Faladia is the last in the row of Kinpukurin’s experimental RPGs. As in their other games, the story is very sparse: a certain kingdom has enjoyed an age of peace and prosperity, but when the gods turned away from the people, it was invaded by enemies. A group of survivors has escaped into a cave, and it is from there that the nameless hero of the game begins his adventure.
Similarly to Kinpukurin’s earlier RPG Free Will, Faladia combines elements of Japanese RPG (top-down navigation, random turn-based battles with simple mechanics, etc.) with a more “Western” approach to RPG design. The gameplay is focused on exploration rather than on linear advancement with scripted story events. Instead of the usual Japanese practice of assigning a few story-related party members, Faladia allows to recruit most of the NPCs the player encounters in towns (up to 9 active characters). The player can also choose one of the four ways of interaction with every NPC: neutral, “loving”, haggling, and aggressive. Aggressive behavior invariably leads to fight; it is therefore possible to attack every NPC in the game (though in most cases it results in the death of the underpowered hero).