Fear and Hunger is probably the most interesting game I’ve played in the past five years. Despite its simple engine and amateur design, it all comes together in a way that elevates its quality far, far above the level of any of its individual aspects. There’s a lot to talk about, so this is probably gonna be a long one.
Built in RPG Maker, with a very traditional top-down look that evokes SNES era JRPGs, F&H is often referred to as an RPG, which is certainly true. But in terms of the most accurate genres arranged in order of significance, I’d call it an Immersive Sim first, Survival Horror second, and RPG last. It utilizes a recognizable turn-based, party-based RPG combat system, but that system is only a small piece of the overall landscape of gameplay, one that should be avoided as much as possible by a savvy player. The game’s mechanics empower the player to achieve success through a wildly diverse set of methods, while also being gruelingly punishing enough that you will always feel like you’re on the brink of disaster and need to reach for every possible advantage. In addition to the mechanics, the game has an excellent sense of atmosphere, compelling lore, and the kind of vague-yet-intriguing cast that give rise to extremely invested fan content seeking to flesh them out into fully realized characters. While excelling at many aspects, I also don’t have any major criticisms that aren’t countered by the way the shortcomings are made up for and sometimes incorporated into what makes this game special. So in the spirit of comprehension, I’ll try and separate this out into actual categories instead of just spewing it out stream-of-conscious style.
Premise
Upon choosing from one of four characters—which entails going through a quick backstory allowing you to make several hard choices that go on to determine your starting build, a highly engaging method of character customization—you are dropped immediately in front of the entrance to the eldritch labyrinth that is the Dungeon of Fear and Hunger.
The premise is simple, with each of your characters having their own specific reasons to delve into the dungeon and seek Le’garde, a mercenary captain who has shattered the political status quo of F&H’s world and been condemned in turn. RPG terminology aside, the Dungeon is an actual dungeon, filled with prisoners and jailers, mostly reserved for political enemies of the state. But the unholy influence that seeps up from beneath the dungeon has transformed prisoners, jailers, and visitors alike into horrible, inhuman monstrosities, making even a single prison guard or pair of watch dogs into a potentially game ending threat.
Exploration
At first you are completely alone, which means that you are pretty likely to get completely destroyed by the first enemy you encounter. You stand almost no chance against any competent foe until you’ve acquired some decent equipment and allies, unless you’re playing as the Knight character who starts out strong enough and with some very powerful skills to give her an edge in battle. Even so, winning will likely be costly. As you explore the dungeon you’ll come across other characters you can recruit, most notably the other 3 potential player characters, along with a few others. Gaining a full party makes a massive difference in survival, allowing you to push further into the dungeon. Whether or not you succeed at your initial goal of finding Le’garde, the game truly opens up beyond that point, leading to a vast and complex lower area with various paths and objectives you can take leading to one of the games many endings.
Along the way you’ll have to manage your party’s health, mind, and hunger, all of which have the potential to ruin you and which are affected by a wide variety of aspects in the setting: darkness, time, combat, phobias, and special scripted events, some of them random. The very layout of the dungeon is uncooperative. Though the dungeon has a specific layout in order of unique areas which always contain specific features, the individual areas can be swapped out from a variety of premade designs, giving it a pseudo roguelike feel. In addition the items you find in 95% of places are highly randomized, meaning that if you have to reload a save and retrace your steps you’re likely to wind up with a completely different set of loot than you would otherwise, which can completely change your playstyle from that point on.
The ubiquitous act of saving and loading is given a lot more weight in F&H than in most games. You can save by resting at infrequent beds, which notably do NOT restore any of your health or mind. But saving is risky. Attempt it, and you’ll be prompted with a coin flip, a mechanic that is used for many aspects of F&H, including combat and searching chests and bookshelves, which contain the games best equipment. You can stack the flip in your favor with a rare item, but either way you have a chance of failure, which means that you will be interrupted by an enemy, leading to a dangerous encounter… and losing the option to save. Beds have limited use as well. This system leads to a gameplay loop in which you’ll want to explore as much as possible and push as hard as you can before saving, and then using the knowledge you gain through exploration to assist in your next attempt if you die and have to reload. If you wind up in a very bad situation, with your party half dead and your limbs cut off, for instance, it’s beneficial to keep going on as long as you can even in a doomed run, because you can gain more knowledge of what’s ahead, which is the most valuable weapon you can have.
Revelations begin to appear more frequently as you dive deeper, leading to the bulk of character backstory and lore that gives context to the world and presents you with the options leading towards your end goal.
Combat
Combat in F&H is extremely deadly. There are no virtually no insignificant battles, and one bad turn can ruin you. At first it seems extremely unfair. Especially as almost every enemy is made up of various targets, such as body, each leg, each arm, and head, and most of these targets all have their own attacks that launch each round if they aren’t destroyed. If you haven’t gathered a full party, chances are you’ll be outnumbered in battle even if there appears to only be a single foe.
Fortunately, the game gives you a huge variety of options to handle enemies both in and out of battle. I don’t want to spoil anything in particular since the discovery of learning these techniques is such a huge part of this game’s appeal. Just know that by experimenting with the many items you find and the special skills that can be learned throughout the game you can really turn the tide of battle and trivialize a lot of the encounters that initially seem completely insurmountable. You have to unlearn a lot of the assumptions that come from other RPGs and try some unusual strategies. Gaining more allies is the single best way of improving your chances in combat, as they provide a lot more health, targets, and options to use items no matter what condition they’re in. One of the first characters you’ll have the option to recruit is a kidnapped little girl who is unable to use any weapons or armor and is essentially unable to deal damage with attacks. Even so, she can be exceptionally useful if you think outside the box a bit.
Most of the time, you’re best off avoiding a fight, which you can frequently do since enemies appear on the exploration screen and can be ran past or hidden from, though they are fast enough that they will always catch you in a straight chase. Therefore the most combat you actually engage in tends to be with the game’s many bosses. The bosses are intimidating, incredibly dangerous, and often have interesting unique mechanics. Talking, an option with every enemy in the game, can result in some very surprisingly advantageous outcomes if you’re willing to risk it. With the way the save system works, you won’t be able to just try a boss over and over so it’s always quite tense trying to learn how to defeat them on the first try.
Conclusion
I don’t think I’ve ever had a game make me feel as tense or anxious, which means it should probably come with a warning if you prefer a more fun or casual experience. I’ve also rarely had a game that felt as engaging as F&H, keeping me constantly on the edge of my seat, strategizing, and thinking about my options whenever I wasn’t playing it. The game has not a lot of story or characterization to speak of, sticking to the very vague implication based storytelling popularized by the Fromsoft games like Dark Souls. But it’s setting is extremely evocative and sometimes thought provoking, so it still works in a less direct kind of way, and at least one of the endings did manage to drudge up some emotion in me, so it’s not completely dry or anything. The game features an enormous amount of extremely graphic gore, nudity, and explicit sexual content that is pretty surprising for a modern game. A lot of the very dark humor or horror elements might be upsetting for some though personally I tended to find them a bit too over-the-top for me to take too seriously.
For a solo developer, especially one working in such a relatively short amount of time, Fear and Hunger is an incredible work of art, excelling in so many separate ways that I can’t comprehend how the developer does it all, lol. I find it a deeply inspiring game, and if you’re interested in the making of games it’s worth a look just for the quality.