The Faery Tale Adventure (Sniper)
Format: Cartridge
Genre: RPG
Developer: New World Computing
Publisher: Electronic Arts

Graphics
In 1987, most people were playing either 8-bit computing platforms like the Commodore 64, 80s vintage systems like the Master System, or CGA and PC Speaker DOS games. Along comes The Faery Tale Adventure, with 64 colors, a 17,000 screen-sized game world with no loading times, and large well-animated characters-- like a sort of sprite-based Skyrim. By Genesis standards, or 1991 standards, the game is a bit primitive looking, although the tile sets are well drawn, and the palette-swapped day night cycle is impressive to behold.

Sound
Some people are big and strong, but stupid. Others are smart, but weak. David Joiner is one of those rare people who is multi-talented. He designed the game, and he wrote the game. He drew all of the art, and composed all of the music-- which, incidentally, sounds like it emerged via the second coming of Bach, with its sweeping chords and dancing melodies. The Genesis version of the soundtrack-- programmed years after the Amiga release, and still holding on to those masterful compositions-- lacks the richness of the original version, and is basic by Genesis standards.

Gameplay
By the mid-point of the game if not sooner, the player is invincible, and he has a completely full, inexhaustible inventory of items at his disposal. This peculiar design balance is offset by the satisfaction of exploring the gargantuan game world. Or more aptly, since most of the game's world is empty-- a loot grind this is not-- it's the joy of travel that makes this game worth playing. And even when overpowered, the combat is realistic looking and great fun, with the protagonist dancing and parrying with the mere hold of the attack button.

Overall
In 1987, The Faery Tale Adventure must have been mind boggling, with its immense landscape littered with graveyards, keeps, a giant haunted forest maze, snow-peaked mountains and far-reaching deserts. Little touches like the feel of the combat, or the physics behind the golden swan's flight, or the game's indelible atmosphere, remain effective-- but at the same time, one can't feel that by 1991, in a world occupied by Phantasy Star, Ultima, and Might & Magic, David Joiner's 1980s wonder project is a bit beyond its sell date.

Sniper's verdict: