"Fox n Forests is a 2D 16-Bit style action platformer with adventure and puzzle elements, empowering you to switch seasons on the fly! Set within a mystic forest and its surroundings, Fox n Forests is a stunning fable offering pixel perfect Retrotainment and rewarding challenges! The game is inspired by the glorious days of 16-Bit and all time classics like Super Ghouls ’n Ghosts, Wonder Boy in Monster World and ActRaiser 2 as well as the Castlevania and Zelda series. You play as Rick the Fox and your weapon is a magic melee crossbow that can not only be used for ranged and close up combat, but empowers you to seamlessly switch between 2 seasons per level, completely changing the whole environment and resulting in amazing secrets, tricky skill tests and thriving exploration. Pixel perfect platforming, screen filling bosses, rich bonus levels, powerful potions, bags of loot, stuffed shops, clever backtracking, challenging skill tests, a magic melee crossbow to shoot and slash enemies, upgradeable shots, not 4 but 5 seasons to explore, stunning 16-Bit pixel art, a catchy chip tunes soundtrack and tons of humorous retro charm combined with the luxuries of modern game design will make Fox n Forests a worthy revival of games from the Golden Age. Easy to learn, difficult to master, impossible to not fall in love with!"


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I had this game for a while and after a failed inital start, I finally got told what was wrong and why I couldn't play this game, but it wasn't a developer that helped me

I suggest using the above if you have the same issue in regards to trying to play the game with your gamepad.

So entering this game I wanted to play it for so long. Ever since I saw it on Steam Greenlight (remember that?) but as mentioned earlier, I couldn't get the game to work with my controller so that stream had to be cancelled which didn't give me the best impression, but returning to it I was glad to give it a go as it was a call back to classic 2D side-scroller games of the past, including many different retro jokes, some of which went right over my head, but others were obvious like "I am bug" in reference to the second Zelda game character that says "I AM ERROR" which has become quite a meme in itself!

I also love the dark humour of the creators of this where the suggestion of a fox eating someone was phrased as him being "naughty" and "about to commit a little crime" which, in regards to the world of nature I'm sure you could argue, however, considering these creatures are all intelligent then it's fairly worrying, but again, that's where the humour is!

The progression was fun, however, the hidden achievements are VERY difficult to accomplish and if you're looking for a fun game with actually difficult secrets then this is the game for you!

It also helps if you're a furry too ;)

Here's my first playthrough so you get a idea of my initial reactions

Fox N Forests is an action platformer developed by Bonus Level Entertainment and published by EuroVideo Medien GmbH. If you couldn’t tell from the 16-bit art style, it’s a throwback to fourth generation classics, borrowing elements from such iconic titles as Donkey Kong Country, Super Metroid, Yoshi’s Island, and of course Super Ghouls 'n Ghosts. The question is, does it work as a modernized update or does it fail to understand what made those influences click? The short answer is it stumbles more often than it succeeds, but for the longer answer read on!

Graphically, there isn’t more I can say that wasn’t succinctly summarized above. As Shovel Knight did with the NES’s library, Fox N Forests has successfully emulated that compressed, yet detailed aesthetic the Super Nintendo coasted on. This was the first time companies were able to input fizzogs and body proportions on character models, giving way to the famous casts of Final Fantasy and Super Mario World gamers know so well, and on those merits FnF is a perfect rendition- I was genuinely surprised to learn it was made in Unity, though perhaps I shouldn’t given how smooth C++ coding apparently is for 16-bit recreations. Colors are implemented splendidly, enemies look grotesquely appealing, and the seasonal motifs are surprisingly organic, lacing every stage with a dark mirror twin from beginning to end.

There are only two downsides in this department: one, the game does wear its influences a bit too vividly at times, making it seem like the devs were a trying a little too hard to capture that throwback feel (completely unnecessary, as indicated by the talent on display)- what I mean is you’ll see familiar artifacts, animations, and even designs that would not appear out-of-place in a sequel to one of those titles outlined in the intro paragraph, and I feel it consequently robs FnF of its immersion factor when you’re being subconsciously incepted imagery from said titles (if that makes sense).

The second are the bonus levels- these things are a pain in the @ss to unlock (more on that later), and you’re rewarded with some of the most pedestrian artwork I’ve ever witnessed in a video game. They’re meant to be alternate planes in a witch’s universe, but they come across like the Spice Channel transuded through the Incredible Hulk’s pants; a boring bolero of green and purple formations wavering aimlessly in the background.

