![]() Instead it relies on a huge list of weaponry and buckets of well-rendered and physically interesting gore. Fairytale Fights doesn't really try for any of these. Interesting enemies, environments and bosses play a huge part, as do story and a well-judged difficulty curve. Because they don't usually have the move catalogue available in one-on-one fighters, side-scrollers need to get their variety kicks in different ways. The thing about beat-'em-ups, or at least the scrolling variety, is that they can be fairly unvaried. Two hours later my optimism had sublimed into a gassy rage. After a while, especially on a big screen, the incredibly bright colour scheme will really start to hurt. Controls are no longer as slippery, death is less tooth-grittingly regular. Some of the issues from last month's preview code have even been fixed. It's built on a quirky premise, has stylish, well-defined art direction, and for the first few levels even boasts gameplay that stumbles forward proudly, pregnant with potential. Initially I was cautiously optimistic about Playlogic's blood-soaked beat-'em-up. Meanwhile, in a completely unrelated place and time with totally different people, someone thought up Fairytale Fights. "Why," said a third little imaginary developer, "don't we do both?" If we want to attract the kids why don't we just knock out something with loads of blood in it?" ![]() ![]() Nobody cares what pigs do with their houses these days. "I'm not so sure," replied another hypothetical member of staff. "Why," said the developer, "don't we take the rich, well-established, hugely varied and copyright-free world of popular fairytales and retell them for a new generation? We could even use these traditional characters in a subversive way, making them all edgy and post-modern and stuff." Once upon a time, in a studio not too far away, a developer had an idea. ![]()
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