[AVGN voice] More like faxing in a doodie! [Cue skit]

Simon's Quest never stood a chance. Zelda II? Just another competitor for the best NES action-RPG of 1987. Xanadu who? That ain't affordable! Why buy a home computer when you can get the [approximate] thrills of computer role-playing action on your TV?! Faxanadu, baby. It's only the lovechild of two of Japan's most lauded developers, seizing the chance to entertain untold numbers of schoolboys with fantasy swashbuckling and dungeoneering like nothing else. Well, maybe that last part's an exaggeration. Maybe this was the best you could get on a cartridge, but any kid lucky enough to own a Famicom Disk System had similar titles well within reach, all iterating on the likes of Xanadu, Zelda, Metroid, and Castlevania.

Poisoned roots flow from the base of World Tree, our hero's old home now corrupted by a cosmic evil. Faxanadu toys with a kind of dark fantasy that had so far evaded the Famicom's library, bewitching its owners with sojourns into caverns, forests, castles, and places that should not be. The people once called Dwarfs now scour this Yggdrasil in mutated forms, and the wise men of the realm wait patiently by desecrated fountains and shrines, hoping for a hero patient and skilled enough to heed their call. While I'm happy to report the game comports itself admirably versus the other ARPGs in the room, its niggling flaws and inability to transcend its inspirations pose a problem for the game today. Nonetheless, it's a testament to how quickly its developers improved at making Famicom exclusives, and one of the breeziest but filling genre exercises that Hudson Soft made for the system.

| "Daggers and wingboots, mantras and monsters await you." |

Famicom Xanadu, as the portmanteau suggests, had a mission to fulfill: bring Nihon Falcom's seminal 1985 PC RPG to the console-bound masses, no matter what it costed Hudson. The two companies knew each other distantly via the Japanese PC games market already, and this collaboration marked the start of a several years' long partnership. Hudson later ported key Falcom titles like Ys I & II and Dragon Slayer: The Legend of Heroes to the former's new console of choice, the PC Engine (CD). Falcom, meanwhile, reaped the crop, collecting hefty residuals from sales of their games on platforms they had no experience with, expertly handled by their partners from Hokkaido. From '87 onward, Falcom made inroads on the far larger console market without having to divert their staff away from the tighter, more competitive J-PC realm, at least until they made their own PC-to-console push in the early '90s.

What we now deem the side-scrolling ARPG had blossomed beyond its niche by '87, thanks to early hits like Namco's Dragon Buster and the diversification shown with cult classics like Layla and Mugen Senshi Valis. Developers tackling the genre sought to meld dungeon crawling, cinematic pacing, and skillful play into something you could play on the simplest of systems. In that sense, '87 was maybe the most important year in ARPG history: Falcom came out swinging with three of the genre's all-time classics (Ys, Sorcerian, and Drasle Family), followed by the likes of Konami (Maze of Gailous, Arumana no Kiseki), Capcom (Black Tiger), Westone (Wonder Boy in Monster Land), Game Arts (Zeliard), and even the NES remake of Rygar. I bring all these up to explain why I've rated Faxanadu roughly in the middle of the pack. There was a lot of competition in the ARPG space at this point in time, and Hudson arguably came in on the back foot.

You'd be right to doubt Hudson's record with console-oriented adventures after the janky results of Challenger, Milon's Secret Castle, Mickey Mousecapade, and arguably the first Adventure Island. The company had triumphed early on with solid renditions of Lode Runner and former J-PC games like Binary Land, but their competitors had leapfrogged them in the art of hours-long Famicom blockbusters. 1987 saw a lot of ups and downs for Hudson's various Famicom teams, with Faxanadu thankfully indicating an end to all but the occasional abject failure. Such a turning point helped double-fold for their upcoming PC Engine projects. Neutopia and Dungeon Explorer, derivative as they are, benefited greatly from the lessons in relatively consistent design that the developer learned this fateful year. I wish we knew who precisely worked on Faxanadu other than musical maestros Jun Chikuma and Toshiaki Takimoto, but good job to everyone else!