Sound is somehow less inspired, and while this should theoretically be fine given how limited SFX beats were in SNES games, I feel BLE took it beyond even those parameters. Each weapon is distinct and enemies hold unique death hymns, however, impact noises are the same regardless of who you smack around. This wouldn’t be bad if it weren’t for the fact that you’re going to be engaging in a lot of combat, meaning the repetitiveness gets to you regardless of the frenzy. Combined with unduly softened jump collisions (save ground pounds), as well as recurring ear-piercing tones (dying and collectibles) and you get mediocrity. It’s clear FnF wanted to prioritize its music, and on that front it’s definitely succeeded as this is a great score. Written by Filippo Beck Peccoz, it proudly embraces an adventure motif for each of its tracks- whether you’re on haunted grounds or amidst the titular woodlands, you’re euphoniously being pushed onward. My sole complaint is the map theme (IMO) isn’t that great, though it’s not like you’ll be hearing it for a prolonged period.

On that front, we can talk about the gameplay, which is where most of my quandaries lay. See, FnF seeks to be a hodgepodge between a Metroidvania and straight-up side scrolling platformer: levels have definitive endings, yet are laden with all kinds of hidden caves and pathways to discover/rediscover as you acquire the appropriate tool to access them. The problem is this merger doesn’t quite work due to the facets of one not befitting the schemes of another, and vice-versa. For example, re-exploring a stage warrants a map to see where you missed stuff, as well as the ability to spawn at multiple points so that you’re not excessively backtracking, correct? Unfortunately, because platformers rest their laurels on both a singular starting point and no map to avoid spoiler of the layout, FnF forces you to restart a stage FROM THE VERY BEGINNING every time you wish to revisit it, without even a cartogram to showcase where the remaining goodies may reside. As a result, replaying worlds gets frustrating fast, not only because you’re dealing with the exact same obstacles in the exact same placement, but because you don’t know whether you already did an action to unlock a reward: switches don’t disappear after you’ve activated them, particle arrangements don’t disperse once you’ve followed them to the end- it’s a blank slate every go around. If exploration was purely optional, then this wouldn’t be an issue, but FnF’s progressment and upgrade system rests on you acquiring specific items strewn in each area: gears for new moves, potions to increase mana, and, most importantly, seeds to manifest new worlds.

This incompatible fusion continues with the combat- platformers are about successfully circumventing an enemy and pressing forward, whereas Metroidvanias involve periodic skirmishes with the same beasts you just slayed as you retread your footsteps. Well, FnF tries to have its cake by providing both archetypes- the former are relatively fine, but the latter (often taking the form of bats) get particularly aggravating when you’ve already completed a section and are just trying to breeze to the exit.

I wish I could say the combat was fun enough to overcome this deficit, but it’s your standard knock an HP bar down till the cretin dies. While returning to previously-rummaged locations with stronger equipment does provide an inherent sense of accomplishment, that feeling wears off very quickly. The game also prevents you from discharging arrows whilst airborne, creating an unnecessary handicap which further degrades the entertainment factor. And keep in mind that you’ll have to fight a lot as dead enemies drop coins used to procure better tools. It thankfully never gets grindy, but monsters (minus one giant lizard) lack sufficient variety to differentiate encounters. And though there are boss fights, they’re simplistic and unmemorable.

I’ll briefly touch on the much-marketed season changing gimmick as it’s not really utilized well outside of your typical “remove X barrier by switching to Y season”. At the click of a button, you can swap between two climates, the alternate one on a time meter that consumes mana. Like I noted earlier, the visual makeovers are fabulous, but it really is under-implemented in the grand scheme of things.

The story wrapping up this escapade is your standard fable of a reluctant hero being chosen to save the world. The mythology isn’t delved into much, the writing is full of cringey animalian puns, and things are over relatively quickly, preventing even cost-sink investment. It took me a little over 5 hours to beat the game, and while you can get more mileage from finding everything and unbarring the secret levels, the aforementioned issues with the gameplay dissuaded me from doing just that.

That said, at 5 hours Fox N Forests is more than appropriately priced. It’s got a gorgeous world and easy-to-pick-up interface, and while it wasn’t for me, plenty of enthusiasts out there may find enjoyment.


Notes
-It can’t be a coincidence that your fox protagonist is called Rick when Zootopia’s canidae was Nick?

-One thing that bothered me is how your partner Patty insists on time being of the essence, yet deliberately impedes your progress by charging outrageous prices for his stock. It kinda reminds me of that optional conversation in Deus Ex wherein JC comments on a black market vendor price gouging armaments amidst the advent of a grave threat, albeit without the tongue-in-cheek rhetoric.

-Speaking of, I’ve heard a lot of complaints about the checkpoint system requiring you to pay a fee. I agree it’s a little silly, but to be honest it’s not that bad considering you’ll be “earning” way more money than you’ll be spending at them.