Although this is an older PS3 title I just got around to finishing it.
Initial reviews of the game were middling while later reviews steadily grew
in appreciation.  This may point up an issue with mechanics of reviews in
general: people that speed through games often just don't get the best
impression of them.  This game does take a while to truly savor.

The story revolves around Ellen, a young girl with no knowledge of her past.
She receives a mysterious letter offering her information about her past is
she comes to Doolin, a small Irish village with a reputation for the
supernatural.  At the same time Keats, a world-weary reporter for a
third-rate paranormal investigation magazine is called to the same village.

They arrive to find that the person who apparently called them both has been
murdered.  They both decide to stay and investigate further.  Throughout the
game you can switch between Keats and Ellen (although not at will, you must
wait for chapter breaks).

Doolin forms the hub of activities.  It's small area to explore (less than a
dozen locations featuring perhaps eight residents with whom you'll be
getting very familiar) but personable.  Luckily the residents don't seem
that worried about the murder (and soon, murders) that are taking place so
you have time to enjoy the scenery.

Soon, however, both Ellen and Keats discover that, when night falls, they
can enter various magical "netherworlds" where they become involved in an
ancient conflict which (of course!) has implications for Ellen's false
memories.  The fundamental parts of the game take place in these worlds, six
in total and each with completely unique designs and characters.  The worlds
are, we're told, physical manifestations of humankinds thoughts about death
and the many creatures, or "folks", which inhabit them are created from the
dying energies of mankind.

To advance you must traverse these worlds and defeat the many folks which
populate them.  When a folk is weakened sufficiently their "Id" (or souls,
in the Japanese) will appear: a ghostly red shadow of themselves which you
can capture.  Capturing Ids allows you to use that folk for attack (or, in
some cases, defense).  The motion controls of the SIXAXIS is used for
capturing ids: a quick flick up will capture the ids of most rank and file
folks while for larger foes and bosses use one (or more) motion mini-games.

None of these motion control segments take very long (although some must be
done while under attack from other enemies adding an additional element of
strategy to some encounters) and most are very satisfying.  You may have to
"slam" the id back and forth or jerk on the controller when the id changes
color or shake it when the id shakes.  The controls never feel overdone or
tacked on and make for a nice break from the normally clenched gameplay.

After capturing an id that folk will be available for use.  There are dozens
and dozens of creatures and a huge amount of strategy in their use.  There's
basic elemental concerns (water creatures work best against fire creatures
for example) and more esoteric properties (some creatures "slash" while
others "destroy" and still others can "Charm" or cause sleep and, of course,
certain foes are more susceptible to different forms of attack).  There are
also speed and positional concerns (some creatures only attack to the front,
others attack low or high, some at a distance, etc).  In some cases there
are tricks to capture a creatures Id since creatures can just be destroyed
outright as well.

Further although Keats and Ellen travel in the same worlds they feature very
different gameplay styles.  Folks are used differently by each.  For example
the clockwork folk "Habetrot", for Ellen, causes other folk to fall asleep
while, for Keats, drops a large pendulum weight on enemies causing the earth
quake.

The basic gameplay between characters is also markedly differently as Ellen
appears to "summon" her folk: they appear on screen, make their attack and
then disappear.  While in existence they are solid and Ellen can evade other
attacks by interposing them between herself and enemies.  Ellen's folk, in
general, are also more cerebral with several "sleep" and "charm" folks
(classes which Keats lacks) and she has many more long distance attacks at
her disposal.

Keats, on the other hand, is a classic video game badass.  When he uses folk
they appear as ghostly apparitions overlaid on his own body.  Where Ellen
summons the folk Keats becomes the folk.  In addition Keats has an
"overdrive" meter of sorts that gives him several seconds of invulnerability
and awesome hand-to-hand attacks when activated.

Folks can all be upgraded (to use less magic or increase in strength) but
each upgrade is different.  You might have to absorb a number of ids from
the same creature or from others.  You might have to defeat (destroy the
creature without absorbing its id) some number of other folk or offer a
number of items.  Items are dropped by certain folk, given as rewards and
found in gems throughout the worlds.

In general the combat is well-done, but there are definitely some wonky
camera issues - especially in the tighter spaces.  But the game in general
is rarely difficult so they don't often become issues.

A few of the folk are simply palette swapped versions of others but the vast
majority are completely unique and wonderfully designed for their worlds of
origin.  Creatures from the Fairy Realm are whimsical and based on Celtic
lore; the modern, war torn world of Warcadia features military-inspired
denizens and so forth.

Gathering and upgrading all of the folk can become a very time consuming
(but only sometimes frustrating) endeavor.  Even if you like the game (as I
did) you'll probably give up before you collect everything.

The story weaves between Doolin and the netherworlds where, if you have
cherished memento from the recently dead you may be able to speak to them
before their energies dissipate into folks.  As you advance the story gets
charmingly convoluted (imagine the story of your average Japanese
role-playing game with a thick Irish accent).  The writing is often
laughably weak, but not so regularly poor as to distract.

Folklore is one of the most consistency supported games on the PS3 having
received two free and three paid download packs featuring new sidequests,
folks, costumes and background information.  There's also a rudimentary
user-generated content system which allows you to construct basic dungeons
and upload them for others to play.

The production values of "Folklore" are almost uniformly excellent.  The
orchestral music ranges wonderfully from whimsical to melancholy.  The art
direction and character design is amazing and engaging: you'll become
genuinely attached to certain folk.  The rare instances of voice acting are
well done, if not particularly memorable.

Although the game was somewhat overlooked on release and it takes a while to
grow on you, it definitely DOES grow on you in the end.  If you're willing
to put up with the occasional control and story issues you'll find a truly
charming adventure here.

Jim Davis


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