Nintendo Power Sheds Light On Fragile’s Exploration

By Ishaan . June 28, 2009 . 1:16pm


Fragile has always gotten a lot of attention in no small part due to its unique take on your typical well-trodden post-apocalyptic setting. What makes Fragile unique is that the game is more about moody exploration than combat, requiring you to help fifteen-year-old protagonist Seto track down a mysterious girl he becomes infatuated with after his guardian passes away.


What’s more, Seto and the girl are among the only few remaining survivors left on the planet., so Seto’s seeking her out just as much for companionship as anything else.


Since the world and life as we know it have already ended by the start of the game , you might be left wondering just how the tragedy came about and what the parting thoughts of those who perished were. In a preview of its upcoming issue, Nintendo Power sheds some light on how you’ll be uncovering this info. Fragile sort of takes a leaf out of Metroid Prime’s book in that you use objects in the environment to learn more about the world you’re in. For example; a cellphone with a recorded message from the owner, begging whomever finds it not to forget her. Unfortunately, the phone ran out of memory before she could tell you her name.


Another example given is that of a “video-game cartridge holding the final regrets of an RPG fan who wished he had come up with a worthy name for his hero instead of hastily hammering out “AAAA” on the character creation screen.”


Sounds depressing, doesn’t it? While there have been some concerns about the controls, it’s easy to see why even XSEED were so eager to snatch up the localization and publishing rights to the game. Fragile definitely sounds like another one of those quirky experiences that explores topics most games would stay away from.


Now is also a good time to mention that Rising Star Games will be publishing Fragile in Europe in Spring 2010 and have a hub up for the game here!

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  • Aoshi00

    All those extremely beautiful screenshots are a little misleading since the in-game graphics are kind of horrible.. I couldn’t bring myself to finish the game yet, couple more hours to go (I’m in the mansion now searching room by room and hitting ghosts w/ a stick, tedious…). The setting is unique, but for its meager “gamplay” and wonky control, it’s good to try it at $20 at best, I personally do not think it’s worth $50 at all. No excuses about it, the developers totally neglected the gameplay part, potential wasted.

    I must admit I wasn’t too disappointed because I was alrdy prepared for the worst after reading a wide range of reviews (most negative…). If one doesn’t expect too much, it’s probably still enjoyable.

    • Is there a way to avoid the battles so you don’t have to deal with the battle controls too often? Honestly, I’m only interested in the exploration part of Fragile…I suspect a lot of people feel that way about the game.

      • Aoshi00

        You can avoid battles for the most part (unless you’re in a locked room), but a lot of times the monsters stand in your way. Also you can’t get very far unless level up by fighting along the way, so I guess it’s unavoidable.

        The other thing that’s extremely annoying is the inventory case a la Resident Evil. All these interesting memories need to be picked up before you can view them at a save point. So if you come across items when your inventory’s full, you need to discard either healing items or weapons, sorting and equipping is also a pain, the whole interface is clunky. So despite the unique presentation, it’s very hard to recommend this game.

        • Mmm. I didn’t know there was a leveling up aspect to it. None of the videos really give that away. I wonder if XSEED will decide to take some additional time to tweak some of this stuff…highly doubt it though. Still, they are aware these issues exist.

  • I didn’t have so many issues with it, and I don’t think the in-game graphics look that bad.

    The fighting is indeed a bit clunky, but I got used to it pretty fast. Same with the inventory, whether intended or not, they helped me give the feeling that Seto isn’t a world-saving-hero but a normal person. That for once can’t carry around 50 pieces of equipment.

    The only reason why I find this game hard to recommend is because to play it you have to like the atmosphere and pace of the game. Its a good game, and a good story, but very gloomy and goes forward at a calm paste. ‘Fragile’ or tranquil would probably be the best to describe it. And I don’t think everyone would like that so easily.

    • “Fragile” or “tranquil” actually sounds really neat. It’s one of the reasons I love winters or rainy days in Rune Factory. They just seem so peaceful.

  • Hmm… I’m really hoping for something along the lines of ICO atmospheric, with that Metroid Prime exploration/exposition. The gameplay does sound a little disappointing now, but I’ll forgive that if the little details and stories make for a nice atmosphere.

  • I’m eagerly awaiting it’s NA release. This is one of the choice few games that makes me not regret buying a Wii.

    I love these dark moody/depressing game atmospheres and stories. Almost didn’t expect the Wii to ever see games like this.

    Between this, Muramasa, the Silent Hill re-imagining, and Metroid: Other M, looks like the Wii finally has some games that appeal to my aesthetic.

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