, this game is extremely light on plot, but I didn’t find I needed a story.

Instead, I was more focused on the card play. In Fairy Tail: Dungeons, you get a small deck of cards to play with at first. You get a mixture of attack cards that deal damage to foes as well as defensive cards that will block incoming damage. These cards area dealt to you four at a time, and you’ll start each round with a full hand of four. You’re given three MP every round you can use, and you get to decide how you spend those MP with your cards (most of which cost one or two MP to cast).

Fairy Tail: Dungeons - Natsu squares off against an ape-like monster, his character surrounded by cards with various casting costs.
Image via ginolabo and Kodansha

As for what you should do with your MP every turn, that depends on what your enemies are up to. The game will indicate some damage numbers beside the monsters if they’re going to attack you. If they’re not, you can select an enemy to figure out what sort of defensive or buff spells they may be casting instead. Enemies can also prepare highly-damaging attacks that come with unique ways of stopping them (play X number of attack cards, for example). Knowing everything your opponents are doing helps guide you in what you should do each round.

And while you only have four cards to choose from each round, it feels like you really need to think about what to play – you’ll agonize a lot over that simple hand. Should you bulk up your defenses? Try to kill something before it hits you? Prioritize playing the right cards to stop and incoming big hit (always do this one)? Your life points persist across the dungeon, so you can’t just blunder through a fight and then recover afterwards. Mistakes pile on, and if you take too much damage over several fights, you’ll be back to the start of Fairy Tail: Dungeons.

You’ll agonize quickly, though. With only a few cards to play, things move briskly through the game. There’s only so much you can do with each hand, so things hurry along. You can spend a bit of your life to redraw your hand if it’s utterly useless, but usually you’ll want to play what you have. This means you’re not usually taking too long to make your decisions, but there still feels like there’s a great depth every round despite the small hand size.

Fairy Tail: Dungeons - A list of three possible Fire Dragon cards that Natsu can add to his deck.
Image via ginolabo and Kodansha

The real depth lies in building your deck and planning what possibilities you want to have in Fairy Tail: Dungeons. As you explore the dungeon map by choosing tiles to visit, you can pick up cards after fights, events you can stumble across, or shops that appear. Now, I loaded my deck with high-damage cards whenever I came across one, and while it worked great for a while, it eventually meant that my defensive cards didn’t show up as much when I was in combat purely because I had more attack cards in my deck. It was a pure probability thing that I had foolishly ignored in hopes of just slamming enemies. Not that playing more defensively got me any further a few rounds later. Still, I really liked that I had to consider how I was composing my deck for probability.

And there are several ways you can shape your deck. You can improve some of your capabilities in combat or add better abilities to specific cards using an upgrade system that costs Lacrima, a currency you pick up as you play. You can also just outright refuse some of the cards you’ve been offered, as well as prune a card from your deck at specific points. After a short time, it felt more important to remove cards, refuse to take them if I felt I had too many high cost cards, or to focus on just improving what I had to better know what to expect each hand rather than continually expand and mess up a predictable probability of getting the cards I wanted.

Still, there are some cool things that may make you really want to take that new card. Some cards can play off of one another to cause improved effects (Magic Chains), so you’ll want to ensure you get those often. But is adding a new chain worth it if it bloats your deck? Alternatively, you might unlock a new chain in your upgrade tree that you’ll wish you had picked up a card for earlier. It gave me a lot to think about as I sat mulling over whether to take a card or not.

Fairy Tail: Dungeons - Natsu stands in the center of a dungeon, surrounded by lacrima, treasure chests, and monsters in every direction
Image via ginolabo and Kodansha

How you stack that deck also depends on the character you use in Fairy Tail: Dungeons. Natsu plays offensively but is still more an all-rounder, but Gray plays more defensively, stacking up huge amounts of protection against damage. Lucy offered some more buffs and casts. The playable characters give some fun options on how to play and build your deck, and their abilities all look very different from each other’s adding some nice visual flair and variety.

You also have a fair amount of wiggle room in how you play based on the map as well. Not every tile you can reach is an encounter. There are spaces that have you meeting other characters and having events, tiles with Lacrima on them, and shops as well. You can only see so far ahead so you can’t fully plan your route, but you can shoot for paths with fewer fights to preserve life (or more if you want better rewards). How you walk matters as much as how you play your cards.

And when you die (and I died a lot), you gain points towards a rank that unlocks amulets for future runs. These rarely offered extreme bonuses, but can give you little boosts in health, the probability of getting zero cost cards, the ability to carry more items (which is limited gear that can also give you some nice effects), and more. They don’t really break the game so I never felt like I was gaining overwhelming power, but it was enough to get a little leg up here and there.

Fairy Tail: Dungeons feels like a straightforward, but still nicely tactical, deck-building game. Being able to play a few quick hands in a fight was great for moments when there wasn’t much time to play, and the ability to dive right in and pick up the rules in seconds made it easy to just jump right into. Even so, the systems underneath had enough depth that it kept pulling me back in to reshape my strategies for the next run.

