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Trying to gather enough materials to finish a quest takes an extended amount of time, because your gear or weapon is at a low level. And while it has done that, it’s also created a grind that feels incomparable. I was extremely curious to see how Kitaria Fables would set itself apart from games like Rune Factory or even Harvest Moon. When I managed to have six quests going at once, it felt almost impossible to remember which vague marker on the map was the one I needed. From the map to the way quests are tracked, there isn’t much to go off of. It is a simple game both visually and in terms of gameplay. Both main quests and side quests take so long to complete in Kitaria Fables. While I initially thought the game would focus on going out and gathering ingredients in immediate areas, the reality is much more tedious.
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I started to have a slight problem with this after a while, though. It’s a sort of relationship tracker built into the core mechanic of the game.
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That makes sense! If you want more seeds, better food options, and a better shop selection, you have to do quests for the people that own the stalls. The further you get into the game, the more extensive they get. Without crafting and a strict relationship system, Kitaria Fables puts a lot of emphasis on quests. As I went through the final version, I was less and less inclined to believe these changes truly improved the game. When I first checked out Kitaria Fables, I was excited about the ways it seemed to circumvent some of the more traditional elements of the genre with an interesting approach to quests. It’s why, time and time again, I turn to farming sims or the ever popular RPG with farming elements. Games that you can just pick up and get lost in are important.
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