From Play Magazine May 2009 pg. 65
Fragile: Redefining the "funiki game"
by Dai Kohama
"Ruins -- buildings bereft of human life, softly crumbling to dust. Abandoned urban spaces may provoke feelings of fear and sadness, but stepping inside them can be an oddly serene experience. Bandai Namco's Wii "RPG", Fragile, takes its inspiration from such spaces, eliciting the mystique and romance inherent in modern ruins.
"Fragile begins on a dying, near-future Earth, its inhabitants decimated by an unexplained catastrophe. All that remains are spirits wandering amidst decaying urban landscapes, as the forests gradually reclaim the land. The handful of humans that still live travel from place to place, searching for other survivors.
"At the end of a brief summer, a boy named Seto buries his grandfather, the only other person he has ever known. Seto finds a letter from his grandfather that night, bidding that he travel in the direction the sun rises, where a giant radio tower can be seen in the distance. "You may find other people there", suggests the letter -- the only clue the boy has. With nothing else to do but slowly starve, Seto heads east.
"Fragile is a work by Kentaro Kawashima, an unsung master of the "funiki game" -- a Japanese term for games that present such a compelling ambience, or funiki, that gameplay becomes a secondary consideration. Kawashima's previous games include 7 and Venus & Braves, both cult-hit, Japan-only Playstation 2 RPGs. For Fragile, his team oversaw game design and art direction, but hard development was handled by tri-crescendo, a name you may recognize from Eternal Sonata on Xbox 360 and Playstation 3. Like that title, Fragile is an aesthetically beautiful game, but one that has considerable gameplay problems.
"I had hoped direction from an experienced team like Kawashima's might result in a quality game experience, but it was not to be. I'm a big fan of Fragile, but I have to admit the core gameplay is a disappointment. When regarded as a funiki game, however, it almost doesn't matter. Eternal Sonata may have been pretty, but it failed for lack of heart. Fragile, on the other hand, is brimming with it. Part of it is the graphics, certainly -- among the best on Wii -- but mostly it has to do with an intangible something that lies between the deeply human story, melancholy music, and eerie, silent vistas of a ruined Japan.
"What is the actual game like? Any amount of couching a critique in my genuine respect for the game won't help much, so I'll give it to you straight: Imagine a 12 to 15 hour long Silent Hill with no puzzles and laughably easy combat. The only real challenge comes when your weapon randomly breaks, leaving you defenseless. An RPG this is not, despite the genre listed on the box. Instead it's an exercise in third person action mediocrity. Not egregiously bad -- collision and cameras work fine, the Wiimote-as-flashlight device is well implemented -- but tedious. Much like Rule of Rose, another funiki game with absent gameplay and stunning presentation, your enjoyment of Fragile will depend on your ability to tune combat out, concentrating instead on the wonder of immersion in its ruined world.
"The art, story, music, concept and ambience of Fragile are so wonderfull -- and so unprecedented for post apocalyptic Western games like Fallout 3 that emphasize the horror of ruins rather than their beauty -- that I would call it a must play. Despite its tepid, if workmanlike gameplay, I can think of few Japanese Wii games that deserve a Western release more than Fragile."