The adventure starts off in the main castle town, Eolis, beneath our once verdant World Tree. Despondent residents mill around streets and dim rooms, waiting for relief. The "dwarfs", now resembling creatures from the likes of Alien or Metroid, creep around the town walls, forcing new players to learn the jumping mechanics within the first few minutes. A desperate passer-by hands over their ring, the symbol of Elf kind and one's ticket to an audience with Eolis' king. He tells of a meteorite, crash landed high up within the World Tree, which has poisoned most of the waterways and especially the Dwarf fortress, leading to decay and depression all throughout. After receiving 1500 "golds" and the opportunity to train strength or magic (which just fills those bars, no stat increases here…), players must set off to reactivate the fountains, subdue the Dwarf incursions, and vanquish the evil brought here from outer space.

| "I am free from injury because of the ointment!" |

An immediate strength of Faxanadu is its pacing, with most of the game following a linear progression from below to atop the Tree, foisting small and large challenges upon you with plenty of leniency. The protagonist mainly grows via obtaining new equipment: swords, magic spells, armor, and shields, all buyable or present in corners of the world. Stat progression happens invisibly via changing equipment, while the visible EXP state simply correlates to each title a guru/priest bestows upon you at each temple. This all ties into a robust password save feature, allowing players to recover their progress (ex. equipment, key items, story flags, etc.) and rarely have to retread familiar ground. It took me roughly 7-to-8 hours to clear my first playthrough (not counting fiddling with emulator settings), and maybe an hour of that time involved any notable backtracking.

So, like with Ys and other item-focused ARPGs, there's never much worry about character building, just a well-incentivized goal of getting the best loot (which appears on your guy!) and reaching victory via guile and quick reactions. Controls are mostly well adjusted, both for '87 and compared to the larger Famicom library. Up +/down + A to either use magic or your active item takes some getting used to, but there's little in the way of obscure combat/movement mechanics to complicate things. What I will criticize, however, is the stiff, inconsistent jumping and collision physics. It's admirable of Hudson to test players' ability to time jumps and approach enemies with caution, yet I had way too many close calls where I should have just landed on platforms, only to fall and subsequently retry a section. Regarding enemy hitboxes, these are fine for the most part, but vexing when their attacks bump you back as far as they do. Since Faxanadu is a flip-screen adventure, not a fully scrolling one, this means baddies can and will force you off-screen, prompting extra loading times and enemy respawns which hurt an already precarious balance between affordances for players and the AI alike.

There's way to mitigate getting cornered or too low on health to continue, thankfully, as Faxanadu offers Red Potions, Hourglasses, and other power-ups that let you tank damage, stop time, so on and so forth. Most of the time one should stock up on these at shops in-town, but it's possible to find them out in the wild, either reappearing indefinitely or spawned after defeating a specific set of monsters on the right screen. Better yet, just use magic to avoid risking upfront damage entirely! The spells here evoke their counterparts from Falcom's Xanadu, but are generally simpler, being mostly front-ejecting projectiles and a late-game option which curves and flies upward. Judicious alternation between melee and magic makes the biggest difference in clearing dungeons and traversing the overworld. I would have appreciated more variety in types of weapons, spells, and restoratives on offer, but altogether there's plenty to work with here, especially compared to most Famicom contemporaries.

| "The power of the Hourglass is gone." |

It's by the halfway point—a daredevil trip into the skies, preceding a long and arduous trip through the World Tree's foggy, forlorn trunk full of abandoned sites—that Faxanadu shows its hand, warts and all. This game excels most when rewarding the player's tenacity with a sense of discovery, the feeling of a larger universe than can feasibly be shown. Lengthy hallways inside roots and branches give way to dusty castles possessed by the deranged, where warlocks, monstrosities, and confused soldiers patrol for Elves to slaughter. Each "tower" offers its own set of action, platforming, and item challenges, striving to fully exploit the game's possibility space. I always had a hoot strapping on some Wing Boots, levitating high above foes and hazards (bottomless death pits never appear, thankfully), only to slam right into a miniboss or something cool like that.

See, there's just one (or two, or three) problem(s) with what Faxanadu's, uh, doing here: it rarely if ever captures the tension and complexity of its source material. Xanadu on PC-88 had many flaws of its own, but one couldn't deny the sheer ambition, variety of traps and monsters, and involved leveling + customization Yoshio Kiya and co. managed to squeeze onto those floppies. Here, with limited storage (no Disk System upgrade here!) and a need to accommodate much younger players, Hudson's take on the concept finds itself at an awkward crossroads. The line between regular enemy, miniboss, and boss blurs without confidence. Chikuma's soundtrack, though somewhat catchy and appropriate, struggles to rise above the aural noise reserving sound channels she really needed for her arrangements. A mix of engaging but merely competent platforming and simplistic hack 'n' cast combat makes locations like the Tower of Suffer feel like, erm, suffering. Some truly ill-thought level design comes to mind, too, like mooks patrolling right in front of doors you need to exit and enter (meaning certain death in some scenarios), let alone the lack of unlockable shortcuts or fast travel by late-game.

