Well, I was dead wrong with my assumption that Earthlock: Festival of Magic was like Costume Quest 2 and Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness in terms of its length. I was expecting an eight- to ten-hour adventure, but ended up seeing credits roll after something like nearly twenty-six hours. Eep. I mean, yeah, part of me is to blame, as I simply had to see everything and pop all the “rare” Achievements, considering I saw them all as potentially achievable, but much blame can go to the developers as well, as some of their decisions unnecessarily padded out content. Like giving you two under-leveled party members late into the adventure or locking garden recipes behind difficult side bosses. More on that in a bit.
I beat Earthlock: Festival of Magic the other night, and I still really don’t know what the plot was or why this diverse range of colorful characters were working together. It’s real simple to say they were trying to save their planet Umbra, but things get more murky beyond that goal. From who? Not sure. Why? Well, because. It begins plainly enough with a journey to rescue desert scavenger Amon’s uncle from an ancient cult that is after some even ancienter gizmo. Basically, there’s a magical doodad that evil-minded people want for evil-minded means, and us, the good guys, which consists of a mythical hogbunny called Gnart and Ive, the daughter of a famous general from the House of the Great Wave, and a few others, must do everything to stop this. Because we’re the heroes, dang it.
Look, I didn’t come here for the story. I was initially intrigued by the game’s art style and heavy influence from classic RPGs from the late 1990s, such as Final Fantasy VII and Wild Arms. I’m a real sucker for turn-based combat, though I prefer it when taking turns becomes more than just that, with extra mechanics tossed in to liven things up. Like button prompts in Paper Mario: Sticker Star or enemy location manipulation in Radiant Historia. There’s some of that here, though not enough to get me gushing. Actually, let’s dive into the combat, since a major chunk of the game is spent with you commanding your party to attack, heal, buff, and wait against enemies.
I already told you it is turn-based. The turn is order affected by individual character speed stats, as well as whether or not you have initiative when entering the fight. Your party of four battles in two pairs. For me, my go-to pairing was Amon with Gnart and Ive with Taika. You might find other pairings better to your liking. Basically, each pair gets special stats and buffs as their bond together grows. When damaged by enemies, they accumulate support points, which can be used to activate special moves once the bar fills up. These include healing your entire party or attacking every enemy with a magic spell for big damage. Other than that, each character has two stances, which affects their attacks (range versus melee, healer versus soldier, etc). I think I maybe switched stances less than five times total; my suggestion is to find a style that works for you, and double down on it. You’ll be fine. There’s some fun to be had early on with the combat as you begin learning who can do what, but it quickly grows mundane and repetitive when you have to grind later to get all your party members up to level 20. Thankfully, you can kite more enemies into a single fight because the more you battle at once, the bigger the XP gains.
Other than that, I spent a lot of time gardening in Earthlock: Festival of Magic. Not like I do in Stardew Valley or Disney Magical World 2, but enough to see my thumbs turn green. This is because, as mentioned earlier, I mained Ive and Amon, two characters that use ranged weapons, and those need a bunch of different element-based ammo to get through all them repetitive fights. Gardening isn’t tough, and you can easily fall into a hypnotic rhythm of harvesting, watering, harvesting, watering, and so on. I still feel like Plumpet Island was severely underused; there are areas that seem like they’d be accessible or eventually open up to offer more things to do, but that never happens. Basically, you have a garden, a place to craft ammo, a place to craft talents, a shop, and an inn to rest for free. Considering the amount of time you spend there and the fact that towns are few and uninteresting, I was hoping for more interaction. Something like from Dragon Age: Origins, where you can chat with your party members.
Even if I had finished Earthlock: Festival of Magic back in December, it would not have made my top five games list. It’s not a terrible RPG, nor is it going to blow you away. It hits the average mark and does not waver. The ideas are there and staples of the genre, but that alone does not make an astounding adventure.