Review for:
Fabrication (https://store.steampowered.com/app/916210/Fabrication)
Developer: Harry Gill
Publisher: Harry Gill
Type: 2D Turn-based RPG
Release Date: 11th December 2020
Despite a lengthy development and statements from the developer, Fabrication proved to be a more dividing game than White Pearl.
Opting for a more linear and focused approach to the game’s story, Fabrication only features 3 (huge) towns and has a much smaller world than it’s predecessor. Not only that, but the game employs level caps and content gating by chapter, a design choice which alienated many RPGMaker players, citing it to be a too linear experience for their tastes.
While White Pearl had it’s linear moments, it made up for this with it’s huge world, significant cast and great ambition that didn’t always hit the mark.
However, Fabrication feels like it wasn’t made with the same gusto as White Pearl – it feels stagnated and constrained, as if the 15 hour storyline wasn’t short enough for an RPG; it feels purposefully lengthened, like the plot was stretched thin.
Different Style has Merits
With all this said, you might think the game to be a major disappointment in comparison to White Pearl.
But Fabrication is not disappointing – it is just very different. It’s as if it is entirely disconnected from White Pearl and tries to be a different style of game, but with being developed on 9-year old hardware, with no on-demand team, it is clear that Harry soon reached his limits in development of this game and did what he can to finish it – as the game could be so much more, but it instead ends up between this limbo of turn-based RPG that feels like it gave up on ambition and the game is just a device to tell the story.
The developer himself admitted it – initially the game was going to use a real-time battle system, but soon thought it was too difficult to implement and would take too much time, so he settled for minor innovations on the combat system like the combo system and Team Attacks, which are fine additions, but the battles end up feeling too much like White Pearl’s in the grand scheme of things.
One remarkable area where Fabrication improves over White Pearl however is with the cutscenes, story, dialogue and exposition. Dialogue is candid, short and full of emotion. Through clever use of facial expressions, timing and text boxes, I found myself being drawn into the story when the gameplay failed to hold my attention. Characters feel as real as they can be with distinct differences and habits they are known for.
For example, Crimson is a woman who is hell-bent on revenge and that is something consistent from beginning to end, but she has her own fair share of character development with heartfelt moments with her would-be nemesis Sarah, all the character developments happen as the complex of the experiment project and The Government (yes, that is capitalised) unfolds.
When first looking at the plot, I thought it would be a rip-off of Final Fantasy 7, but quite refreshingly, the plot does not segway into ‘save the world’ nonsense, rather the themes of the story are all about closure and coming to terms with reality.
Sarah, meanwhile, is perhaps the most memorable character in Fabrication’s sadly tiny cast. It is clear where Fabrication excels is in the dialogue, story and cutscenes.
Would that the rest of the game be as enjoyable as watching sprites on a screen, but if the game was not to suffer from a lack of ambition in the first place, then it would suffer from a lack of budget.
Perhaps a testament to Fabrication’s strong writing is an area that was literally cut as a wall of text, as Harry himself admitted. It was almost like a text adventure – yet my favourite part of the game.
Through the use of sound effects, meandering text and thought-provoking writing, I found myself completely immersed as if I was watching it play out on screen.
Perhaps Fabrication could’ve fared better as a book rather than a game, but not all is so bad – areas are crammed with detail, NPCs, sidequests, and are complemented by a suitable soundtrack and background sound to immerse you in the world. But all too often I found myself treading through the same areas again and again, secretly longing for a world map and expansive world like White Pearl. Fabrication feels like half of the RPG it should be, but what it’s trying to be does not fit on a game engine like RPGMaker, one could say.
Back to the combat, although the random encounters are short and satisfying, I couldn’t help but feel limited by only 3 characters in battle, out of a cast of 4 – compared to White Pearl’s 4 battle characters out of a cast of 12. If Fabrication had ‘guest’ characters like White Pearl did, perhaps battles would be more enjoyable. And perhaps it would give the plot the extra padding it needs with the introduction of more characters over an abundance of sometimes interesting but mostly rote sidequests.
Weirdly enough, for it’s otherwise strong story, the game flounders in non-sensical rambling by the end which I doubt many could make sense of. It felt so purposefully forced that I couldn’t help but wonder if it would continue on in DLC or as an update to White Pearl, but with developer support ending in March 2021, that will not be so.
All Good Things Come at the End
Perhaps most to be praised when looking at the difference with White Pearl is the wealth of content available to the player at the end of the game. With the Arena, new items and weapons, new areas, and working towards the strongest items in the game, I felt like I was having the most fun by the final five hours. It is clear a lot of effort went into this content and is a good breath of fresh air from the otherwise suffocating linearity and forced line-up of the other 80% of the game. Not only that, there is over 50 Steam achievements to collect with a good amount of side content and activities to do. Series fans will be happy with this aspect that is vastly improved over White Pearl – White Pearl offered little to no side content.
Another thing to be commended on is the baffling lack of bugs. White Pearl had the contender for most buggy RPGMaker game ever, infested with bugs even years after release, yet just after one patch, Fabrication is stable.
This quality assurance through the limited means of the COVID-19 pandemic needs to be praised, especially with QA team consisting entirely of part-time volunteers. At the end, this came down to Harry’s detail and time with QA.
Conclusion
It is clear, like White Pearl, Fabrication has ambition.
But unlike White Pearl, Fabrication feels unfinished in the best sense of the word, like a part of what the game could be has been cut short in favour of ending the already significant development time of two and a half years.
For every merit Fabrication has, it comes at the cost of gameplay of ‘fun factor’, the most important part in a video game. Every design decision is questionable. Perhaps where Fabrication can be compared to the most is Final Fantasy 13, a game that was met with similar divide in the fanbase. Yet Fabrication does not have enough quality and pros it needs to keep itself from sinking into the sea of obscurity, which is shame, since the story told here is powerful.
With the amount of updates and (finally), the addition of a quest log, you’re better off playing White Pearl – it’s free, complete and works well within the RPGMaker genre.
Only buy Fabrication if you are absolutely desperate to see more of White Pearl’s lore and world, disconnected as it is.
There is no denying the development of Fabrication was turbulent and fraught with doubt, nearly being cancelled, but the developer pulled through and, for better or worse, released a memorable story to the world.
The Verdict
Fabrication is a departure from the developer’s work on White Pearl, yet adheres too closely to it’s outdated design philosophy, stinting the possibility for engaging gameplay in Fabrication. At the very least, I enjoyed the story and world, small though as it was. It is a game that appeals to a niche of a niche.
Score: 7/10.
+ Unique plot
+ Strong writing
+ Good difficulty
+ Lots of fun activities to do before the end of the game
+ Overall a commendable last effort for a developer, a game which has soul and funny moments
– Overall lack of ambition or innovation
– Gameplay fails to excite or hold attention
– The world and story feels too small
– Linearity & level caps feel artificial