To further illustrate my reservations, let's look at the keys system, maybe the most belabored aspect of Faxanadu. Many doors throughout the adventure require you to manually equip specific keys (jack, joker, king, queen, and ace) from the inventory, then use them to proceed. Since you can't drop any expendable items at any point, this can lead to accidentally stocking up the wrong type of key, and there's only 8 item slots to work with! So let's say I try selling them off in town, the logical thing to try. It turns out you can only sell specific types to key vendors who already stock them, meaning I'm stuck with early-game items by endgame unless I do way more backtracking than should be necessary. Going in, I honestly thought I'd get more frustrated with the Pendant bug than something like this, but here we are. In terms of which problems are intentional design or just coincidental, I'm unsure where the Pendant's infamous (and seemingly contradictory) damage debuff falls, but Hudson knew what they were doing with keys here. Inventory management, coupled with slow-ass text speeds, can quickly put a damper on one's fun if you aren't careful.

Though Faxanadu is still more intuitive and less guide-dependent than its spiritual predecessor, I find Falcom's game so much more consistent, dedicated to stumping the player while making their accomplishments feel that much more meaningful (and avoiding many aforementioned pitfalls like with keys!). Obtaining better gear and then demolishing them through hitbox cheese is fun, but I wish Hudson could have either added more features to enrich the experience, or taken a bit more time to sand off the edges which remind you this game's trying to evoke Japanese PC RPG jank. For example, where the hell's crouching in this ARPG full of monsters that attack from above and below? Why can't I attack at all on ladders except after getting hit, thus bugging out my hero's sprite and letting me act? With all these omissions and issues working against the player, it's hard not to feel like the latter half of the game becomes a slog. It all starts to feel rushed by the end, especially when fighting the final boss in all its Giger-esque glory. Perhaps the droning, repetitive nature of OG Xanadu is hard to stomach now, yet I find more conviction in that release's design direction than here. Close but no cigar, I feel.

| "Don't have negative thoughts. Remember your mantras." |

I don't hold any production difficulties or inexperience against Hudson staff, despite my hangups, and Faxanadu accomplishes more than it's often given credit. One's moxie in battle and exploration often leads to hidden rewards, or the satisfaction of clobbering bad guys before they ever get the chance to react. Minibosses show up frequently as the story progresses, with each posing a unique problem to solve (will I jump over fireballs or block them with my shield? or how about pinning these jumping eldritch things against the wall to not dodge all the time?). While it can be tedious to backtrack all the way to the beginning or grind for a big wallet early on, doing so grants access to a couple of the best items in the game, rewarding anyone who takes their time to learn the game ASAP and preserve one's life long enough.

Hudson seemed to have a knack for immediately following poor design choices with smart ones; one screen filled with hard-to-hit ranged attackers can just as quickly lead to another with health-dropping fodder! I find Faxanadu pleasantly accessible for an ARPG of its vintage despite the pendulum swinging from quite (sometimes) very good sequences to weak ones. Hit feedback's always satisfying, as is the crunchy but legible audiovisual design. Having just eight items means, in an ideal run, you can stock a bevy of potions and powerful items to seize the advantage, especially when fighting those damn flying bees or disabling bigger guys' means of claiming space. At its best, the game makes you feel empowered through both well-paced encounters and some of the more satisfyingly cheesy strategies one can pull off in an ARPG. Figuring out simply where to go and what to do is also a highlight, thanks to nicely written NPCs throughout the realm giving you hints and clearly delineating questlines.

However, Faxanadu's most convincing strengths lie in the atmospheres it evokes, defying the Famicom's limitations to create something rarely matched in 8-bit xRPGs. Simply put, it looks incredible for an '87 console game. Tile upon tile of ornate details, greebles, and textures found both in pixels and CRT blurs combine to illustrate an otherwise fairly generic world in greater depth. Florid passages transition into harsh fortresses, then heading into the Tree's ethereal insides, without ever feeling thrown together. This game does much better at capturing the interminable, oppressive sadness and claustrophobia of Falcom's Xanadu while providing real variety in environments. (I wish each town looked more unique after Eolis, but I doubt they had enough memory to achieve that.) By the game's finale, I felt that creeping dread on my back which the best gothic adventures provide, somehow captured within the confines of Hudson's simple premise and handiwork.

In a year of superlative action role-playing titans, Faxanadu takes a pratfall or two, desperate to keep up, and I can't help but admire it.

Reviewed on Dec 24, 2023


2 Comments


3 months ago

This was a very informative read, I learned a lot! You're super knowledgeable, but also present the various contexts in a way that is both entertaining and never strays too far away from the game you are discussing. Thanks for sharing your insights!

3 months ago

Thank you! I always wonder how I should lead into a review, especially one where I'm taking a more historical angle. (I didn't use citations/sources here since that would have added an hour or so of work, but details like Hudson and Falcom's partnership are generally known.