Fairy Tail: Dungeon is available for PCs.

The post Review: Fairy Tail: Dungeons Satisfies With Quick Card Battles appeared first on Siliconera.

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Fairy Tail Indie Game Guild Will Bring New Games to PC 27556k https://siliconera.voiranime.info/fairy-tail-indie-game-guild-will-bring-new-games-to-pc/?utm_source=rss&utm_medium=rss&utm_campaign=fairy-tail-indie-game-guild-will-bring-new-games-to-pc https://siliconera.voiranime.info/fairy-tail-indie-game-guild-will-bring-new-games-to-pc/#respond <![CDATA[Kite Stenbuck]]> Mon, 05 Aug 2024 15:30:00 +0000 <![CDATA[News]]> <![CDATA[PC]]> <![CDATA[Asia]]> <![CDATA[Europe]]> <![CDATA[Fairy Tail]]> <![CDATA[Fairy Tail: Beach Volleyball Havoc]]> <![CDATA[Fairy Tail: Dungeons]]> <![CDATA[Japan]]> <![CDATA[Kodansha]]> <![CDATA[North America]]> https://siliconera.voiranime.info/?p=1045931 <![CDATA[

Fairy Tail Dungeons - official indie games coming to PC Steam

Kodansha announced that it has established the Fairy Tail Indie Game Guild project. It will use this guild to help independent game creators release games themed after Hiro Mashima's manga series of the same title.

The company also revealed the first two games that will be part of the project. It will release both titles on PC via Steam worldwide in seven languages: Japanese, English, French, Korean, Thai, Traditional Chinese, and Simplified Chinese.

Fairy Tail: Dungeons will be the first game in this project. It will feature a rogue-lite gameplay system where the player will collect magic cards based on attacks from the series' characters and construct a deck with them for the chosen character to fight monsters inside the dungeon. This game will be available on August 27, 2024 in Japan, South Korea, Eastern Australia, and New Zealand, or August 26, 2024 for the rest of the world.

Fairy Tail Beach Volleyball Havoc - official indie games coming to PC Steam
Image courtesy of Kodansha

The second game in the project will be Fairy Tail: Beach Volleyball Havoc. As the title suggests, this game will feature casual beach volleyball matches between Fairy Tail characters with additional special magic effects. Kodansha will release this game simultaneously worldwide on September 16 or 17, 2024, depending on the time zone.

The Fairy Tail series already has an official RPG for PC and consoles developed by Koei Tecmo's Gust, and the same studio is working on its sequel that will appear in Winter 2024. The new indie titles will further complement the lineup of games based on the franchise. In the Japanese press release, Kadokawa added that it will release Fairy Tail: Birth of Magic, a versus game with original magic creation system, as the third indie title.

Fairy Tail: Dungeons will appear first on August 26 or 27, 2024, and Fairy Tail: Beach Volleyball Havoc will follow on September 16 or 17, 2024. Both Fairy Tail indie games will be available worldwide digitally on PC via Steam.

The post Fairy Tail Indie Game Guild Will Bring New Games to PC appeared first on Siliconera.

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Fairy Tail Dungeons - official indie games coming to PC Steam

Kodansha announced that it has established the Fairy Tail Indie Game Guild project. It will use this guild to help independent game creators release games themed after Hiro Mashima's manga series of the same title.

The company also revealed the first two games that will be part of the project. It will release both titles on PC via Steam worldwide in seven languages: Japanese, English, French, Korean, Thai, Traditional Chinese, and Simplified Chinese.

Fairy Tail: Dungeons will be the first game in this project. It will feature a rogue-lite gameplay system where the player will collect magic cards based on attacks from the series' characters and construct a deck with them for the chosen character to fight monsters inside the dungeon. This game will be available on August 27, 2024 in Japan, South Korea, Eastern Australia, and New Zealand, or August 26, 2024 for the rest of the world.

Fairy Tail Beach Volleyball Havoc - official indie games coming to PC Steam
Image courtesy of Kodansha

The second game in the project will be Fairy Tail: Beach Volleyball Havoc. As the title suggests, this game will feature casual beach volleyball matches between Fairy Tail characters with additional special magic effects. Kodansha will release this game simultaneously worldwide on September 16 or 17, 2024, depending on the time zone.

The Fairy Tail series already has an official RPG for PC and consoles developed by Koei Tecmo's Gust, and the same studio is working on its sequel that will appear in Winter 2024. The new indie titles will further complement the lineup of games based on the franchise. In the Japanese press release, Kadokawa added that it will release Fairy Tail: Birth of Magic, a versus game with original magic creation system, as the third indie title.

Fairy Tail: Dungeons will appear first on August 26 or 27, 2024, and Fairy Tail: Beach Volleyball Havoc will follow on September 16 or 17, 2024. Both Fairy Tail indie games will be available worldwide digitally on PC via Steam.

The post Fairy Tail Indie Game Guild Will Bring New Games to PC appeared first on Siliconera.

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