Retro Replay Review
Gameplay
The first hour has an easy pull: you pick an elf or fairy hero, start meeting the inhabitants of a fading magical world, and quickly see that conversations are not merely scenery. Dialogue uses a circular keyword-response menu, and your choices can alter how people react as well as steer quests toward peaceful resolutions or fights. That gives even straightforward errands a little tension, because it is often worth considering whether you want the quick confrontation or another way through.
Combat changes the rhythm completely. Battles move to a separate turn-based screen, with both sides arranged in rows and each character spending a limited supply of action points. You attack or cast spells, but nobody can change position. That restriction can feel confining if you come in expecting a battlefield full of movement and clever placement; the decisions happen before and during each turn through targets, abilities, and your companion choices instead.
The better tactical wrinkle is enemy immunity. You cannot simply lean on one favorite attack forever, and the two NPC companions accompanying you matter because their abilities can be a better fit for a particular foe. Experience, stat upgrades, and new abilities give the journey a familiar RPG progression loop. Still, the combat is at its best when immunities force adaptation; outside of that, the fixed formations can make encounters feel more prescribed than inventive.

Graphics
The fantasy locations do much of the visual heavy lifting. A ghost ship and a city built on the back of a scarab are the kind of images that make you want to see what lies beyond the next conversation, and they suit a game about a world losing its magic.
In battle, the separated row-based screens put both factions directly opposite each other. It is a simple layout that makes the turn order of actions and the available targets easy to parse, even if it reflects the combat’s lack of movement.

Story
Faery starts from a strong melancholy hook: humans have stopped believing in magic, fairies have withdrawn, and the world is beginning to vanish as a result. Your role is to bring magic back, which gives the adventure a clear purpose without burying you in lore before you have met anyone.
Its strongest storytelling tool is the way conversations feed into quests. Keyword replies can shift a character’s reaction, and quests may offer a peaceful solution or a combat route. That does not turn every exchange into a major moral crossroads, but it makes talking feel consequential enough that you should not mindlessly pick the first response that sounds agreeable.
The setting’s unusual destinations keep the central conflict from becoming too dour. There is a nice contrast between the broad threat of a disappearing world and the more immediate problems of the people you meet along the way. If you enjoy RPG stories carried by conversation and compact fantasy detours rather than a huge, sprawling epic, Faery has a gentle charm.
Overall Experience
Faery: Legends of Avalon is a likable, limited RPG whose best quality is its willingness to let its whimsical world and its conversations lead. The promise of traveling through strange fairy-tale places gives it personality, while the dialogue choices offer enough agency to make quest-solving feel more personal than a simple string of battles.
Frustration sets in if you want combat to match that imagination. Fixed positions narrow the tactical space, so the system depends heavily on action-point decisions, abilities, immunities, and bringing useful companions. Some gamers will appreciate that clean, contained structure; others will feel that every battle is missing one more layer of freedom.
At 6.3, it lands as a decent recommendation for a specific mood rather than an essential RPG. Give it a chance if you want a compact fantasy adventure where talking can change the path forward and an offbeat setting carries you between fights. Skip it if flexible party positioning and deep tactical combat are the main reasons you play turn-based RPGs.
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